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Everything posted by Cdodders
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[1.4.X] SM Marine, Version 0.9.9.3 KSP xx PSA important
Cdodders replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
holy crud!! -
[1.4.X] SM Marine, Version 0.9.9.3 KSP xx PSA important
Cdodders replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Which part pack did that gun come from? -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Cdodders replied to Pak's topic in KSP1 Mod Releases
Would you consider adding Ablator cfg. to the lifting body, nose and wing parts? went for a re-entry and the body and wing parts were overheating, till the nose exploded and took the cockpit with it- 2,351 replies
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You still have that patch for Vessel mover? The link to the dropbox says its been removed or unavailable
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[WIP][1.1.3] XKOM- Interceptors Update- The Raven Takes Flight
Cdodders replied to njmksr's topic in KSP1 Mod Development
Cant seem to get it to VTOL properly -
Holy moly looks awesome!!
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Any chance of a Sea Dart type launcher? Also what about the 30mm autocannons some ships have?
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[WIP][1.1.3] XKOM- Interceptors Update- The Raven Takes Flight
Cdodders replied to njmksr's topic in KSP1 Mod Development
A few things noticed when building it 1. Lack of undercarriage (not that much of a problem though, I did re-download and checked to make sure I didnt get a duff one to be sure) 2. the 3 wing attachment nodes, none of them line the wings up flush with the fuselage, I guess one is the right one and the others are for other things but none of them line it up -
Quick Q, the engines for the brit rockets have no flame, was there a fix I missed?
- 22,528 replies
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- totm march 2020
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Is the BLACK ARROW and BLACK PRINCE behaving themselves yet?
- 22,528 replies
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- totm march 2020
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Will there be any larger vertical launch tubes? For such things as Submarine launched cruise and ballistic missiles? Tried to mate your 7m VLS with North Kerbin Dynamics SCUD missile, however its a bit big
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I meant so I can place the turrets facing forward, in line with the ship and only rotate to one side for example
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Is it possible to be able to select separate yaw limits left and right of centre? To prevent things like this happening;
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Generally crew cabins on warships are in the hull, so maybe hull parts can have a crew capacity. MalFunc armoury mod has VLS tubes
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The VLS parts, how do i use them?
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Close enough lol
- 20 replies
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- maser
- xtremeaimcapibilities
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Been reading Dan Brown?
- 20 replies
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- maser
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missiles in VLS cells that have been clipped into a structure dont disregard said structure and there is much explosions and catastrophe
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Cdodders replied to BahamutoD's topic in KSP1 Mod Development
It seems that turret functionality does not respond well to Hyperedit (which I use to move ships from runway to sea), ie they stop working entirely. Also, missiles in VLS cells that have been clipped into a structure dont disregard said structure and there is much explosions and catastrophe After Hyperedit, turrets fixed upon a singe point, and the firing of missiles led to explosions, multiple of. The quad-packed missiles in the forrad VLS block dont register on the manager at all for some reason -
Quick Q, if you clip the launcher cells into a craft so only the hatches are showing, will the missiles fire ok? EDIT: also found the weapon manager doesnt recognise missiles in the cells, and both the cells and SeaRam when right clicked display turret:false, SeaRam does not traverse/elevate EDIT EDIT: Answer to VLS clipping:yes, with much explodyness and catastrophy, although the missile itself still launches fine Turret:false is a non-issue it seems. SeaRam turret only stops working after a hyperedit to sea it seems
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General rule, a code-name that is a clever reference to the thing being code-named, isnt clever
- 22,528 replies
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- totm march 2020
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https://en.wikipedia.org/wiki/List_of_Rainbow_Codes Quick Wikilink to the Rainbow codes buisness
- 22,528 replies
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- totm march 2020
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