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Cdodders

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Everything posted by Cdodders

  1. Have a few more pics, I removed the struts attaching the launcher arm to the vehicle, they wouldn't break when raising the launcher. Does anoyne know how to solve the collision problem? I have a sort of rest for it to go on but it clips through.
  2. The only thing I would want atm is guidance for IRBM/ICBM and appropriate warheads - - - Updated - - -
  3. Made a SCUD, sorta works, still trying to find a way of supporting the launcher while in the travel position. Missile guidance just stops after staging (yes I remembered to put the package on the upper stage), flies very wobbily (sometimes doing backflips after activation of guidance) until close enough to target for the speedo to change to target relative velocity and then it tracks properly (still a bit wobbly though)
  4. Quick question Frizzank. Are you planning to make a sort of 'live' version of the dummy thermonuke warheads for the Titan ICBM, with explosions and guidance? BD Armories can help with that part. Would be a nice addition, keep up the good work!!
  5. Currently contemplating a form of SCUD launcher/missile, does anyone have a larger version of the explosive warhead? Plus did the missile guidance nose cone get removed? Cant seem to find it. Does anyone know of a way to get the missile to follow a ballistic path apart from using both MJ and the missile guidance strap on?
  6. I was more meaning the strap on winged boosters fly themselves back while I remain in control of the main craft. Kinda like the Uraguan's boosters
  7. Anyone kmow of a mod that allows pre-progammed autopilot flight of seperated parts/stages, such as winged boosters flying themselves down and landing on the runway after seperation? Sorta like the Energia 2 (Uraguan)
  8. max range for missiles to guide themselve to target seems to be 5km, even for cruise and LR missiles
  9. Both tbh. Even fixed guns will flip. Will get pics as soon as I am able.
  10. Anyone else have the issue where after using turrets and fixed guns, they flip over?
  11. How do you put the Apollo probe together?
  12. Im of the opinion that BD Armouries should be fairly high on a top n list, as it adds another dimension or aspect to the game
  13. What is the possibility of a FLAK? Something along the lines of the 88mm, on a turntable with optional stabilisers, and Proximity-Fuzed shells? And is there a way of making tube launchers for missiles? Like Harpoon, Patriot, Grumble etc?
  14. When I jettison the Apollo LES (I use commands not staging), the floats on the CM deploy. And then dont deploy on splashdown.
  15. [PlanetariumCamera]: Focus: FASA Gemini Titan III-C MOL (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [FASA Gemini Titan III-C MOL]: ground contact! - error: 0.037m (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Unpacking FASA Gemini Titan III-C MOL (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException at (wrapper managed-to-native) UnityEngine.MeshFilter:set_sharedMesh (UnityEngine.Mesh) at SpriteMesh.CreateMesh () [0x00000] in <filename unknown>:0 at SpriteMesh.get_mesh () [0x00000] in <filename unknown>:0 at SpriteRoot.Delete () [0x00000] in <filename unknown>:0 at SpriteBase.Delete () [0x00000] in <filename unknown>:0 at UIListItemContainer.Delete () [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (Int32 index, Boolean destroy, Boolean doEasing) [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (IUIListObject item, Boolean destroy, Boolean doEasing) [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (IUIListObject item, Boolean destroy) [0x00000] in <filename unknown>:0 at ApplicationLauncher.RemoveApplication (.ApplicationLauncherButton button) [0x00000] in <filename unknown>:0 at ResourceDisplay.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Versioning.get_version_major () [0x00000] in <filename unknown>:0 at RealChute.CompatibilityChecker.IsCompatible () [0x00000] in <filename unknown>:0 at RealChute.CompatibilityChecker.IsAllCompatible () [0x00000] in <filename unknown>:0 at RealChute.RealChuteModule.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Versioning.get_version_major () [0x00000] in <filename unknown>:0 at RealChute.CompatibilityChecker.IsCompatible () [0x00000] in <filename unknown>:0 at RealChute.CompatibilityChecker.IsAllCompatible () [0x00000] in <filename unknown>:0 at RealChute.RealChuteModule.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at ThrottleControlledAvionics.TCAConfiguration.SaveConfigs (.ConfigNode node) [0x00000] in <filename unknown>:0 at ThrottleControlledAvionics.TCAConfiguration.Save (System.String configs) [0x00000] in <filename unknown>:0 at ThrottleControlledAvionics.TCAConfiguration.Save () [0x00000] in <filename unknown>:0 at ThrottleControlledAvionics.ThrottleControlledAvionics.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetGameObject () at UnityEngine.Component.get_gameObject () [0x00000] in <filename unknown>:0 at MapView.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1)
  16. I have had a problem that occurs when either RPM or Firespitter dlls are installed, I made a thread here, http://forum.kerbalspaceprogram.com/threads/109974-No-staging-commands-unable-to-do-anything?p=1726238 It occurs when RPM is installed, same with firespitter
  17. I recently had a problem where Firespitter was the cause of a bug, causing the staging icons (and staging itself) to not load when switching to, orattempting to launch, crafts with passenger modules
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