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Cdodders

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Everything posted by Cdodders

  1. Tested the full stack (A-9/A-10/A-11/A-12). First two stages (A-12/A-11), put me on Escape Velocity. Last two stages (A-10/A-9) managed to bring it back down to a ballistic Sub-Orbital trajectory. Max Altitude achieved by the rocket was 250 KM. May be slightly overpowered methinks.
  2. 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
  3. You still have that patch for Vessel mover? The link to the dropbox says its been removed or unavailable

  4. Holy moly looks awesome!!
  5. Any chance of a Sea Dart type launcher? Also what about the 30mm autocannons some ships have?
  6. 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
  7. Quick Q, the engines for the brit rockets have no flame, was there a fix I missed?
  8. 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
  9. I meant so I can place the turrets facing forward, in line with the ship and only rotate to one side for example
  10. Is it possible to be able to select separate yaw limits left and right of centre? To prevent things like this happening;
  11. Generally crew cabins on warships are in the hull, so maybe hull parts can have a crew capacity. MalFunc armoury mod has VLS tubes
  12. The VLS parts, how do i use them?
  13. missiles in VLS cells that have been clipped into a structure dont disregard said structure and there is much explosions and catastrophe
  14. 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
  15. 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
  16. General rule, a code-name that is a clever reference to the thing being code-named, isnt clever
  17. https://en.wikipedia.org/wiki/List_of_Rainbow_Codes Quick Wikilink to the Rainbow codes buisness
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