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Tripod27

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Everything posted by Tripod27

  1. What do you mean by "not getting anything"? I have the FAR CAS menu, and I can run all the tests and all that, but I can't modify the control surface AoA and function (because they don't show on the list) unless I use your parts folder, which then causes my game to run at under 1 FPS. I already reinstalled to see if it was a bad unzip, and had the same issue. I did look through the .log after rerunning with the parts put back in the gamedata folder. I was getting something called "FieldAccessException: Cannot set a constant field" about every third of a second along with "NullReferenceException: Object reference not set to an instance of an object" but that happened without the parts loaded (although not as much) and probably isn't the issue
  2. I love that without having any previous experience with this thread, I knew that opening it would result in me seeing a ton of images of spacecraft with an infinite amount more solar panels than they need
  3. damn solar flares frying all my spaceships, I knew I shoulda used vacuum tubes on everything
  4. I generally just extract the new version ontop of the old one and let it overwrite and that almost always works perfectly The only time I've really restarted a game was when I got bored and wanted to start fresh
  5. I'm just wondering why it shows his courage and stupidity to both be 50% when he's clearly ****ing insane
  6. oh **** totally forgot I said that I would do this one, doing it now >_< nevermind someone else do it, I can't do probe challenges because I use remotetech
  7. every time I start the game with the FAR parts loaded my FPS goes down to about one frame ever 3 seconds using the standard parts everything is fine also it didn't do this until a day after I downloaded the patch. since then I downloaded remotetech but even without remotetech parts on my ship, the game still lags like crazy with the FAR parts loaded Edit: oddly enough, doing the scott manley test shows that the mod does still work, even without those parts, so I have no idea what's going on besides me not being able to change stuff in the hangar like the AoA and if I want it to be an airbrake or something although without the parts my planes go into random flat spins far less often than they did for the day or two when I did have those parts loaded and in general stall far less
  8. it feels like most of the g-force limits are too low. One of my jets just rips itself apart while turning (granted it is a 11g turn) but even my more modest jets have their engines explode at 8.5gs, and at that turning speed it would take it ages just to do a 180 degree turn hell, I added a joystick so my controls would be fine enough to not turn at 11 gs and explode, and then it ripped itself apart at 6 gs after a slightly longer flight. all of the small fuel tanks and contol surfaces just rip off, and then the fuel tanks hit other parts of my jet and explode, and then half of my jet is debris and the rest is falling to the ground
  9. you think you could make a kethane deposit that always spawns near the KSC, just so we could test designs? or maybe make a scenario where that happens? having to send out a scanner probe with a ton of comm sats (remotetech mod) scan the mun, land a drill truck there, spend 30 minutes driving because you missed by a bit and then discovering your truck doesn't work as planned is kinda a PITA
  10. Eh, they'll break if driving at/from the sun If they're edge on they're good Also I'll do this one
  11. You know that now nobody's gonna post anything until they have a boat that goes over 300 m/s, right?
  12. Now what does "taking damage" mean? I've seen it in the game reports (in stock KSP) and all that but does damage really do anything? Currently the three different settings a part can be in seem to be "fine", "disconnected", and "destroyed". I see no damaged effect besides on rover wheels. And you get the damaged warning whenever you splash a part with some rocket exhaust, but if you keep the rocket pointed at it nothing happens besides it being pushed away. So unless "damaged" means that it blows up or gets disconnected more easily, I think I'm missing something?
  13. there's generally a 0% chance of you running into debris, even if your orbits cross (it's not like you can just fly near the space station and dock with it, debris is the same thing, just unwanted, explosive docking) and if you mouse over the top of the map in game you can make it hidden anyway, so it doesn't get in your way while clicking stuff
  14. Pretty much everything this guy said is good advice, although #2 is a bit conditional Also this entire time I've been calling them SSAO (single stage atmosphere to orbit) so now I fell a little stupid >_>
  15. ok, building the battlestar now, someone throwing some schematics and good side/front/back/top/bottom shots of the ship would be nice, all of the schematics I find are tiny, hard to read and inconsistent edit: well, so far I have the general shape of the launch tubes made from 2x2 structural squares, and even on lowest settings I'm getting 2 FPS. Even if I do manage to get the entire ship built, it'll destroy my computer also it is off balance in a vaccum, working on an action group that fixes this (turns on a few of the bottom thursters to compensate)
  16. yeaaaaaah..... don't think I can pull that off with stock parts:P
  17. Roll controls for them would be useful too Currently they align to camera (which aligns to the planet you're orbiting) but having a crysis 0g control scheme which is basically what we have now but with q and e to roll would really help) first person view to go with it would be perfect (especially if it worked when you got in a outer seat)
  18. The colors don't look too contrasty to me, and you can just say the red valves are there to fill it up at the base
  19. Oh man, don't even know how I would start with that one... I'd need a bunch of different "planes" all with the same base part to come and dock to , and then I'll have to balance the overall ship peice by peice and redock the parts with each change >_<. And since I never watched the series, I have no idea if it should work in atmosphere or not No idea what a mass driver is or does, I might (probably not) be able to hide a mainsail between the 3 engines for a similar effect but I highly doubt it, and it would make the plane even more unstable at low fuel while damaging it's thrust/weight ratio when not in use. If it's a stage you drop after accelerating, it'd be easy, but I doubt they drop something as expensive sounding as a mass driver Also the details around the wing aren't girders or there for show. The "girders" are the bottom of a bunch of upside down delta deluxe winglets, and the small control surfaces on top also help bring the center if lift back and up (the default "real" wings are too low and can't actually lift it till you're doing 150m/s. They also made the plane only stable upside down) Yhe fact that all of these changes made the plane look cooler was just an added bonus
  20. Now, I'm using the words in the title pretty loosely. Since I've never actually seen a single episode of Battlestar Galactica, you can mentally change the title to "that one cool looking ship I saw the guy from HOC Gaming recreate recreation", but that'd be a bit confusing. Anyway, the ship can do vertical takeoff/landing, horizontal takeoff/landing, airbraking and general badass aerobatics. You can even vertically land without the gear out if you're careful. I tried my best to have the fuel be dispersed as evenly as possible (so random sets of maneuver boosters don't die while others are still half full) but I didn't quite manage it since the rear ones steal fuel from the two lower engines they're mounted on, and it already has enough random fuel lines. Since the nose is one huge gas tank, and it drains first, you'll want to refill it from the engines or the mini center gas tank during flight to avoid the plane getting super dodgy as the center of mass shifts back. When you load it up you'll probably realize a ton of part clipping (those dinky wings can't actually keep it up, I filled the gas tanks with hidden wings) this wasn't done with the debug menu, the game just let me do it. due to the angle of the main wing it does fly a bit more stably upside down than right way up, so I filled the rear tanks with wings slanted up the other way to counter that effect, and it does okay. _________________________________________________________________ Flying instructions: 1 activates main engines and closes decorative flaps 2 activates downward facing engines 3 activates forward facing engines click the button again to deactivate turn off main engines and turn on bottom and front engines for very tight turns most stable under 90 m/s if it gets really twitchy, transfer as much fuel as possible to the front fuel tank _________________________________________________________________ It does work well in space, but it can't get up there on it's own Link is below, the 4 is just because it was my 4th major attempt at making something that didn't suck horribly, so you can just rename it if you want. http://dl.dropboxusercontent.com/u/42951400/BSG Viper 4.craft EDIT: New improved version below. looks basically the same (fuel lines are less exposed though) but now the fuel balance is perfect and all tanks act as one massive combined tank. The front tanks drain first if you use a ton of the small thrusters, and the rear ones drain first if you use the 3 main thrusters more. Just something to keep in mind Now also comes with parachutes (click space, only really work if most of your ship has been destroyed while playing whack a kerbal or something or if you're going really slow when they fully deploy) and the 4th action group, which almost perfectly balances the craft in a vacuum and makes it less nose heavy in atmosphere http://dl.dropboxusercontent.com/u/42951400/BSG Viper 5P.craft
  21. Anyone here know if Harv has a forum profile? I have a Battlestar Galactica Viper he might like (after I saw his video of him making one).
  22. I'm in the same boat actually, mostly because I hate having parts that look exactly like other parts on my ship or in the menu. A random suggestion though, is there a chance to add super pressurized versions of the tanks, that are 25% more efficient but explode if destroyed, causing your rocket to be pushed way off course (rotation-wise) and possibly tearing of nearby parts? Would kinda go with the "this thing will probably kill you" description a few of the stock parts have
  23. Is there any way to show all possible connections instead of just active ones? Something like a dimly colored line for other signals in range and a grey line for signals that are blocked or not strong enough (with the line cutting off at the max range of that signal) Would really help me better understand the mod and figure out where the gaps in my relay are. Having you current max range beside your path length would also be very useful, and there's a lot of room for it in that box anyway
  24. Guess I'll just cut it down to two payloads then, thanks guys (didn't add more struts because there really isn't room for them and I hate adding struts to asparagus stages below because as you take off pairs it wobbles unevenly)
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