Prometheus
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Posts posted by Prometheus
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I've noticed something really weird with fairings, as I will now demonstrate with pictures of dubious quality:
So first off, weird particle effects when I place a fairing... It's a gas puff of sorts that constantly plays on a loop.
Here I am on the launchpad, weird effect still there for some reason, but the fairing is behaving like a fairing.
Buuuuuuuut...
Here we are at the image of the most dubious quality, due entirely to the fact the fairings exploded and the camera was like "nah, imma hang back here". Hopefully the distinct lack of fairing can be seen on the nose though.
Anybody else have this problem? If so, does anybody have a fix?
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I count this pack as one of my core mods. Great bunch of parts that fill needed niches, without seeming broken or standing out.
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When you have 80+ mods because reasons, it gets very tiresome checking every. single. thread. for updates. CKAN streamlines that process down to 4 clicks. But if a better version of a mod isn't on CKAN yet I'll do a manual install... And if CKAN screws up, I can always do a manual install.
Also, what's all this Steam hate? -
MY GOD IT'S ADORABLE WHERE CAN I GET ONE
*ahem*
I mean... Well done! It looks like it's pretty a capable low-grav vehicle. Also, how long did it take you to get the seat set up like that?
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The 262 isn't bad, but the horizontal stabilizers are too swept, and the wing shape is off. A little rotation and offset shenanigans could get you a fairly accurate 262 replica...
For the P-80, I'd suggest using the Structural Intake at the wing root to better replicate the intake shape of the real P-80. Also, you could probably use two .625m fuel tanks with the Small Nose Cone, stack them in an over-under config, and then rotate them inwards slightly to replicate the P-80 nose.
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On 12/25/2015 at 2:54 PM, NuclearNut said:
Plus, you get a nice area denial effect afterwards, well for troops without CBRN uniforms that is, heck, even if they have full CBRN uniforms. CBRN suits tend to weigh a lot and are bulky. Of course for tanks this is not a problem, but still...
I wonder what the lowest possible mass for a nuclear warhead with reasonable yield is.
About 150lbs, as it happens. The W54, and by extension the M388, are considered the smallest practical nuclear warheads.
As for CBRN troops, AFAIK most AFV's and/or IFV's have NBC protection, so that would mitigate some issues with the bulk and weight.
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1 hour ago, NuclearNut said:
The personnel transported Atomic Demolition Munitions (ADM) also had their own interesting uses. Due to their small size and exceptional yield for their mass (compared to C4, they are fecal matter compared to other nukes) their use as landmines would allow a small squad of troops to make a truly massive minefield, they could also be used to easily demolish structures such as bridges, dams, and dikes in scorched earth situations. And, of course, they could be used to sabotage enemy factories etc.
Exactly, you dial a W54 down to 10 tons and you can destroy just about anything. And you might survive the detonation too.
I definitely wouldn't want to be the poor SOB stuck humping 150lbs of active nuke, though.
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2 minutes ago, harpwner said:
the reason why that's not in is because BDArmory weapons require arming first, I can code that in at some point but with base functionality it's not possible unless I use the weaker explosive part module
Ahh, I see... that's unfortunate but quite understandable.
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49 minutes ago, harpwner said:
The MIRVs are meant to detonate after launch, they actually have to detach like a regular missile... and like how real MIRVs work. They are GPS guided too.
Well yes, I understand how MIRV's are supposed to work. My question was whether I could use them as an impact detonated warhead in addition to their function as a MIRV. Sadly the answer is no, which doesn't really make sense. AFAIK basically every one of the nuclear weapons represented in this mod should have some form of impact fuse, airburst fuse, and remote detonator...
On that note, might I request more fusing options for the warheads then? Being able to toggle them through different fuse types would be pretty neat IMO, and open up a lot of build options when using them.
(Love the mod BTW)
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So, probably a stupid question, but how do you get MIRV warheads to impact detonate?
I'd like to have my missile detonate on impact, but it's not working at all... I have a weapon manager, I select the warhead, I set the trigger to active, but when I ram my targets the warhead doesn't go off. Am I missing something?
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I sure hope not... I like this mod...
:C
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Many thanks RSF77, this should come in handy... I'll probably be making orbital interceptors with tail/chin turrets now! Those space torpedoes look interesting as well, but Romfarer's missiles work just as well for me.
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Double post, please delete.
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You need to make a guide on auto-turret creation RSF77, that looks REALLY cool.
I need those for reasons. Like, you know, self-contained orbital dropped turret reasons...
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Is this mod dead? Please don't say it's dead...
I would love for a 50mm gun pod/nose mountable versions of all guns (basically just put them in cigar shaped pods).
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Maybe a thing to add would be the more cylinder-looking gun on the A-10 Thunderbolt, possibly some sort of surface-attachable single-barreled machine gun.
GAU-8 Avenger, 30x173mm rotary autocannon. Also, the GAU-8 isn't mounted to the A-10, they built the A-10 because somebody said "Hey, guys... we should strap a gun to this plane". And so they did.
Beyond that, there's a guy who made a weapons pack with gun pods already and they work REALLY well; they don't glitch out if you place then inside wings, and don't arbitrarily destroy parts of their attached aircraft.
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Would you mind adding a section on tail design if you can? You have a section covering wing designs and what each one achieves, but nothing on designing a tail...
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Exactly what is that attached to your 'Mechs right arm?
It looks... interesting. I would very much like to add that part to my almost overburdened library of parts I have currently.
Fairings broken?
in KSP1 Gameplay Questions and Tutorials
Posted
I should point out the rocket is nothing but a demonstrator for odd fairing behaviours. Its design and efficiency are irrelevant to the discussion.
The only thing under the fairing is a Mk1 command pod, the rocket was so oddly unstable that the top fins were the only reason it didn't flip right off the bat, and the fairings exploded regardless of whether the fins were in contact with the fairing or not.