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KSP2 Release Notes
Everything posted by MD5Ray01
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
MD5Ray01 replied to Shadowmage's topic in KSP1 Mod Releases
Well, the updated DLL posted earlier fixed the Null Reference Point errors, and everything seems to be running smoothly with my build of 1.8.1 now. -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
MD5Ray01 replied to Shadowmage's topic in KSP1 Mod Releases
So, I ran into an issue with Kerbal Foundries on my 1.8.1 build when I'm running aircraft. They take off just fine, but as soon as I'm airborne and pull the gear up, the framerate lags significantly and the debug menu throws up Null Reference Point errors related to the KSPWheel Dust Effect. Granted, I was using the last stable version and not one of the dev branches, so I might give the dev branch a shot and see if that helps. -
That's what I'm afraid of happening.
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I'm honestly hoping that we don't get Metro Exodus'd and have the game get turned into an EGS exclusive before it launched on Steam.
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[1.4.X] SM Marine, Version 0.9.9.3 KSP xx PSA important
MD5Ray01 replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
It was a helicopter off of the Cruiser Kit setup (I probably should have clarified that in the beginning. My bad). -
[1.4.X] SM Marine, Version 0.9.9.3 KSP xx PSA important
MD5Ray01 replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
So, I've run into a slight problem. I can land aircraft on the ships in this mod, but when I do, they start rapidly bouncing. -
[1.4.X] SM Marine, Version 0.9.9.3 KSP xx PSA important
MD5Ray01 replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
That's understandable. The thought had crossed my noggin last night when I tried using the Typhoon hull parts to make an explorer sub. -
[1.4.X] SM Marine, Version 0.9.9.3 KSP xx PSA important
MD5Ray01 replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
So, I found myself wondering if it would be possible to make a nose variant of the Typhoon hull that doesn't have the torpedo tubes (or if there was one, where was it)? -
[1.4.X] SM Marine, Version 0.9.9.3 KSP xx PSA important
MD5Ray01 replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Also, the water start link leads to a dead end. -
That explains things. It looks like I have to go to the classic helo setup in order to run the chopper (which weighs in at about 7 tons since I switched around some armaments).
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It turns out it was the power ramp-up that was causing the looping (I had ramped it up to 4000 thinking I'd need a lot of power, but after a quick test with the lower amount of 2000, it seemed fine). Now, if only there were a way to get rid of the bug that causes the hover toggle to drop the RPM drastically when it's toggled on.
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So, I ran into a couple issues with an anti-sub helicopter I made using the coaxial prop. First one was that it wouldn't fly despite being under 10 tons. So when I ramped up the power a bit, it suddenly wanted to only do backflips and frontflips once it got airborne. Not sure if that's an issue with the coaxial prop itself or if I'm just being an idiot (I even centered the thrust around the center of mass). I'm willing to provide the craft file, if that helps out.
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It's not a problem. I'm looking forward to the next update and being able to finally build a carrier and some other ships.
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I noted that when attempting to build the carrier or some of the other ships, some of the parts weren't connecting at the nodes when the alt key was held down. Am I doing something wrong?
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Well, reinstalling Firespitter did the trick. And with it, I was able to get this screenshot of my newly-created P/A-110 Sycrus
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I've run into a little issue with the older prop engines in that they don't have the rotation prop animations anymore. Other than that, they work just fine.
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It is in the Red vs Blue pack.
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Just as a heads-up, the gunpod doesn't work.
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Would it be possible to put up like an image guide of how to put together the rocket tube/MGM tube? I've been trying to get the ATACMS in the MGM tube, but it keeps wanting to stick to the outside of the tube.
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[1.05] KerbolBattles Parts Pack [1/2/16]
MD5Ray01 replied to SuicidalInsanity's topic in KSP1 Mod Releases
Now we just need the ordinance pod (and bomb chute) that the TIE Bombers have. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MD5Ray01 replied to BahamutoD's topic in KSP1 Mod Development
So, I've run into a problem with the rockets. I went to ripple-fire them, and only got a single rocket at a time rather than the masses of rockets like it used to. I tried arming the rockets both by action group (set the "arm weapons" function to the 1 key) and by manually arming them via clicking the "arm" button in the menu for it in flight. Neither one worked. -
[1.0.4] Instell Incorporated Experimental Technologies
MD5Ray01 replied to 8bitsblu's topic in KSP1 Mod Releases
The link to download doesn't work. -
Apologies if this has been asked before, but I have a problem. It seems that the Medium Tracks don't want to work no matter what way I place them. They always sink into the ground and do nothing except spam my debug log. I don't have a screenshot from when I tested them in normal configuration, but here's one in an upside-down configuration: The three toolbars are BDArmory, Throttle Controlled Avionics, and Kerbal Konstructs