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KSP2 Release Notes
Everything posted by treesniper12
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Got rid of a few large part mods, and degraded RSS textures, diddn't work. here is the log https://www.dropbox.com/s/cdvwdd9tcornfy3/output_log.txt?dl=0
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Can you tell me how to put an output log in advance just in case, and also will using active texture management aggressive instead of default help it?
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Does anyone have a fix for this issue? During boot of ksp, after module manager loads patches, the game ceases to load, I have looked up the problem and found nothing that can fix it. If you need any more info I will put it up. What it stops loading on for me is:AIES_Areospace/Engine/AIESconstelacion/part/liquidEngineconstelacion
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I have a question/bugreport? for the modpack, did you tweak the size of the stockparts? because the 1m command pod looks like it can fit two kerbals, and the regular 1m fueltanks and engines are alot bigger than the command pod. Its been happening with a bunch of parts and I just got tweakscale to try and fix it. - - - Updated - - - Try disabling gimbal for the engines in an action group or in the VAB
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Apparently Portworks Habitation works fine with 0.90 except for one part which is missing a texture due to a bug that can be fixed due to a forum thread I read.
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Wait, fairings is working but parts isn't diddn't get wings so I cant fully confirm that.
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All of the procdedural mods including the parts and fairings are updated to 0.90
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Oh, sorry Hat, I thought you meant only 1 auto turret, like one that automatically shoots aircraft, if you want I can try to fix it, I also would like to submit that craft but with a crew compartment, and another with kethane storage. Cant wait for the new series though!
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Those are twin 20mm turrets, Vulcans to be exact, and it only really has enough ammo to heavily damage an armored target, but it can easily rip apart unarmored parts. Thanks for saying you liked it though! I worked for about an hour trying to make it work give it maneuverability and make the missiles work, also if you use it, hit control from here before you undock the missiles, and you also might want to undock the guided missile docking nodes if you rapid fire them.
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Named after it's creator, Elber Kerman, the Elber-Falcon is a commercial utility orbital vehicle however Krall Industries has retrofited six of these fighters to send to HKA at no cost, which carry 2, 20mm Vulcan Cannons, each armed with 650 rounds each, it also carries 4 computer guided missiles, that also can be fired rapidly in emergencies (Via the stages since action groups were buggy) , and 38 Hydra-70 missiles, which fire at 2400 rounds per minute, the "Falcon" also has 2 twin nuclear engines for interplanetary travel with a maximum Delta V of 4407 m/s , and one LV-909 engine for faster burns and combat. (Mechjeb and DB Armory weapon manager are on the back of the plane next to the LV-909 Engine. Pressing 1 will enable nuclear engines and shut off LV-909, 2 will disable nuclear engines and enable LV-909, 3 will enable both nuclear engines aswell as LV-909, 4 will undock both top guided missiles (not reccomended), 5 will undock both bottom guided missiles (not reccomended), 8 will enable space mode (Solar panels and directional antenna), 9 will enable combat mode (Retract panels and enable aiming antenna, you might have to hit 8 a couple of times to get solar panels back on.), and 0 will shutoff all engines.) Aero Braking Burn to Mun Orbit of Mun Guided Missile Damage Imgur Album http://imgur.com/a/WOb4x (In no particular order because steam and imgur messed up the order.) Notes: I hope you are okay with it having two missile pods, I put two for balance, so It wouldn't fly up when we you were trying to fly straight, I would like this classified as a fighter (derp), and if you noticed, you can dock more missiles to it, and as long as they fit, it should be good. Sorry I didn't use armor plating, but I diddn't want it to be too OP and I want it to be a fighter that would enter the AO, fire its guided missiles at about 1 - 0.5 km out, then close in using the Hydras and Vulcans to dogfight, then burn away to a safe-zone or a resupply point when the Vulcan ammo and Hydra missiles run out. Craft with KW Launch Stage Download:https://www.dropbox.com/s/6gzmho3q2gx0sja/Elber-Falcon%20Mk%20II%20%28Laucnh%20Vehicle%29.craft?dl=0 Reply to me if you need the craft without the launcher. Also please ignore me misspelling the ship, and if you don't mind, could you correct it if you happen to decide to use it?
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Link: https://www.dropbox.com/s/056x0vatp3nitlc/S-Falcon.craft A Stable spaceplane, that can carry small payloads underneath its wings
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Link: https://www.dropbox.com/s/2r4gbx6ynk0n2rf/Kerbos%20Mk%20III.craft A Heavy lifter that can lift 80 tons into LKO-750 KM, It spins when you drop off the first aspargus stage, just use SAS and the Q,E, keys and dont move too much and it should be fine.
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I diddn't do much but my friend Isaac is making a new KSP Letsplay Danny thing where he actually does stuff... Yeah...
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banned for achievments "Jool is not a creative planet!"
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Gentlemen's Naval Battle Club(Attention moderators)
treesniper12 replied to Spartwo's topic in Forum Games!
my ship for the fight is 100 parts coming at 15 tons... even though it has 4 missiles capable of getting into orbit (almost) also im going to cheat it up there purely since I have multiple launch stages that can lift it that keep blowing up due to lag and me not seeing it (man I cant wait till my new graphics card gets here) -
Gentlemen's Naval Battle Club(Attention moderators)
treesniper12 replied to Spartwo's topic in Forum Games!
I was testing my weapons when I suddenly heard them crash into something... I looked back to ksp and out between the mun and minmus it said crashed into SUR what does that mean??? double rainbow? or a new planet? or I crashed into surfrace *Durp* -
Gentlemen's Naval Battle Club(Attention moderators)
treesniper12 replied to Spartwo's topic in Forum Games!
also next round could I be defender? ( I like defending) -
Gentlemen's Naval Battle Club(Attention moderators)
treesniper12 replied to Spartwo's topic in Forum Games!
When the persistence loaded physics the engine got ejected -
Gentlemen's Naval Battle Club(Attention moderators)
treesniper12 replied to Spartwo's topic in Forum Games!
http://www.youtube.com/watch?v=ILeOllvoc1Q&feature=youtu.be Is this allowed? Ejecting before it rams with a manned spacecraft? -
Wrong thread sorry
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Gentlemen's Naval Battle Club(Attention moderators)
treesniper12 replied to Spartwo's topic in Forum Games!
I am Le leader of the Kerbin Space Travel Agency (KSTA) A mostly peaceful space administration, that will declare war and demolish any agency that defies it or is hostile against it, they easily make allies and have multiple stations over kerbin, the mun , minmus, and a few over duna. they will help allies in need as it does not defy Rule # 7 in the KSTA defensive handbook "The KSTA will Help any allies in need as long as it does not breach the security of a planets fleet or involve putting inexpirenced pilots in battle before they are verified as pilots Traits, Kerbal protective (Usally uses un manned probes for battles to make sure kerbals are not in danger) , Good Allies , Bad enemies and most of their stations and fleets have a defensive craft able to reach the object within have a kerbal day (3 in game hours) -
Gentlemen's Naval Battle Club(Attention moderators)
treesniper12 replied to Spartwo's topic in Forum Games!
because if I am I would like to go after zekes (on his team ) -
Gentlemen's Naval Battle Club(Attention moderators)
treesniper12 replied to Spartwo's topic in Forum Games!
wait am I playing? -
Gentlemen's Naval Battle Club(Attention moderators)
treesniper12 replied to Spartwo's topic in Forum Games!
May I play?