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Post by svm420 on Mar 1, 2017 22:33:01 GMT
someusername6 Would you consider uploading your mod folder so we don't have to manually name or place files? Seems way easier to drop a folder with all the files already properly placed and named.
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Post by someusername6 on Mar 1, 2017 23:23:16 GMT
someusername6 Would you consider uploading your mod folder so we don't have to manually name or place files? Seems way easier to drop a folder with all the files already properly placed and named. Sure. Keep in mind I don't have all of the published mods -- and that I may have forgotten some test material or another in there. www.dropbox.com/s/sjmu7sl0nmhx4vp/Mods.zip?dl=0Edit to add: it looks like some of the elements above (likely Np-237) are causing the NTR module editor to crash when trying to select nuclear fuels. Reported as a bug here, meanwhile be careful when using these mods.
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Post by David367th on Mar 1, 2017 23:31:20 GMT
Hah, I already have. A lot. Send help. Sending you a care package via mass driver in these new cargo modules we can design. (this thing takes 200MW to shoot at 126m/s, I need to relearn everything) qswitched Can we get an option to select the container material for cargo bays? If I could coat the whole thing in iron it might be a bit more shooty. Weaponized Cargo bays the new meta?
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Post by ultravires on Mar 1, 2017 23:48:56 GMT
Here is a quick screenie of the new "Gunship" I'll have more in a little while Close up of the New Laser Turrets
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Post by deltav on Mar 1, 2017 23:57:09 GMT
Do fuses on explosive payloads fired from cannons( or rail or coil guns ) work now ? Fuses on gun launched payloads have worked for at least the last 2 months. You have to fiddle with the settings though.
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Post by deltav on Mar 2, 2017 0:02:07 GMT
Do fuses on explosive payloads fired from cannons( or rail or coil guns ) work now ? I believe you still need a remote control. No sir no need for a remote for gun fired payloads.
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Post by ultravires on Mar 2, 2017 0:27:05 GMT
OK, so I'm not sure if this is a glitch in the game, or just my system being weird. Any time I fire a Nuclear Missile at something (stock or user made) everything works great, until just before impact. Right when it seems like the Nuke should explode, I crash to desktop. Tested with Stock ships, and Ones I've made. Only tested in sandbox mode tho, not campaign. EDIT: Fixed... did a file integrity check in Steam, that fixed it
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Post by David367th on Mar 2, 2017 0:29:05 GMT
I believe you still need a remote control. No sir no need for a remote for gun fired payloads. To control the detonation range you need a control, but yes a inert flak bomb will still detonate, just like an inch from its target.
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Post by deltav on Mar 2, 2017 0:37:14 GMT
No sir no need for a remote for gun fired payloads. To control the detonation range you need a control, but yes a inert flak bomb will still detonate, just like an inch from its target. Sorry, but why do you think that? Did you try it yourself or is this what others have said? Just asking to understand why we have had such drastically different views of the same thing, flak shot from guns. (Hope this does not sound in anyway dismissive or anything, I just did not have that experience.) I've built this mini flak coilgun shooter myself, haven't seen anyone else do something similar yet. (Could be, just haven't seen it.) You don't need a remote control, and you can set it to detonate wherever you want. I like to have it detonate as close as possible because that does more damage, but it's adjustable.
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Post by David367th on Mar 2, 2017 0:40:58 GMT
To control the detonation range you need a control, but yes a inert flak bomb will still detonate, just like an inch from its target. Sorry, but why do you think that? Did you try it yourself or is this what others have said? Just asking to understand why we have had such drastically different views of the same thing, flak shot from guns. I've built this mini flak coilgun shooter myself, haven't seen anyone else do something similar yet. (Could be, just haven't seen it.) You don't need a remote control, and you can set it to detonate wherever you want. I like to have it detonate as close as possible because that does more damage, but it's adjustable. Because I had a 100g flak shell for a drone gun that was set to 10km and never detonated untill the last second no matter what I did to it. You need a remote control to have fuses go off.
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Post by deltav on Mar 2, 2017 0:46:42 GMT
Sorry, but why do you think that? Did you try it yourself or is this what others have said? Just asking to understand why we have had such drastically different views of the same thing, flak shot from guns. I've built this mini flak coilgun shooter myself, haven't seen anyone else do something similar yet. (Could be, just haven't seen it.) You don't need a remote control, and you can set it to detonate wherever you want. I like to have it detonate as close as possible because that does more damage, but it's adjustable. Because I had a 100g flak shell for a drone gun that was set to 10km and never detonated untill the last second no matter what I did to it. You need a remote control to have fuses go off. I've made at least 6 or 7 different flak designs made to be shot out of guns, no remotes controls on them. Perhaps you could share your flak design so I can see what the differences are? Here is a pic showing my favorite one, the mini 150mg flak bomb, in action. Edit: So we are both right. You do NOT need remote controls to use flak bombs in guns. But yes they will blow up in the path of the target, and you can adjust that using the fuse, but it's not like the way flak works in missiles. It's different. Wait... testing again.... Okay I'm back. Yes fuses work, but they are tricky. Also the flak round has to be right on target not just close, which is kind of counterintuitive too. Flak rounds don't work like a space scattergun like you would think, at least not in my attempts. It's more like an explosion propelled flatcheete package. The initial round that delivers them has to be right on target or it won't go off. Close doesn't count, unlike with birdshot in a shotgun. This is why I switched to such a small round as 150 mg. Easier to make very accurate. Please share the code/design pic of your 100g flak shell so I can test it out and play around with it. Then I can see what is going on. But I can assure you fuses in flak bombs shot out of guns do work without any need for remote controls, but they don't work like they do on missiles, it is kind of counterintuitive. Please, please send the design to me.
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Post by David367th on Mar 2, 2017 1:22:55 GMT
Because I had a 100g flak shell for a drone gun that was set to 10km and never detonated untill the last second no matter what I did to it. You need a remote control to have fuses go off. I've made at least 6 or 7 different flak designs made to be shot out of guns, no remotes controls on them. Perhaps you could share your flak design so I can see what the differences are? Here is a pic showing my favorite one, the mini 150mg flak bomb, in action. Edit: So we are both right. You do NOT need remote controls to use flak bombs in guns. But yes they will blow up in the path of the target, and you can adjust that using the fuse, but it's not like the way flak works in missiles. It's different. Wait... testing again.... Okay I'm back. Yes fuses work, but they are tricky. Also the flak round has to be right on target not just close, which is kind of counterintuitive too. Flak rounds don't work like a space scattergun like you would think, at least not in my attempts. It's more like an explosion propelled flatcheete package. The initial round that delivers them has to be right on target or it won't go off. Close doesn't count, unlike with birdshot in a shotgun. This is why I switched to such a small round as 150 mg. Easier to make very accurate. Please share the code/design pic of your 100g flak shell so I can test it out and play around with it. Then I can see what is going on. But I can assure you fuses in flak bombs shot out of guns do work without any need for remote controls, but they don't work like they do on missiles, it is kind of counterintuitive. Please, please send the design to me.
ExplosiveModule 100 g Nitrocellulose Flak Bomb
UsesCustomName false
Length_m 0.13
ExplosiveMass_kg 0.0001
ExplosiveComposition Nitrocellulose
ShrapnelMass_kg 0.1
ShrapnelComposition Vanadium Chromium Steel
Detonator
HardRange_km 10
ActivationRange_km 10
MinimumRange_km 0
OverrideTimer_s 0
TargetsShips false
TargetsShots false
It's changed a little bit as I've been trying to implement it back into a <1t coilgun for drones. Used to work now it doesn't so I have it in a conventional for now.
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Post by deltav on Mar 2, 2017 1:50:59 GMT
I've made at least 6 or 7 different flak designs made to be shot out of guns, no remotes controls on them. Perhaps you could share your flak design so I can see what the differences are? Here is a pic showing my favorite one, the mini 150mg flak bomb, in action. Edit: So we are both right. You do NOT need remote controls to use flak bombs in guns. But yes they will blow up in the path of the target, and you can adjust that using the fuse, but it's not like the way flak works in missiles. It's different. Wait... testing again.... Okay I'm back. Yes fuses work, but they are tricky. Also the flak round has to be right on target not just close, which is kind of counterintuitive too. Flak rounds don't work like a space scattergun like you would think, at least not in my attempts. It's more like an explosion propelled flatcheete package. The initial round that delivers them has to be right on target or it won't go off. Close doesn't count, unlike with birdshot in a shotgun. This is why I switched to such a small round as 150 mg. Easier to make very accurate. Please share the code/design pic of your 100g flak shell so I can test it out and play around with it. Then I can see what is going on. But I can assure you fuses in flak bombs shot out of guns do work without any need for remote controls, but they don't work like they do on missiles, it is kind of counterintuitive. Please, please send the design to me.
ExplosiveModule 100 g Nitrocellulose Flak Bomb
UsesCustomName false
Length_m 0.13
ExplosiveMass_kg 0.0001
ExplosiveComposition Nitrocellulose
ShrapnelMass_kg 0.1
ShrapnelComposition Vanadium Chromium Steel
Detonator
HardRange_km 10
ActivationRange_km 10
MinimumRange_km 0
OverrideTimer_s 0
TargetsShips false
TargetsShots false
It's changed a little bit as I've been trying to implement it back into a <1t coilgun for drones. Used to work now it doesn't so I have it in a conventional for now. Thanks! And what do you want it to do? How do you want it to act vs how it was acting?
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Post by deltav on Mar 2, 2017 1:52:38 GMT
PS where is "import"? I see export, but not the ingame way to import.
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Post by David367th on Mar 2, 2017 1:53:02 GMT
ExplosiveModule 100 g Nitrocellulose Flak Bomb
UsesCustomName false
Length_m 0.13
ExplosiveMass_kg 0.0001
ExplosiveComposition Nitrocellulose
ShrapnelMass_kg 0.1
ShrapnelComposition Vanadium Chromium Steel
Detonator
HardRange_km 10
ActivationRange_km 10
MinimumRange_km 0
OverrideTimer_s 0
TargetsShips false
TargetsShots false
It's changed a little bit as I've been trying to implement it back into a <1t coilgun for drones. Used to work now it doesn't so I have it in a conventional for now. Thanks! And what do you want it to do? How do you want it to act vs how it was acting? We were talking about getting it to detonate earlier.
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