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mrluckypants96

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Everything posted by mrluckypants96

  1. You just wait until I get the SRB-7 working, it carries 30 nerva's. I just need to get it so that the wheels don't fall off on takeoff.
  2. Excuse me, but the 2602 m/s was during a dive AFTER I dropped the NERVA's. As can be seen from my pics. No modded parts, no cheats.
  3. Sweet, I definitely want to try this out when it's released.
  4. So, what you're saying is the multiplayer works, as long as there's only 1 person playing...
  5. The NERVA is represented by the LV-N Atomic Rocket. Please remember that they weigh 2.25 tons each. Are you sure it meets the speed requirements on jets, it didn't seem to be going fast enough in any of the pics?
  6. So, my SRB-7 Anvil HLRHB is now under development. Here's a few specs (subject to change): 14 orange tanks of fuel, 461 parts, 562.67 tons, 28 turbojets, expected capacity of 40 nukes, so add another 80 parts and 90 or so tons. It's a computer-melting beast. I had to install dynamic-warp and run at 1/2 to 1/4 warp just to keep 8fps. Here's a pic of it so far: http://imgur.com/TNf21JL Edit: Did I mention it actually flies?
  7. Woot, it's back, finally. Now to re-attempt launching my 100-ton interplanetary lander, using much larger rockets.
  8. Well, the only mods I used are MJ2 and Lazor Autopilot, both of which are allowed. No content mods were actually used when making my craft. If we are allowed more than one entry (?), I'm going to make a heavy bomber that can carry a few dozen nukes, not even caring about looks this time, just thrust, lift, and payload capacity (provided it doesn't crash my computer)
  9. Here's mine, the Stealth-Recon-Bomber MK11 Stats: Speed and Altitude: 2602.7 m/s 45000 m ceiling (MJ Throttle Control)(The dive to 2602.7 was below 36000m, so it was surface speed, not orbital) Weaponry: 6x LV-N Atomic Rocket Thrust: 1200kn total. 900kn Thrust, 300kn lift from TurboFans. Weight: 39.68 tons fully fueled. 13.5 of which are the nukes. Part Count: 122 (my computer: "not sure what do!") Mods used: RLA Stockalike (installed but not used), MJ2 (Autopilot), Lazor mod (Better Autopilot), TAC Fuel Balancer (I always have this installed, unused) Points: 50 (Base Req's.) + 300 (Nukes) + 60 (Speed) + 100 (around the world) = 510 pts Pics: Part 1 (Flying) http://imgur.com/a/m8u3L Part 2 (Landing) http://imgur.com/a/RabO4 Yes, the 2 image galleries are from different flights, as I completed the same objectives both times, but crashed upon hitting the runway the first flight. >:L
  10. Um, so I decided to use this mod to get a VTOL on top of every building in the KSC (with the help of hacked gravity and an RCS Skycrane for maximum precision). After dropping off the VTOL on the building, I would detach the skycrane and destroy it with whack-a-kerbal. On my landing on the astronaut complex, my whack-a-kerbal shot hit the VTOL (*grumble*) , but I had made a quicksave after landing, just in case. However, upon loading, this happened: http://imgur.com/34kucG4 My KSP.log showed an issue with initializing the upgraded engine gimbals, followed by a spam of NullReferenceException's.
  11. Oops, Sorry, please excuse my idiocy, I forgot to put it in the combined control mode.
  12. Yes, the window pops up, and I know some features, such as the engine thrust limiting, work, but the balancing simply doesn't happen.
  13. Mmmm, not sure, it looks more like the Mk1 than the Mk3 to me and it is built for more of high speed and agility than range. P.S. How'd you fix the album?
  14. Well, here's my try after a bit of work. The RS1M. Specs: Speed and Altitude: 1679 m/s @ 25000 m Weight: 10.66 Tons Part Count: 40 Crew: 1, Sean Kerman Takeoff: Will not auto takeoff, biased for high speed stability more than instantaneous takeoff. Takes most of Runway to pull up. Stability: Flies pretty level at low altitude without SAS on, higher altitudes can be managed with either trim settings or SAS. Agility: Pulls 6.6+ G buzzing around the KSC, handles pretty well at all altitudes. Mk1 Failings Overcome: Derpy Ladder, High Speed Instability, Max Speed and Altitude, Engine Hit on Takeoff. Pics: Part 1 http://imgur.com/a/uH85P#0 Part 2 http://imgur.com/a/I2wk1 And the .craft https://www.dropbox.com/s/x8cpxge7xg2r3j9/RS1M.craft
  15. The issue is that the plugin doesn't seem to work for me, my ships still flip, with no noticeable change in thrust or gimbal-ing from the engines. Any idea what i'm doing wrong?
  16. I tried this challenge. I spent a few hours developing a high-speed amphibious rover. I got a rover capable of near-supersonic speed on land and 3.5 m/s in water. XD I decided to go all the way on land because of the much higher ground speeds i could cover. I used the TT modular multiwheels pack for the suspension, a PDE from SM's mods for main power, a propeller I found on the spaceport for water propulsion (not very useful), some delta wings and tiny jets (from TV Aerospace) for downforce. After much testing I embarked on my epic drive. And by epic I mean I got about 350 km into the drive, went over a hill too fast, forgot to activate my downforce jets, and smashed into the ground. >:L Time for a retry...
  17. [LOG 17:55:04.195] Load(Assembly): KerbComAvionics/KerbComAvionics [LOG 17:55:04.197] AssemblyLoader: Loading assembly at C:\Users\Larry\Desktop\KSP .21.1\GameData\KerbComAvionics\KerbComAvionics.dll [LOG 17:55:04.234] AssemblyLoader: Loading assembly 'C:\Users\Larry\Desktop\KSP .21.1\GameData\KerbComAvionics\KerbComAvionics.dll' [LOG 17:55:04.241] Load(Assembly): KerbComAvionics/lpsolve55 [LOG 17:55:04.242] AssemblyLoader: Loading assembly at C:\Users\Larry\Desktop\KSP .21.1\GameData\KerbComAvionics\lpsolve55.dll [ERR 17:55:04.250] Failed to load assembly C:\Users\Larry\Desktop\KSP .21.1\GameData\KerbComAvionics\lpsolve55.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. at Mono.Cecil.PE.ImageReader.ReadOptionalHeaders (System.UInt16& subsystem, System.UInt16& dll_characteristics) [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImage () [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00000] in <filename unknown>:0 at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0 [LOG 17:55:04.268] AddonLoader: Instantiating addon component 'LoadTimeEnhancer' from assembly 'KerbComAvionics, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' Tested with a fresh install of .21.1 and a new DL of 0.3.0.6, no other mods. Any ideas why this^ is happening?
  18. Looks like fun. Wonder how it handles low terrain quality? I've had other Kerbtown-based mods not liking low terrain quality. (*cough* missile silo *cough*)
  19. Ok, tried a full re-install, fresh DL of KSP, FS, and this mod, and it seems to work now... I'll post if I figure out what caused the glitch...
  20. Bug Report for ya: If the Hullcam VDS mod is used in conjunction with Snjo's Firespitter Pack, there is some sort of conflict between the plugins, and none of the propellers from Firespitter spin properly (they don't spin at all). KSP V.21.1, Firespitter Pack V5.5, Hullcam VDS v0.2.5. This glitch existed back in the old .19 MuMech fixed camera, I'm sad to see it not fixed yet.
  21. I'm having a bit of an issue with the submarine mod: anytime I create a craft with the sub ballast tanks and drive (or fly with the airships mod) it over to the sea, it just sinks immediately at 0% ballast. if using the airship balloons i can get it to float, but the lift is from the balloon and not from the ballast tanks or the craft itself. It is quite hilarious, though, to see my carefully built submarine airship combo fall under the sea as if it isn't there (and subsequently smash into the sea floor at over 100m/s)
  22. I just DL'd and was so confused by this, the lack of model and texture files made react like: "umm, wha????". The fact that it shouldn't slow down my heavily modded game any more than it already is is even better .
  23. Interesting, I was playing around with this in .20.2, and it seems to be compatible with most mods, it worked well (and even let my TV aerospace Ballshark pod have a working camera ). The only issue i found is that it seems to conflict with the Firespitter plugin, making the propellers not spin properly.
  24. Is there any way for the Lazor system to increas the maximum draw distance for detached parts, such as the guided rockets from the Lazor guided weapons pack? I have the draw distance thing on the main menu (space center) set to the maximum distance (99000m or something like that), yet anything I detach despawns when it gets to 5 km away from the craft that fired it. I noticed this when testing the Lazor Cruise Missile on a bit of debris that had glitched out and fallen to the bottom of the ocean. I fired the missile at 47 km away from the debris (with the camera activated, so I knew it didn't just crash), but, at 5km away the camera feed cut out and the missile disappeared. This is a bit of a drawback for a missile with a claimed range of 90 km .
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