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Everything posted by sashan
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Challenge accepted. I just need to clean up some RAM. I think I'll make an upscaled version of repulsors tho.
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OMG, just thought that it is time to build a bigger version of this: Not sure what to make it out of. My PC can't hangle tons of structural panels well. Maybe it is time to dig up mo TweakScale configurating skills... On a side note, memory footprint could've been smaller. 60 megs are too much for a few parts, even that big ones.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
sashan replied to K.Yeon's topic in KSP1 Mod Releases
Thanks for that cruiser idea. I have K fuselage pruned - memory is killing my game, but I made a smaller version. Combat in space is boring, so I put it on repulsors and now it is a complete beast. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
OPT spaceplane. I've actually ripped the idea from their frontpage (end of imgur album), but my one is smaller because I've pruned largest fuselage system from that mod - damned ram issues... THe craft is very fun to drive and fight with. I can post it if you want, you'll need some (good) mods tho. EDIT: Oh wait, that was the post about Abrams. Already answered. It isn't updated, but hulls are just structural parts that you can use. They have no textures and weird colliders that make surface attaching a pain, so be warned... But it is worth the hassle. I thought you are talking about this craft: By the way, how to shoot moving targets with cruise missiles? THat craft on the pic is impossible to destroy when it is circling at 5 km from you, on water. -
Oh yeagh, just wanted to report the bug with milky polygon while over water as well. Also would be good to have realplume config for turboshaft generator. Those stock puffs of cotton look weird near RealPlume smoke. By the way, when in OpenGl mode the smoke from repulsors is always white. Camera color is on. Will check how it is with tracks later.
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That is right next to KSC. FOrtunately, this bug is not persistent, it more like flickers on-off for a second sometimes. Nothing major. On a side note: Can you force it into a little bit more browny version when you detect it to be green? Grass doesn't produce fine dust As for a stutter-bug - I am starting to suspect it is either a memory issue or BDarmory eating perfomance. Will check both versions now.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
If you want to aim ground vehicle guns in style, with zoom, target tracking and nightvision then I know how to do it. Just attach it so that only cylindrical part sticks out and it is perfectly centered. Baha, can you actualy add 360 degree periscopic camera like the real one has? Also, can you add a transform to the targeting pod? Or what is the name of transform that its camera uses? We can use it with RPM to partially integrate mods - it would allow us to draw picture from pod on RPM display with the help of small module added to cgf. -
Pics please! No pics no clicks. Upload them to imgur.com and post here. But I'm downloading anyways. EDIT: Link goes 404.
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[1.0.5] FASTCORP Roads 2.2a Colliders Hotfix
sashan replied to fast_de_la_speed's topic in KSP1 Mod Releases
Please make them wider. Even my normal-sized tanks for bdadmory will have problems navigating them. -
BAe-146 [Anyone want to take it up?]
sashan replied to Kartoffelkuchen's topic in KSP1 Mod Development
If you rescale a little bit and "disassemble" it then it would make a vary good part pack for 2.5m fuselages. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Woah, the Happy Plane! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Stealth aircrafts are not infisible, they just deflect most of radiation into thin beams. For example, it wing leading edge happens to be exactly perpendicular to toy - it would be visible. Imagina airplane has mirror surfaces and is in completely dark void, and you have a flashlight. If the light reflects to you - you can see the airplane is there. If it reflects in other direction - you can't see it. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
sashan replied to K.Yeon's topic in KSP1 Mod Releases
Turboramjet is simply OP. IMO it should be nerfed at low altitudes. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
In stock jellocean? Good luck hitting anything at 0.8 m/s. And we need proper ships first. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
For all those who need radially attached radar... Hope it is clear enough how to do that. Also, you can use MM to add it to small nosecone or sas nosecone and mount it mig-19 style: This also allows rear-facing radar to control tail guns of bombers. -
[Showcase] Showoff Your Rep-Worthy Crafts
sashan replied to Redrobin's topic in KSP1 The Spacecraft Exchange
Exactly. That was the idea, I hate launch clamps on runway. I've modified staging after that, now I let the main engine to spool up before launching. That tripod uses smallest radial recoupler from ven's stock revamp, and 2x-cubic-octogonal-strut from same mod. It also uses one of those decouplers per side with 3 separatrons attached to them. I mostly hyperedit them to launch locations, or remove legs and attach whole thing to wheeled chassis via the cubic strut. Setting up BDarmory sceneries without hyperedit.... Ugh. I can post that tripod as subassembly, and whole craft as well. You'll need mods installed tho. -
[Showcase] Showoff Your Rep-Worthy Crafts
sashan replied to Redrobin's topic in KSP1 The Spacecraft Exchange
Chukar drone, FAR, BDarmory, Ven's revamp, TweakScale. 1 mach top speed, 1.2 hours endurance at that speed. I use it for Kerbin exploration - it is light on partcount, and of course as target drone.