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theonegalen

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Everything posted by theonegalen

  1. Hi, I'm playing with CC, Tourism Plus, and a quite a few other mods, and CC is throwing some errors. Here's the log: https://drive.google.com/open?id=0B6ZYgATQfNhBa2FGdWRmdHR6UVk
  2. I'm so glad you took this up @The White Guardian! I think Arkas may be the prettiest planet I've ever seen for KSP.
  3. Well, the instant scan idea would be fine with me; I honestly wouldn't mind it snapping from one to the other.
  4. Yeah, I knew about the CC error messages. I retried with a fresh no-other-mods install with only CustomBarnKit and Custom Asteroids just to be sure, and again received no asteroids. So it's definitely something to do with CBK, even in sandbox mode.
  5. Hello, I would like to report a bug. When CustomBarnKit and Custom Asteroids are both installed, CustomAsteroids loses functionality and no asteroids are spawned, even on a brand new sandbox save. Reproduction: install CustomBarnKit and Custom Asteroids, including Custom Asteroids' config files. Start a new sandbox save. Go to the tracking station. TimeWarp forward, and observe that no unknown objects spawn.
  6. I went to the tracking station with Custom Asteroids and Kopernicus / OPM and many other mods installed, and timewarped forward for five years. Nary an asteroid did I see. KSP Log - output_log With only CA and K / OPM, they show up as expected. Time to troubleshoot again. EDIT: It's CustomBarnKit.
  7. 1. True. It may not be programmed that way. 2/3. Certainly, but when you consider that any multi-planet civilization's warships would have to be hardened against cosmic radiation, nuclear weapons do lose some effectiveness. The usefulness of KEWs and nukes would probably change depending on the range of the engagement, which would change with the technological level of the combatants. 4. Yes. I didn't know what level of knowledge you had on the subject so I kept my comments brief and basic.
  8. Are there any mods which actually use these amazing visual tweaks to make explorable comets?
  9. This is true, but I like this version better, seeing as how Laythe still exists in it and it's 100% compatible with the scope and vision of the other Kopernicus pack I consider essential: Outer Planets Mod.
  10. Varsi, if you're looking for a low-intensity, but very good integration of early probes to the tech tree, try @Yemo's Unmanned Before Manned: I used his/her SETI tech tree for a while, but since it isn't updated for 1.1.2, I've been using Unmanned Before Manned + Community Tech Tree in my new career save and it is very nice, even though it doesn't overhaul the entire tree like SETI did.
  11. @Wayland Yeah, most warheads cause destruction by propagating an overpressure wave against the target (blast damage). Such a wave has to have a medium, or a material to transmit through. No air pressure, no overpressure, no blast damage. Even a nuclear weapon would be quite a bit less effective in space combat, because without the blast wave, all one is left with is a lot of undirected radiation. But when the explosive is actually in contact with it's target, as in your fourth test, it now has material to transmit it's blast wave through. Of course, most warheads at least have shrapnel caused by the bomb case disintegrating, and many also include shrapnel from additional material packed into the warhead, but armored vehicles could likely defeat such shrapnel, and I'm not sure if BDA models that kind of shrapnel damage anyway. The kind of weapons that would be effective in actual space combat would be high-velocity kinetic energy weapons (bullets or projectiles without warheads), suicide drones, terawatt lasers, or other directed energy weapons, among others.
  12. Any possibility of getting with @MOARdV to see if this can be integrated into the docking camera pages of RasterPropMonitor?
  13. Looks pretty good! Reminds me of the engine display panel (whatever it's called) on the center console of a jetliner.
  14. I just loaded it up and flew a test craft with it. Everything works as long as you have the 1.1.2 compatible versions of the necessary plugins.
  15. Hello, as a fan of both the NearFuture and USI part packs (though less so of KSPI-E, mostly because of the complexity), I just wanted to let you know that I am indeed hoping this does get completed during the course of 1.1.x No pressure, just encouragement that your work isn't going unnoticed, undesired, or unappreciated.
  16. Thanks for everything, @Yemo! I tried doing an unmodded career when 1.1 dropped, and couldn't stand it - I have to have at least UnmannedBeforeManned, and the InitialContracts update is just icing on the cake, thank you!
  17. @DMagic,have you had any issues with this in 1.1.2? I'm just wondering if I should just use the same one from 1.1.1.
  18. I love everything about it except how much it stands out from the terrain. :-/
  19. Jut wanted to let you know that I installed this and flew my first basic mission with the Mk 1-1 A2. I was nearly giggling with delight, using the Mechjeb controls for ascent guidance and playing with all the settings. I'm not very good at reading the FDAI yet, but it's incredibly fun to try. Thank you!
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