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Volt

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Everything posted by Volt

  1. Just downloaded this. I like it. I would love a fix for RCS consumption; my 3-man rendezvous ship just got rendered useless by premature consumption of its RCS. Best way to fix it would probably be making them not allow fuel drain until they are activated by staging.
  2. Sounds fantastic. Now to actually get a working long-range bomber going!
  3. I don't have problems with debris; I tend to just drop a couple of the bombs. But after an incident with a close-range missile launch at the VAB from one of my planes, which ended in bits of plane flying opposite their previous direction of travel, I really want to see more bits flying everywhere!
  4. Awesome. I enjoyed feeling like things were a little more realistic when I did manage to get FAR working, but I'm having trouble building stable planes because the type of wings that produce optimal lift are wobbly as hell in KSP and the changes to control surfaces make it even wobblier during maneuvers.
  5. It would be nice to have a larger blast radius, but I think there are problems with the way KSP handles explosions right now; sometimes they are not even counted as explosions according to my testing.
  6. This is happening to me too in 0.17. Strangely a similar thing happened to Ferram's Flight Assistant. Will get back to you if we find anything...
  7. Ah, I might be able to reproduce it and post the output log tomorrow morning (GMT). Sorry for the bad initial report, but I was working with the forum when it was a bit laggier. The first time it happened, the other thing on the HUD was the Romfarer Lazor System startup (0.17 version). In that instance the assistant almost appeared to 'jerk' off to one corner of the screen in a few milliseconds. When I uninstalled RFLS, the assistant seemed to be showing up fine until the end of the loading sequence, when the aircraft was released into physics, which was when the box turned mostly grey with a tiny corner which seemed to be showing all the content of the box. As I said, I'll work on the stuff you need in the morning. It's 11PM here otherwise I'd still be troubleshooting all my plugins! Edit: Okay, it's morning now! Seems I made a mistake in my report. It's the 'Flight Systems' window that disappears from the flight scene; the flight assistant isn't loaded at this point. I'm going to attach my output log; hope it provides and easy solution. Another bug I forgot to report with the GUI is that in the construction scene, sometimes the FAR Control Systems window is undraggable, and because its default position covers up the staging bar, it's somewhat problematic. Strangely, it seems doing something like using the scroll wheel wakes it up sometimes... Edit2: Right, weirdness happening now. I can only reproduce the bug when RF Lazor System's GUI is also drawn on flight start. I couldn't find any mention of your plugin in the debug, but you can have my ridiculously spammed output file anyway. I have a new problem again: My FPS drops below 10 and stays there when this plugin is installed, or at least that's how it seems. I'll try my KSP_win without FAR installed and see if that changes anything. Scratch that. The game just didn't want to run at the same time as Flash Plugin for Firefox. The solution? No music for me while I fly! Might I suggest a theory? There might be a GUI incompatibility between this plugin and Romfarer Lazor System. I'd love to see them working together rather than having to choose.
  8. Um, the flight assistant spazzed out when the game went from the frozen 'loading' state in the flight scene to physics-enabled on the runway. I had to alt+F4 to get off the flight screen.
  9. Damn, shame about the ships being deleted. That seems like one of the game-killing limitations of the in-atmosphere system at the moment. I like the spider ship, though, and the kerbal accelerator. Shame I suck at ship design! Edit: Might be best to take a look at the splash/direct damage code on the missiles. I've been hitting things square-on or feet away from them and nothing happens. Suggest making the force even higher?
  10. Ok this mod looks amazing but the attachments are really annoying me. I've worked out a sketchy solution to mount the command pod off to one side of the carrier, which is going to cause a 5-mass list to one side, but now I can't get the main hulls to attach to each other. Help? I managed an attachment method but collision meshes overlap and it causes the ship to explode. Also, why the hell does it so violently and spontaneously break into pieces? There's no feasible reason for that to be happening as a core game bug. Sorry but I'm seeing awesome potential ruined by shoddy mechanics.
  11. Sounds like you're on top of hitting moving targets, then! Would the lazor system allow you to leave an aircraft flying through the air properly trimmed while you launch a SAM at it from the ground with the missile lead, maybe? Usually if you use [] I believe it would just delete the other craft. Further testing required! On launching from a stationary to other stationary, it seems to work pretty accurately. Moreso if you're aiming the missile roughly at the target and at a sensible angle - perhaps the DR hinge and rotatron are good choices.
  12. I was just thinking that a flak-type bomb would probably be most appropriate, but you'd still need to get within very close range. It might just not be plausible to ask for a working space missile. My missiles tend to have enough trouble accurately hitting targets on the ground!
  13. I discovered something that might help to alleviate swerving problems: have 'trolley' gear instead of 'tripod', like the early B-52s. This somehow seems to make things a bit more stable. All you have to do is attach them further up the side of the fuselage and press q and e to rotate. Maybe use hardpoints to elevate them a bit more.
  14. Ah! Actually! That might be what happened. I switched to the missile as it flew, but I thought it had already missed by the time I switched. I'll have to do some further tests tomorrow evening. I've noticed the lazor guided missile actually doesn't have a blast radius sometimes. I landed a missile literally a few kerbal-lengths from a plane and it didn't blow it up.
  15. It behaves very badly in space because the attitude control doesn't seem to do much; it just ends up doing backflips. It was fun watching my missile hurtle to Kerbin and anticlimactically go *poof* but it would have been more awesome if it made contact with its target! I wonder if anyone will work out a way to do this.
  16. Indeed, missiles that know how to work in space and are capable of hitting other spacecraft would be damn cool.
  17. Wow, it worked! This mod is insanely complicated, but rewarding! Trying to perfect my missile-launch technique right now, and the afterburner scared the hell out of me. So much speed!
  18. I can't seem to get the engineer to tell me the mass of any stage or vessel without an engine in it. Is this intended?
  19. I can't seem to get the lazor to track any vessel other than my own. The only 'vessel' that appears in the 'target' screen is the 'Mark2Cockpit' on my own ship. Awesome job with laser guidance, though.
  20. Apologies for the flame war on the latest episode... it appears Youtube doesn't like it when I comment on your videos!
  21. Excellent, I like the sound of that, iffy! I hope the same can soon be said of Cap'n Slug.
  22. Oh man. I'm having to rage at this whole licensing thing out loud so I don't voice my opinion on the forum. This is my favourite and only mod pack and I wish you luck getting through the bueracracy to get it going again. Sorry for OT but did you quit the moderating team?
  23. Yeah, I feel like the latest versions of MJ are having real trouble with precision landings. It totally miscalculates the landing site; I whizz over my selected site, while the deviation still says 0kmN, 0.3kmE, and land two miles away. The landing autopilot has no problem with that.
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