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loki130

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Everything posted by loki130

  1. If you can do it better, go ahead. @exbyde could you check if the wing pieces on the Pachys are properly autostrutted? I saw a lot of flex in them.
  2. Am I in line to compete soon? I put a link back in page 12.
  3. Yeah, but I suppose my point is that would encourage the use of a large ground radars, rather than an AWACS plane. The plane would have nothing to do after first detection and be a big target if in the air, so functionally it would just act as a highly mobile ground radar. I could see some use to that, but it's probably not worth using a launch for. I should maybe play around with BDA a bit and see how the long-range radars work (as well as the new update). Also: - Does AJE play nice with airplanes plus? - Opinions on helicopters?
  4. I write sometimes, and it sounds like an interesting project. I had a milSF series running on reddit for a little while, but I had to back-burner it for grad school, so I wouldn't mind having something a bit less elaborate to work on for a while.
  5. Coordinating tankers for that sort of thing seems pretty tedious and might require something like the FMRS mod which could be tricky. Also it effectively allows you to hit any position in enemy territory since they can't launch interceptors to stop you. (That mod might be worth including just for the nice drop tanks, though). I'm still not seeing a situation within ksp where AWACS could be effectively used; i.e., when you would be in the air and not already know where the enemy planes are. Given that ECM are distinguished by one weapon type I'd lean towards including them in the uncategorized points system I proposed. I might look at how the rules ended up on FoK and see how the could be updated for this. They are a couple mods out there with more modern tank turrets, but I don't think they're necessarily balanced too well. There's also the problem of what to do with things like artillery missiles and such, given that the defenders have no realistic chance of defending against them.
  6. Alright, I'll throw my pachy in here. It requires just BDA and Airplanes Plus. https://www.dropbox.com/s/8jzccbfufenrwwh/F-9C Pachycephalosaurus.craft?dl=0
  7. Yeah I definitely think a FoK type point system would work much better than a funds limit (which most weapon mods don't seem to be well balanced for) or a time limit (which would just be annoying). Couple points on dundun's point system: - We could maybe just do without the fighter/attacker distinction and run on a system where you can build whatever plane types you want but have limited points, and perhaps have points for engines as well (or a minimum number of points for a certain number of engines) We might also add requirements like you need an extra kerbal if you have a targeting pod or precision AGMs. - How are you imagining tankers, ECM, and AWACS planes would work practically in ksp? - Any plans for offensive ground forces or naval units (I could take or leave the navies if I'm honest but we do need something for these planes to attack) ? - 3000lbs is a bit light to destroy an FOB, it's potentially a single flight by an attacker - The distinction between large and medium bases seems pretty minor.
  8. I'm tentatively interested, but we'd definitely have to make sure to think through our ground rules first; and, first off, establish if this is a ground or space thing, and what era?
  9. Big fan of this mod, definitely going into my next install. That said, I've been looking at the balancing at lot of parts lately and I'd say a lot of yours are definitely underpriced. I'd say you need twice the price for some of your cheaper probe cores and most of your antennae, three times the price for your reaction wheels, and four or five times the price for the 15G and up relays.
  10. Is it possible to have nodes only appear if certain mods are installed? It would be nice to have some 1.875m nodes, but I can see how they would be annoying if you don't have any of those parts.
  11. Is it possible to count up the number of crew deaths and then penalize on a scene change, or when the vessel is destroyed (though the latter wouldn't work for life support mods)?
  12. Thanks. Also, if you happen to take requests, I have a couple ideas: First, it would be nice to have a mechanic to retire old satellites, when they have no more function or when they fall out of contact, in order to reduce costs. Second, I'm not quite sure how you'd implement this, but it might make sense to make multiple deaths in a single crash have a lower impact than the same number of deaths in consecutive crashes--the idea being that the public can forgive a single failure that happened to involve multiple kerbals more than repeated failures (And also I won't worry about losing over half my funding in a single Mk1-2 crash). Thanks for your work.
  13. Is it possible to have half-days in the budgeting time? I'm thinking of playing with quarterly budgets, but that's 106.5 days.
  14. Tried this, and somehow it disabled all of Kerbal Konstructs. The button on the toolbar was still there, but it didn't bring up base boss (or do anything when I pressed it), I couldn't see the bases in the tracking station, and I couldn't see any of the Kerbin Side buildings around the KSC.
  15. Out of curiosity, could this be used for precipitation? I know the old Astronomer's packs had snow (and if anyone knows how to get that on a current install I'd love to know) and I'm wondering if rain and maybe lightning could work as well.
  16. I know I've seen nodes with tighter angles--octosats come to mind--but I should note that in those cases it wasn't possible to fill them all with one piece, i.e. they didn't recognize each over as symmetrical.
  17. Will anything terrible happen if I add this to an existing save?
  18. The USI life support window--the little green cube on the toolbar--should show the habitation time.
  19. The USI-LS.cfg in the Kolonization folder and the Settings.cfg in the Life Support folder both seem to refer to the same thing. Does one of them take precedence over the other?
  20. Freezes when the warp speed is changing, generally when rapidly decreasing warp and especially when using warp-to. Doesn't crash, no error log, just totally freezes. I just want to know if it's more likely to be because I'm using 64 bit on windows or a specific bug with alarm clock or better time warp.
  21. Does this work as a logistics rover with UKS? edit: also, has anyone else noticed a bug with the VTOL engines producing monoprop when firing? I'm using windows 64-bit, so maybe it's just me. And while we're talking about them, I've noticed they actually seem to work better when gimbaling is turned off.
  22. Tried it out in 1.0.5, nothing crashes and everything shoots. Haven't tried out actual combat yet, though (it's been a while since I've played KSP, so I have to get familiar with how that all works).
  23. ASUS X550JK, i7-4710HQ, 8 Gb memory, GTX 850m with 2 Gb memory
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