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Space Scumbag

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Everything posted by Space Scumbag

  1. Ah, ok. Yes, I already added this line in the cfg. I was wondering why it didn't worked.
  2. Already page 420? Now, I need a useful comment. I tested a full reinstall of KSP, because of my turret problem, it didn't fixed it. Still no AI battle.
  3. That is nice, thank you! Edit: Hmm... I am not sure if I am doing this right. Edited the ghettoblaster, but it doesn't work for me. Or it gets too quiet too quick. I want to hear the music playing, let's say, 100m away form the source. How do I achieve this?
  4. Nice update! Finally a max sound distance parameter. That will come in handy. Did you add it becasue of me, or was it planned anyway?
  5. I already did a 6 vs 6 WW2 Air Battle. You can watch it for inspiration:
  6. Oh my God. I just found this thread, so much cool stuff here. And much more planned for the future. Good job! I will use all of it.
  7. There is one part I would like to see in the future, Motorcycles wheels. I never thought about it or saw a suggestion.
  8. Is there a way to increase the range of the ghettoblaster or every other item that plays sound? Zooming more than ~10m away from it and you can't hear it anymore. I didn't find anything related to it in the cfgs.
  9. Hey guys, can someone of you elaborate the current state of this mod? I try to keep up and read the latest comments/conversations from time to time, but here in this thread is happening so much. Too much if you don't have the time to read all of it. So, maybe you can add a new, updated FAQ in the first post? What features are you currently working on, what will be the biggest changes in the next update, any estimation for the next release, what's up with DustFX, a final release? etc. This would be really nice of you and could probably help others to stay up to date.
  10. Here is a part of the KSP.log. Just repeats itself over and over. [LOG 00:18:34.524] Checking turrets [LOG 00:18:34.525] Checking turret range - turret has full swivel [LOG 00:18:34.525] .50cal Turret 4 is valid! [LOG 00:18:34.526] Venator 3 is engaging the closest target with extended turret range (.50cal Turret 4) [LOG 00:18:35.133] Checking turrets [LOG 00:18:35.134] Checking turret range - turret has full swivel [LOG 00:18:35.134] .50cal Turret 4 is valid! [LOG 00:18:35.135] Venator 1 is engaging the closest target with extended turret range (.50cal Turret 4) [EXC 00:18:35.161] NullReferenceException: Object reference not set to an instance of an object BahaTurret.BahaTurret.Aim () BahaTurret.BahaTurret.OnFixedUpdate () Part.ModulesOnFixedUpdate () Part.FixedUpdate () [EXC 00:18:35.162] NullReferenceException: Object reference not set to an instance of an object BahaTurret.BahaTurret.Aim () BahaTurret.BahaTurret.OnFixedUpdate () Part.ModulesOnFixedUpdate () Part.FixedUpdate () and here the output.log It's just weird, it worked and the next moment it stopped.
  11. Can you help me with this? Also found this in the log: Ship 1 is disengaging - no valid weapons and some nullrefs I am getting crazy and can't solve the problem, new ships have the same problem. Should I reinstall KSP and all mods?
  12. I have encountered a weird bug today. Making a battle in space with two teams with the weapon manager A and B teams. 3 vs 3 ships. Everything works fine, every ship uses its guns. But after some quicksave reloads they stopped shooting at each other, except two of them. When I turn on the guard mode, the ships won't switch to their guns, they instead turn the selected weapon off when I switch it manually. It's exactly the same setup, I don't know why. All ranges and ammo is correct and it worked in the beginning. I also restarted the game and PC, nothing helped. Any advice?
  13. Found it. This post here: https://de.reddit.com/r/KerbalSpaceProgram/comments/31p236/a_while_ago_i_decided_to_try_and_make_a_scott/ But it looks different.
  14. Are you the guy who posted this in reddit some months ago? And can you please make more creepy heads?
  15. Nice to see you got it working. Maybe you will like this: It was made with older versions of KAS and BDA. And I am also hoping for some firearms for Kerbals. You can see some rifles in the Pro Props mod, it would be cool if someone could mod BDA into them.
  16. Yes, too many times I forget to switch the falg and have to revert the flight. This mod will come in handy.
  17. Download for the ship craft files. Don't forget the mods. You will find the list in the video description.
  18. Yes, that feature is missing, we will need a new part for it or integrate it in probe cores. It's also not possible to activate a sequence and change to another craft without stopping the sequence. An action group would solve this problem. I also found a bug, if you destroy the IR parts on a craft, the sequencer deletes the commands from its list. You have to revert your flight to get it back or else you have to redo everything. And I also would like to see an option to edit existing commands instead of deleting and adding a new one. It is too much work if I have more than 50 commands and have to change the speed of every single one.
  19. Time to show all my Star Wars related videos I made in KSP. I did more than I thought. Have fun! There are much more Star Wars related clips in my other videos, like the Deathstar in Commander Jeb Episode 3. Next video will be the Battle of Hoth. (will follow later, plans changed) Look at my next post for the latest videos! AT-AT: ]Snowspeeder: Star Destroyer: Star Destroyer Orbital Strike: X-Wing Vs. TIE-Fighter:
  20. I can't find or get it working in the VAB/SPH. And will be there an option to save all created sequences and apply them to other crafts? I mean two identical build crafts, and not different ones. Edit: Nevermind, it works now. Really cool. AT-AT.
  21. Hi again, I just wanted to know how the development of the Chain scaling for a whole subassembly is going? I need to scale all parts at once. Please add it, when you have the time.
  22. Very creative and cool craft. I like it, and I know how hard it is with only stock KSP.
  23. I have finished a ner video with this mod. New big guns for ships, and big space ships would be nice. And could someone create small firearms for kerbals and include it for KIS. Locob, already has made some models, assault rifle, sniper and blaster. Maybe someone could edit the parts. Here the video, enjoy:
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