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sku77s

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    Rocketeer
  1. That piece is from the ICE mod. Fun stuff and a useful part.
  2. Thanks for the advice. I have those mods just have the same complaints build time for entire vehicle vs a few missles. Also I'm completely modded out. I couldnt get moar boosters if I wanted to. Thats using aggressive atm opengl and I've edited bcdedit vram to 8Gb. If I view any vehicle I cant leave... I have to close the game. but there are mod conflicts im working around/on to play with so much stuffs. Again thank you though! - - - Updated - - - Just my 2 cents but the ammo boxes as they are function fine. Maybe a device that could generate the recources they used. It would be very explosive and prone to this as well. Kinda like a truck bed/ammo depot you would want to defend at the base. Non combat. This would fix refilling any ammo type. And possibly allow you to spawn missles and rockets on a harpoint you attached in vab. Ergo I fly my Kapache on a fire mission. And land back at ksc. Instead of recovering I have Bill waiting with the ammo dump 4x4 with the generator box in the back. Park within 20m and transfer resources (shells) and click the menu to repair(reload) any hardpoints to their original state with the rocket. Or maybe add a missle selection. Add a nice and hefty electrical charge rate. Thats just my idea for simplicity vs functionality. Also I want a reason to drive a truck full of high explosives to a ammoless tank under fire. Thanks for reading and considering my request earlier. Very much so.
  3. Ok so no more tanks on duna... your killin me. I could blitzkrieg the mun for what it would cost to ferry one SAM truck to duna and back And my mun base is set. Im gonna go practice at KAS and KIS. I was going to use a docking port and skycrane to replace to assebly but bad things happened when I put docking ports on hinges on cranes.
  4. A 2x2x2 structural panel with 8 1x1 dividing it. Makes a typical gtg missle pod. Using the atg 68 with kas to attach them inside to reload is a bugger. Maybe a pic would help. Still it would be nicer to reload a hardpoint as opposed to creating a new jet/ship/tank when the ordinance is expended. Like a couple hundred thousand kerbal bucks better.
  5. Is there anyway to develop a universal hardpoint for bombs and missles? Most of my playtime is in career and it would be cheaper to reload these from a resource as opposed to paying for an entire vessel. Also placing these in kas is difficult in a rocket pod
  6. Check for turret control and try switching auto aim. If home key becomes unreliable set the gun to an action group as a back up.
  7. Also I added the KAS grabbable code to the 30cal.... it shoots yay! But wont turn, I assume this is because there is no e/c? This was in the interest of those wanting kerbal-held weapons. Maybe the rocket hardpoint could be made grabbable as well? Although im not sure if the rockets would do damage as jeb has no IDFF. Is there a way to mod the idff into kerbals as they eva similar to the Eva Chutes?
  8. The ciws and auto-air give me enough ai firepower. If you want moving tanks use the mechjeb rover function and set waypoints (is it .24 friendly?) Altough an autofire GTG rocket would be nice. From my expierence the targets range becomes mechjebs control range allowing you to set patrols for enemy bases and all kinds of other things, this hinges on the IDFF tag module being opposites. I assume 99km is max as 90km is the tridents range. This works for mutiple vehicles but lags accordingly. Chasing one ground target moving through the mountains is fine. A convoy may bog some computers. Ive "controlled" atl east 4 Skillful APCs and gunned them down on a laptop so a desktop should allow for cool missions like airsupport to Friedly convoy on saved route 1 and a Enemy tank squad patrolling on saved route 2. Ive wish this worked for airplanes but...
  9. InfiniteDice. While on you were on vacation I was wondering if we could get more teaser info on R.2 of Skillful. What 'kind' of shielding tecnology are you devising? Star Wars and Star Treck weaponry comes to mind when you mention shielding. Also will my Kerbin Rebels stand a chance against such advanced weaponry especially now that funds come to play? Jeb doesnt want to have to recreate independence day to score a hit against some shielded starfighter.... ok maybe jeb does but bill said no. And of course balance, will we see any capital ship weapons ergo something equal to the 14in turrets but require say two highly skilled kerbals to operate its new hightech kracken-launcher? Just curious as to what to look forward to. Maybe throw some of your questionable or may/be/cut ideas up in a voting fashion and we could decide its fate and satisfy curious minds. If you do that kind of thing.
  10. I was looking for a thread to post this as I just figured it out and had seen others mention and ask if there was a way. You can rotate a kerbal on an axis eva. Just click and drag. Sorry if this was well known. But its discovery solved alot of ladder grabbing issues for me.
  11. You do know the meaning of vacation right? But seriously as a steady user of your mods I now have to ask how do you keep up?! Also. I seem tp have misplaced the button to trasfer ammo to the 30mm cannon. Is there anyway to get it back? Im still using .23.5 ver of ksp.
  12. Is proximity to the engine a heat issue. Had a mk1 lander pod over the 4c and it caught fire.
  13. Infinite Dice I have an issue/bug with the trident. I can not switch to the missle to follow it as the guide in r4.5 boats states. Im posting this here because you mentioned that the missle was now under skillful. Has use changed? And if so has the range of the missle been affected? Edit typo
  14. Just wanted to make a small request for the repair station to be able to spawn or generate ammo. With Skillful and Extraplanetary Launch Pads I have effectively created a interstellar war that would make george lucas jealous. Aside from all ammo is flown from kerbin. No matter which side im "playing" at the time. Having this feature would let bases be eeffectively self sustainable. Basically lletting my red base and blue base spawn tanks, planes, etc as they fight over the resources to make these things. Also is there anyway to cut a rockets effective and guard range to 2m or so. With that and and a small model you would have a mine you could toss on a probe core. Just some thoughts.
  15. The sight is a simple copy paste to the .cfg more detailed instuctions on first post.
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