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Shogun Gunshow
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Everything posted by Shogun Gunshow
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Shogun Gunshow replied to ferram4's topic in KSP1 Mod Releases
When using this mod, when I try and use decouplers, instead of a normal decouple, things ...... explode off, rocketing away with incredible speed and force. Sometimes I get lucky and the separated parts do not destroy my ship. More often, though, it results in unplanned disassembly.- 2,647 replies
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- kerbal joint reinforcement
- kjr
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Shogun Gunshow replied to sirkut's topic in KSP1 Mod Releases
Coolios, thanks! Can we get an ability to bind a key to set a part back to neutral position? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Shogun Gunshow replied to sirkut's topic in KSP1 Mod Releases
Is it just me, or is the engine connection on the VTOL rotatron really... slippery? I don't see it when I use a single aerospike on it in normal time, but under physical time acceleration, while throttled up, the engine ... slides and slips off the end, clipping into the rotatron. This just gets more obvious if you swap out the single aerospike for three using an adapter. The adapter and engines will bounce around while the vtol rotatron remains steady, even with struts attached. -
What's the first thing you did with the new patch?
Shogun Gunshow replied to Whackjob's topic in KSP1 Discussion
First thing I did was load up my Munar Kethane Miner. Still was present and could drive around, but couldn't go back to the space center. Hm. I also crashed it for funsies going off a ramp, and crashes are now killing my computer - like two frames a second for the duration of the entire crash - when they weren't before. Hmm. Since I couldn't go back to the space center, I exited the game, came back in, and loaded up my old spaceplane design in the spaceplane hangar. Right away I noticed that things seemed more optimized and smoother frame-rate wise. The plane was more fragile than before, though, and shook apart rolling off the runway a few times before I got it into the air. It's a two-stage spaceplane, with the bottom 'delivery' plane detaching in high kerbin atmo to return to the surface while the 'plane' goes to burn into orbit. Unfortunately, when I separated the craft, the camera started to pan back to try and keep both ships in view, which wasn't what I wanted. When I tried to switch to the plane individually, I was able to select the delivery plane, but when I toggled back to the actual spaceplane that was supposed to get into orbit, it had become invisible. Hmmm. :\ Ditching that, I decided to go try out the new VAB, and loaded one of my newer designs. This one didn't even make it to the launch pad. It loaded into the VAB, and then the game refused to let me pan the camera around the craft at all or interact with it in any way. Had to close and restart the game. Hmmmm. I decided to build a new rocket just for funsies, avoiding mod parts, thinking that was perhaps the issue. While placing engines radially, the game refused to let me place the copies, even though the engines were green. This isn't terribly unusual, so I switched to do them individually. Except when I did it this time, the game started dumping extra engines down below the craft, unattached to anything. It didn't harm the rocket, but it WAS very weird. Then I tried to place wings on it, which worked, but I wasn't happy with the positioning, so I went back to adjust them. Clicked to place, and the whole game crashed. So I guess I've done a whole lot of not-very-much. -
Thank you so much for this!
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How to install mods with .20
Shogun Gunshow replied to Rockhem's topic in KSP1 Gameplay Questions and Tutorials
Thank you very much for this. -
Because my main game uses Damned Robotics, and if I load it up now with the mod broken all my important flights - like my giant munbase on wheels that took hours and hours to get into position - will be terminated. Also DR has kind of become a core mod for me. I don't like playing the game without hinges and rotatrons and extenders. /shrug
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12 hours. So long? *looks at the 200+ hours he's put into the game* I'm not sure what this says about us...
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My bad. 10characters.
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AFAIK r4m0n is not working on DR.
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It would be nice to hear SOME kind of update. Or to at least know that the author is doing anything at all.
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When I think about it, I think a better idea, instead of just making it more costly to use, would be to tie them into the resources (whenever Squad gets around to implementing them). Resources on Kerbin would allow you to construct red lasers, making it easier to get around on and escape from the planet. Blue laser construction components could be found on the Mun/Minimus, making it easier to navigate out to the other planets. The other planets could offer more materials to construct the other lasers. Obviously the resources stuff isn't even on an ETA for release, so it's a ways out, but it's a possible alternative way to approach the mod for players that would be into that kind of thing.
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Patch went go today. Game appears to hang when loading the DR files.
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Installed the Lazor system today to play around with it, and while I love the red laser for the smooth SAS, I wish there was a mod-pack to give the other aspects of the mod a more 'realistic' cost. (Obviously 'realism' in a pack that has tractor beam lasers is weird, but...) It just doesn't seem right that I can keep a 3 ton craft hovering at 4500 meters for 0.5 eU/s. That doesn't even exceed the default energy generation of the craft, and even if I had zero innate generation, a single tiny solar panel would provide all the energy I needed. If the mod is just intended to be 'for fun', I have to wonder why there's an energy cost at all, considering it's so negligible. Regardless, this is an amazingly intricate mod. Congrats for achieving this.