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Darren9

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Everything posted by Darren9

  1. If it helps I have the most similar system so far, GTX770, i7 920 @4.0 and 2650x1080. I get 99% for around one second then 85-95% when I go to the space center view, 70-95% in the flight scene with a 30 part ship, for the most part it's on or near the limiter that's set to 120FPS, drops as low as 80 occasionally and usually around 7-800Mb VRAM. I don't seem to have any issues.
  2. I think it was .23.5 or maybe .24, Infernal Robotics and kOS have had big changes to keep up with newer KSP versions. I doubt you'll get anything older than a month or two to load properly. Also I don't get a reply option on your comment on Youtube for some reason so I couldn't answer - what's with that?
  3. I can jump in on this one, they're the TT Multiwheels Omni-Wheel, one of the most useful wheels ever created for KSP.
  4. Could you add something similar to the standard canard or winglet? A standalone re-shape-able control surface that pivots at the center rather than have to make a small wing and trailing edge.
  5. ^ It's because some textures in the newer B9 (that this pack uses) aren't where the once were. The need to be re-mapped again, PolecatEZ is here again though and I'm sure he'll fix it soon enough.
  6. I got all the way to Laythe and EVA Follower wouldn't let me remove the helmets I tested it on Kerbin and it worked, they can still smoke those suspicious looking cigarettes inside the helmet though so I hope this is good enough for a guitar, I even took a little table and sun shade.
  7. Is there any chance of an electric guitar please? I'm prepared to go all the way to Laythe and blast a joint there if that would get me one (if that offer is still on) but that's hard work for me without hyperedit so I thought I'd ask first Oh, and drugs are bad, you should say no like I do. Merry Christmas.
  8. Thank you as well, I can deal much better with headings than vectors at the moment
  9. Coincidentally I'd also be interested in your drone guidance. Mine is quite basic at the moment so I'll just past it in here, you might get an idea from it or be able to suggest improvements, I've only been a "programmer" for about 2 days. At the moment an error is reported if the ship being tracked is destroyed but the script keeps running and either selects another or waits until one meets the conditions, so I just ignored it. It just looks for a moving ship to track every five seconds and checks for missiles every half second. Could I have a look at your guidance script? CLEARSCREEN. SET Always TO FALSE. UNTIL Always { SET VESS TO 0. SET NotMissile TO 0. SET TRACKING TO FALSE. LIST Targets IN T. FOR TName in T { IF TName:SHIPNAME = "AGM-65 Maverick Missile (fired)" OR TName:SHIPNAME = "AGM-114 Hellfire Missile (fired)" OR TName:SHIPNAME = "AIM-120 AMRAAM Missile (fired)" OR TName:SHIPNAME = "AIM-9 Sidewinder Missile (fired)" { SET NotMissile TO 0. } ELSE { SET NotMissile TO 1. }. IF TName:DISTANCE < 7000 AND TName:AIRSPEED > 0.2 AND NotMissile = 1 { SET VESS TO TName. SET TRACKING TO TRUE. }. }. IF TRACKING = TRUE { CLEARSCREEN. PRINT "Tracking "+(VESS) AT (0,0). LOCK dirP TO 90 - VANG( VESS:POSITION, SHIP:UP:VECTOR ). LOCK dirA TO VESS:HEADING. LOCK steering to HEADING ( dirA, dirP ). SET X TO 0. UNTIL X = 10 { LIST Targets IN T. FOR TName in T { SET Dist1 TO 0. SET Dist2 TO 0. SET Missile TO 0. IF TName:SHIPNAME = "AGM-65 Maverick Missile (fired)" OR TName:SHIPNAME = "AGM-114 Hellfire Missile (fired)" OR TName:SHIPNAME = "AIM-120 AMRAAM Missile (fired)" OR TName:SHIPNAME = "AIM-9 Sidewinder Missile (fired)" { SET Missile TO 1. SET Dist1 TO TName:DISTANCE. WAIT 0.01. SET Dist2 TO TName:DISTANCE. }. IF Dist2 < Dist1 AND Missile = 1 AND DIST2 < 1500 { TOGGLE AG1. PRINT "Missiles Detected" AT (2,2). } ELSE {PRINT "No Missiles " AT (2,2). }. }. WAIT 0.5. SET X TO X + 1. }. } ELSE { PRINT "No Threats " AT (0,0). }. UNLOCK STEERING. }.
  10. ^ They were fine with the battering, crushing, stretching, beating and bruising. Forcing them to wear pink spandex apparently isn't so acceptable
  11. I think unless you're running that mod that allows parts on the same ship to collide they won't be interfering, I guessed at 80% for the inside and it looked OK. I'd try doing the larger parts by creating a duplicate and using rescaleFactor to see if that'll work. From what I've done in the past 1.22 shouldn't be too big to break IR, it's most likely just what Tweekscale is doing.
  12. They apply a higher drag when deployed, 40 in the stock game IIRC, FAR reduces that by a good amount.
  13. I got some kOS assistance working if anyone is interested. I have an automatic flare dispenser that detects incoming missiles and repeatedly fires flares when they reach a certain range, detection range and frequency of flares when there are missiles in range is configurable, only reacts to incoming missiles, once they pass (or if they're moving away, ie you fired them yourself) they're ignored. And, my SAM has ship selection and tracking, ignores stationary targets and tracks the moving one (assuming that'll be the player controlled one) and points the weapon manager and SAM's at the ship it's tracking.
  14. I have to say, that's some ambitious possible uses, even for you Lo-fi I hope you manage to get something out of that working. It certainly does look cool.
  15. Is it possible, from a kOS CPU on a non-player controlled ship to detect which of the other vessels is the player controlled one?
  16. Thanks, that works perfectly. I think I agree with your side note, I was expecting them to be the same thing.
  17. Hi again, I have another question. When I set a heading it's "compass heading + degrees above/below horizon", when I get a heading (to a target for example) it only returns the compass heading. Is there a way to also get the degrees above/below horizon?
  18. That was really good. No wait, that was really, really, really good
  19. In my un-creative mind they can only be physically connected if they actually physically connect. That particular offset adjuster seems to only add disbelief for me, couldn't they at least check that the models or colliders or something overlaps to allow a connection. I'm a bit disappointed to be allowed out of the VAB/SPH with something that appears impossible by any known physics.
  20. First thing I did in a new .9, I went to the SPH, had a look at the new spaceplane bits, grabbed a truss to try the attach gizmo's placed the on the cockpit, used the rotate thing, then the offset thing, then launched. I have the girder free floating but attached as part of the ship. I wasn't expecting to be able to do that.
  21. It can evaluate and "react" as well as run a list of commands. There's just a huge gulf between "my first kOS script" and a functioning autopilot, and another between a functioning autopilot and one that can react to a second ship. I'm not a programmer so I'm aiming for detecting missiles and automatically dropping flares when they reach a certain range at the moment.
  22. I had Infernal Robotics, Tweakscale and BD Armory working fine together. It's still a pain to have to move the turret manually though and an absolute real pain if you want a couple of them. It would be nice if you could just plop a guided missile launcher down anywhere and it rotate roughly towards the enemy target it's selected. I made a "Powered by BD Armory" video you might like, has a couple other BD mods as well.
  23. Someone asked for the .crafts from a vid I did so here they are, you should watch it to know what's here if you haven't - they appear in the first 2 mins I removed the kOS computers and Klockheed action group radios, they're really only useful for making videos. ATTACK VTOL JET The jet launches with 160 fuel, any more and the single VTOL engine can't lift it, you can use the full 1000+ fuel capacity if you don't want to VTOL. You'll need the following mods: P-Wing B9 BDArmory Baha Mk2 Lightning Cockpit Baha Adjustable Landing Gears TweakScale Stock-Part-Revamp Currently has the following action groups set: 1 - Toggle Air Brakes 2 - Next Weapon 3 - Fire current weapon 4 - Drop Countermeasure 5 - Toggle VTOL Engine cover 6 - Toggle VTOL Engine (cover must be open) 7 - Toggle main engines ATTACK CHOPPER The chopper launches with the bottom fuel tank empty, you'll need to connect a fuel line to the top one to use both. Fuel, missiles and ammo are all at the CoM. I'd recommend to activate the hover mode on both main engines, set throttle to max and use action groups 1 & 2 to adjust height - it's hard to fly on the main throttle. You'll need the following mods: B9 BDArmory Stock-Part-Revamp TweakScale Kerbal-Aircraft-Expansion (just the main rotor) Firespitter (just the chopper skid) D12-Aerotech-A-B9-Aerospace-Expansion (Slightly dodgy with new B9 but it works, mostly) Currently has the following action groups set: 1 - Increase Hover Height 2 - Decrease Hover Height 3 - Drop Countermeasure 4 - Next Weapon 5 - Fire Current Weapon Chopper_Jet.zip Download
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