Jump to content

inigma

Members
  • Posts

    3,315
  • Joined

  • Last visited

Everything posted by inigma

  1. Running into an issue though with testing the K2 climber rescue contract. This bird can only get up to 4777m altitude. Nothing higher. argh. I think it's a KAX limitation.
  2. another coast guard contract carrier landing, not as dramatic though: see link in my sig for the contract pack
  3. I'm in contact with Redbeirtje on reddit. He's interested in using my modified version of your GAP prop Inigma Class Carrier for a weekly challenge. You ok with that?
  4. carrier: http://www./download/4d6xuau4zh4e4n6/Inigma_Class_Carrier.craft also seen on http://kerbalx.com/RixKillian/Inigma-Class-Carrier
  5. Going very well. I only had to modify it a bit to remove the centerline deck lights for smoother landings. I've added yours to contract pack. Please update your kerbalx craft with http://www./download/4d6xuau4zh4e4n6/Inigma_Class_Carrier.craft and feel free to use these screenshots: http://imgur.com/a/ZGWKo I had to remove the center lights as they were very bumpy for aircraft when hit. last thing anyone wants is landing on gravel when trying to stop on a postage stamp. I think I'm going to also include @selfish_meme's in the contract pack as soon as I test his. Two carriers should be enough.
  6. The technique I've discovered is this: 1. Brakes at max torque and locked on 2. Engines off, 3. aim for the deck with sufficient altitude to land on it. 4. Massive flair 6. Controlled crash. (5 is screaming madly at the brakes to work, or at the plane to not tip over, praying that you have enough momentum to reach the deck, or to avoid hitting the carrier island) But with thrust reverse engines it's a piece of cake: 1. Brakes at max torque and locked on 2. Bind your reverse thruster toggle to Abort (before launch), and with throttle high enough to keep flying and abort the attempt 3. aim for the deck 4. Toggle your Abort which toggles your reverse (and acts as a recoverable flair), and thus control your speed into a gliding crash onto the deck, 5. You should be landed with brakes locked, skidding to a stop easily with reverse thruster on. Reverse thrust is OP.
  7. can requirements exist in behaviors? was wondering if i could limit a SpawnVessel from spawning a vessel unless a contract completed requirement passed.
  8. Fun with GAP contract pack development: link to the pack is in my sig. under development. release very very soon.
  9. You could always fly aircraft missions: A fun, repeatable way to make money, earn science, and reputation - using aircraft!. See link in my sig. In development, will be released very very soon.
  10. @RixKillian and @pandoras kitten this is for you: the first ever capture of a PBK landing on an Aircraft Carrier, as part of a contract even! See sig for contract pack link. Still in development, but this screenshot series shows the crowning achievement of this contract pack development. I hope to release GAP 1.0 very soon. For now, salivate at the screen shots. Thanks to @keptin for KAX propellers used in the first screenshot, and @seanmcdougall for Take Command mod allowing players to spawn directly to command seats, and thanks to @nightingale for his tireless work on Contract Configurator, without which this contract pack would not exist.
  11. For DestroyVessel: // CONTRACT_SUCCESS // CONTRACT_COMPLETED whats the difference?
  12. @Diazo Hover. A stable hover mode for jet engine or KAX helicopter craft would be the point. That' s all that's needed in the game. Specifically I just want a single mod that will allow me to just single click and hold a KAX helicopter or jet engine VTOL in a simple vertical and horizontal hover so I can just focus on manually dropping down a rescue ladder to rescue Kerbals from the ocean. Currently there is nothing that can do this well.
  13. If you want to. otherwise ill remove the sail myself..
  14. We're good for now. I just needed one. You may want to keep this though so you can complete the contract with your own buoy.
  15. break your sail, then it will look like it got hit by a storm.
  16. Yup! Already slated for next GAP release: see DEVNOTES: https://github.com/inigmatus/GAP/blob/master/DEVNOTES.txt *IslandTours-Submarine - KSC Island Tours: Submarine Tour - Seats: 4-8 Difficulty will be in testing if spawning on ocean floor will keep debris at bottom.
  17. Not finding any more, and all the time I spent in universalizing and simplifying my code in all my contracts is paying off - making new contracts is getting much easier and faster. I've reached a point where if I get those two critical bugs (crew as tourists, and vessel/kerbal ocean floor spawn) fixed, I'm set for developing straight into a 1.0 release. Once CC #386 and CC #401 enhancements are in CC, I'll have everything I anticipate I'll need from CC for this entire project all the way to GAP 4.0.
  18. Rescuing K2 mountain climbers added last night, and... I added the Carrier Landing contract too (still testing and tweaking it though)!! Woot! GAP is nearly done. In the home stretch now. While waiting for bugfixes I've already started on 0.6 contravts. At this rate we'll probably have GAP 0.6 or even 0.7 when CC 1.9.2 releases.
  19. K2 is the norm. not sure why it's called that, but it has been called that for years now.
  20. For fun, anyone want to create a simple CCF logo for modders to use when they certify their mod as CCF compatible? I was imaging something as small as the CTT logo, but with the letters CCF in Kerbal green at least, with perhaps balance scales, the KSP funds symbol, and/or a node-like tree. Any takers?
×
×
  • Create New...