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Bottle Rocketeer
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Well that's exciting news, props to you guys for all the impressive work you've been doing.
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How functional are the HEKVs in the most recent version? I've done a little testing but I'm not sure what the proper way to use them is.
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...Oh, well that's a lot simpler than I thought it would be. I didn't even realize it was running on opengl, thanks!
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I've been having a consistent issue where projectiles are displaying as bright pink missing textures, as well as the targeting pod's camera and probably some other stuff. I've tried running the mod alone, reinstalled it, reinstalled ksp, etc etc and nothing's changed so here I am. I don't know if a KSP.log would really help with anything but uh, here I guess. http://puu.sh/xjugU/cd0fa6a234.log
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Kiwibear changed their profile photo
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kiwibear replied to BahamutoD's topic in KSP1 Mod Development
If you had read any of the previous like 20 pages you would've seen he's already planning on doing that. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kiwibear replied to BahamutoD's topic in KSP1 Mod Development
It kind of does, but from my experience the missiles dont track their targets and it's overall just really buggy. Dogfighting seems also near impossible as well cause things like to despawn periodically in DMP -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kiwibear replied to BahamutoD's topic in KSP1 Mod Development
I think the only viable way for a railgun to work at really long range like everyone wants it to is if the projectile is able to be switched to and tracked like someone mentioned earlier. To be honest I think it'd just be simpler to fire missiles down from orbit or something, trying to get a projectile weapon like a railgun to hit its target reliably from orbit would probably be ridiculously involved. Though, I'd enjoy some crazy orbital MAC or something as much as everyone else lol -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kiwibear replied to BahamutoD's topic in KSP1 Mod Development
I've tried using the AIM-120 in space and it works pretty good from a couple km away, though I don't know about the hellfire because I've always been too far away when using it in orbit -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kiwibear replied to BahamutoD's topic in KSP1 Mod Development
I encountered something kinda silly with the 20mm minigun I shot something in orbit with it, and it's velocity changed drastically upon a part being destroyed which sent it on an escape trajectory from duna was kinda hilarious but I'm pretty sure that's not supposed to happen lol -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kiwibear replied to BahamutoD's topic in KSP1 Mod Development
Alright cool, I just thought it'd be neat to have some bare bones turrets with various different guns that people could build their own designs onto -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kiwibear replied to BahamutoD's topic in KSP1 Mod Development
Is it possible to make it so you can attach parts to turrets like the Abrams turret? Or does it not work since they move around and stuff