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Everything posted by sashan
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
sashan replied to Ven's topic in KSP1 Mod Development
I have the problem of tankbutt always showing up on Poodles (the old Poodle, not the NTR). No matter which of the upper nodes I use. And I like using 2 or 3 of them on upper stages. I haven't update since around last month or so, was it fixed? As for tweakscale - I think I'll make a patch and post it here. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
sashan replied to ferram4's topic in KSP1 Mod Releases
Ok, I understand you have no info about my bug. But how do you save full log when the game doesn't crash? When it does it saves it itself, I know. SO far I've rolled back to previous version, works fine. This is no installation error, I've checked it.- 14,073 replies
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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
I meant available to other plugins to read ingame. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
As for RPM support: I think you just need to make necessary info public, so that other plugins can reference to it. THen wait until someone makes a compatibility plugin -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
sashan replied to ferram4's topic in KSP1 Mod Releases
None of above. Previous version worked just fine. I run simple 32 bit KSP, with lotta mods and dx9. USed to run dx11, but Scatterer doesn't work with it.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
sashan replied to ferram4's topic in KSP1 Mod Releases
For some reason the latest version doesn't work for me. Mach number is always zero, graphs are inactive etc. Jus tdeleted old folders, dropped new ones in their place.- 14,073 replies
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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
Some ideas about cruise missiles. First, many of the real ones can be controlled in flight, like changing target, for example. Would be cool to have that. We already can change cruise altitude, I know. Also, there should be an option to do a pop-up maneuver, where missile gains altitude just before diving onto a target. Real Harpoon does that starting at 1800m from target, I thing we can safely decrease that to 600m. I know HArpoon is anti-ship... But still, this maneuver looks awesome. -
Is it compatible with better buyoancy?
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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
That is the video I watched at work the day before yesterday. I've thought about making a ship out of wings and structural panels right after that. Only I've used welding after that. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
My one looks more badass And it has missile silos, which look just great. Yep, I know about that pack. Maybe I will set out and make some parts for it, only I can't export. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
I do it too, but still it is a lot of hassle and often requires game restart due to amount of scene changes and memory crash. Btw, here's what I've got so far Nothing near a copy, but something alike, KSP style. I just needed a missile and CIWS platform with some style. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Wow, nice, now we need a functioning ball camera instead of that RCS tank. I'm now working on welded-parts destroyer. So far I was unable to make it stay afloat (114t), but at least it looks nice. Oh, and we need some kind of scenario editor. SO far I use Hyperedit to position ground vehicles, but it is a pain to guess coordinates each time. Its "landing" feature works very well tho. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
They vary, and there's no fixed range, it's all kinetic energy. If the target if much higher than launcher then the range is really small, and vice versa. YOu can test it, just fire them at a target far far away. -
[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
sashan replied to ferram4's topic in KSP1 Mod Releases
How is density calculated? I assume that only female kerbals sink because their model and maybe colliders are different. It is a really annoying bug, and IMO one of the first that must be fixed. -
Would be good to have root part scaling blocked, or a warning displayed if it is scaled - it is known to cause bugs - the scale resets after loading. Is there a patch for Ven's stock revamp? If no, should I work on one? It is really needed.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
sashan replied to ferram4's topic in KSP1 Mod Releases
There is an icon, one of those white ones. Menus shows up when I press it. FAR works just fine, aside from that display bug. The plane flies fine too. It's active texture management screwing up icons, I'm used to it. It installed manually. I am a little bit of modder myself, so I don't screw up such easy things. I didn't update it before that bug happened. I did it now, will try it out in the evening. How is water handled? I assume that similarily to air but with different rho and mu? Cause I sometimes ditch planes with better buyoancy installed, and they are fine from the point of view of collision tolerances, but break up due to aerodynamic stresses.- 14,073 replies
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[1.0+] B.Dynamics - Retracting/vectoring engines etc. v1.2.0 (May 6)
sashan replied to BahamutoD's topic in KSP1 Mod Releases
Is there any way to prevent this? Also, the engine thrust transform gimbals much faster than "wall of gimbals" - visual part. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
sashan replied to ferram4's topic in KSP1 Mod Releases
I've just had this bug. Root is the cockpit, it's from OPT spaceplane pack and it worked perfectly on this same plane yesterday. Previous version of FAR, I think it's Glauert?- 14,073 replies
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South-West Launch Site - Kerbal Konstructs Content
sashan replied to Beale's topic in KSP1 Mod Development
As for decals: Due to Z-fighting problems they are not decals, but special polygons with separate texture. I remember reading an article about those KSC models. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Yes, it works without issues. There is very little difference between 1.02 and 1.04 -
South-West Launch Site - Kerbal Konstructs Content
sashan replied to Beale's topic in KSP1 Mod Development
Looks good, but try making it flush with the ground. Make "ground extension" like in stock KSC or Island airfield if the terrain is too rough. Also, more details! Pipes/doors/windows/fences etc. Making transitions from ground into wall look slike stock KSC, with a stripe with separate texture would be awesome as well. I guess you can reference Squad texture here. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Great, just great. What else to say. By the way, there are also radars that detect ground vehicles. Apache's Longbow, for example, or the one IL-76 cargo plane has, most of modern fighters like Rafale and F-22 have them too. Would be nice to have . They generally use synthetic aperture to create image of environment and then analyze it with computer. On a side note: After I crash or get shot down, there's a hell lot of debris laying around - damaged crafts lose stability and are usually torn apart by FAR aerodynamic forces. It makes targeting hellishly difficult, and it isn't helped by weapon computer focusing on the piece of debris tha tis the closest to the boresight line. Oh, as for Goalkeeper: I generally take it out with Mavericks. Two or three of them, launched with 1 second interval while flying at around 30 degrees to the target bearing. Just did it easily 10 minutes ago. Cruise missiles also work well, you might want to have them flying at different altitudes tho, like 100/150/200 meters. Massive missile strike is the key to taking out anti-missile defences. P.S. We need some kind of ship mod. Preferably with nice graphics. I wonder how bad is it to rip models off other games and break them into parts... -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
All this simply cries for RPM support. It is so much more convinient to aim from cockpit, and screens wopuld provide nice interface. In case HUD is too difficult to implement you can always use "helmet-mounted" indicator. Also, one suggestion: we need guns to be able to have their separate guard mode. For example, I want to always have tail turret of my BUFF bomber to be on guard mode, while dropping bombs and launching missiles manually. I know yt=ou can switch guard on and off, but that often takes precious time. And a question: is the AI pilot working well with FAR? And should there be any things that can be done to make it work better, like AoA limiting? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
KAX cockpit, Ven's stock revamp cargo bays with added tweakscale config (they are 1.25m by defaut), BahamutoD gears, B9 procedural wings for all the control surfaces, tailplanes and pylons, OPT droptanks. Oh, and ProceduralFairings for that Vulcan aerodynamic cover. Pretty much my standard list. Flies like charm, I really did learn something on my dynamics of flight lessons