-
Posts
398 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Kenobi McCormick
-
I'm lovin' these things. Mostly. I think the scale's a bit off, though. Feels to me, and this may just be because I build small rovers by default, but it feels like these turrets are scaled accurately to real life rather than to Kerbals, which makes them HUGE in KSP. The damage also seems to be a bit excessive, I've built some AFVs that can bounce 90mm shots from another tank turret mod(More Dakka I think) all day long, yet even the weakest actual cannon in this mod goes through it like butter. Aside from that and the lack of a T-34/85 turret I'm quite happy with the mod! Fixed .30, .50 Brownings, 7.7mm, 7.92mm, 20mm, 30mm cannons for wing mounting would be a godsend. Also, an M1919 and M2 commander's cupola mount for tank use wouldn't go amiss I think.
-
Whoo. Damn amazing visual models ya'll are building. All I have to show is a home-brew fast medium that's, and I think for the first time in this thread, actually on tracks. 90mm gun, 40 rounds in the ammo rack, able to take a couple hits frontally and from the side from that same 90 mil. Totally unmanned, uses a MJ AR202 case as a probe core and a couple fuel cells with an oscar B hidden under the rear armor for electrical generation. It can even go to space! I have built versions armed with 120mm and 152mm cannons, but the 90mm gun here seems to be the best fit to the chassis. Edit: Built a casemate assault gun on the hull. I honestly think this looks more like a real-world vehicle, something the Soviets would have fielded in WW2, so I named it as such. 105 translates to the bore of the main gun. I doubled up the armor on the casemate for this one. Each side panel, sloped frontal panel, angled rear panel(not pictured) is doubled up. Sloped, spaced armor fills up the lower two thirds of the casemate sides to help with the slab sidedness, below that there's three layers of armor(Skirt, Track, iron I-beam) before a shot could get into the fighting compartment. This thing's a pretty tough nut to crack, that medium I posted above can't reliably destroy it except from behind.
-
No update necessary. Just drop the wheels in and go nuts!
-
The Oscar-B Awards! (Results Are Out!!)
Kenobi McCormick replied to BagelRabbit's topic in Kerbal Network
Danny2462 predictably enough is already in the running for comedy, but I also want to nominate him for Best Overall, Best Artistic and Best Showcase. As for why....well, let's see, he's made practical/invented: Kerbal Mass Relays Universe Destruction Machines Kraken Summoners -
-
Actually, you do. Watch some footage of those things moving around. They buck around like roller coasters. Anything but the most gentle of movements has them pitching, hell just natural undulations of the terrain at a constant speed will see it nosing up and down.lo-fi's demo video may have been a bit extreme, but it fits well enough, and he'll tune it more as he works on it.
-
That's how tracks work. The spring on any one road wheel is very weak because the weight of the vehicle is shared across many road wheels. This means that the natural weight transfer is more pronounced. For example, let's look at a T-34. It has ten road wheels, ten springs, and weighs 35 tons. We take the number of springs(10) and divide the weight of the vehicle(35) by that. We come up with how much weight each road wheel needs to support. For the T-34 it's 3.5 tons for each road wheel. A four wheeled vehicle of the same weight needs to support 8.75 tons per wheel, which means it will have stiffer springs and thus less visible pitching on braking.
-
Ignore the whiny little popups. If the mod works as-is it works. In 0.24 I ran with several mods whining that they were out of date and supposedly incompatible, yet they worked flawlessly. The popup isn't accurate, and honestly, should be ignored in favor of actually testing the mod for bugs and glitches. It loves throwing false alarms up.
-
These use no plugin, thus they will work just fine unless Squad starts ducking about with the internal rover wheel code. AKA: The game can't even tell they're non-stock parts, they work fine.
-
Oooh. Neat! I'll be keeping an eye on this for sure. I've always been frustrated by the lack of car parts for KSP. Can't wait for those IVAs!
-
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
Kenobi McCormick replied to godarklight's topic in KSP1 Mod Releases
This is what I meant by 'handles mods'. 'Tis all I wanted to know, and that sounds WAY easier than how KMP handled it. I want to set up something over lan for myself and my better half/roomate to derp around with, and possibly coop missions to Duna or something. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
Kenobi McCormick replied to godarklight's topic in KSP1 Mod Releases
Is there a way to automate it or is it like KMP where it's all done by hand? -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
Kenobi McCormick replied to godarklight's topic in KSP1 Mod Releases
I didn't see it noted in the OP...how, exactly, does DMP handle mods? -
Can anyone explain how I might go about severely nerfing, if not outright removing, the speed related steering dampener? It's driving me nuts with how aggressive it is. I built a little race car that's stable sideways at 90+, yet at just 9.2m/s the steering lock has been neutered so severely I can't snake through the buildings at the space center. Simply won't turn sharp enough unless I literally slow down to an absolute crawl. I've toyed with the value in the part.cfg that supposedly controls that but my random poking and prodding for once failed to produce results.
-
Does the game start? If yes, does the mod in question do as it is supposed to do? If yes, it's working. So you basically deny the possibility of an update to one mod breaking the several others that are, for some bizarre reason, depend on that mod? Because that's what I'm referring to when I say that. I see it happen all the time, I've had it happen in other games. It's annoying as hell. And innovation is entirely different. You can innovate while not fixing what isn't broken. You're applying the saying in ways it was never meant to be applied. It was always meant as an easy way to remind people not to eff with something unless it needs it. To not fix something that isn't broken. It's one of the most literal idioms in the English language. If my install of KSP is working I don't need to fix it, so why should I fix it anyway? If my car is working I don't need to fix it, so why should I fix it anyway?
-
KSP doesn't randomly refactor its code. If the mod worked when you installed it it's still going to work three months from now. What makes an update useless varies player to player. If all is working well I do not have any use for an update that doesn't add content I like. Updating just for the sake of updating is how we get broken game installs. It's been keeping my computers and my cars running like swiss watches for years.
-
I just browse the Add-On Releases and Add-On Development subforums. Is the install you have of a given mod working? If yes, does the update add a new feature you want? If no, don't update. No need. Is the install you have of a given mod working? If no, does the update fix that? If no, don't update, waste of time. Keeping up to date just for the sake of keeping up to date is a waste of time and a hassle. If it isn't broken don't fix it. If it is broken don't update until the update you're installing actually fixes the problem, and wait a few days as well to make sure you don't end up installing one that breaks other things.
-
No, even then one's perfectly free to tinker. If I want to modify my chainsaw to not have the safety brake on it I'm well within my rights to do so. If I want to remove the airbags in my car I'm well within my right to do so. If I want to live in a house that doesn't have a grounded electrical system it's well within my right to do so. These things are dangerous, sure, but it's still my right to do them. They're not endangering other people and I own the things theoretically being modified. And, hell, I often modify lighters to be more convenient to use(IE disable the ........ 'safety' button that requires an act of congress to get to move most of the time). My stuff my rules. DRM on mods would kill KSP. DRM in general is wrong, and I could soapbox about how it's an insult to the customer for days if I wanted to and didn't mind risking mod wrath.