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Atatra

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Everything posted by Atatra

  1. loving the new cockpits, but is it possible to make a version of the intake type with a more sloped back to the cockpit? right now the very steep, almost swan neck back to it kinda bugs me.
  2. would a firebrand, hurricane, or Me-410 cockpit be possible? there are just so many WW2 aircraft i love and i didn't know which to ask for -,-
  3. Ok, i'm not sure what i'm doing wrong, but i've decided it's worth actually asking. for some reason that i don't know, all the customizable engines from firespitter don't work. they're visible, but none of the menu options for blades, engine size, etc, work, there's no visible change in the SPH. am i missing a plugin other than firespitter.dll, or am i just being stupid?
  4. Actually quite interested to see the effect the new stock hydrodynamics are going to have on this pack's development.
  5. not sure if this has been suggested yet, so please forgive me if it has, but i think it would be very nice if the jumo 004 had a radial version in the same underwing pod that the ME-262 had, i feel this would give it a really nice appearance.
  6. i'm pretty sure P.E.W doesn't have the Sprint missile, i know it has the nike hercules missile, which is a related system but a totally different role.
  7. did you guys see that thing in the weekly dev log about changes to buoyancy? not sure how substantial it was, but it looked interesting
  8. would an F-14 style cockpit be possible? with the raised profile, etc? it kinda bugs me that so many mod cockpits are...flat and totally inline.
  9. this is really cool, should be really useful for putting ships in the water!
  10. Sadly there's currently no code in BDA that supports any kind of turret firing missiles or rockets. This is why LordPrometheus is having trouble making a realistic TOW missile turret, because missiles can only be parts and rocket pods are fixed and there is no code to support anything else, until perhaps the functionality is added in the next BDA update, but that could take a while.
  11. This is really cool, i've not seen it done before and i love the idea, but i was wondering, is it possible to cause vessels cloaked like this be invisible to BDA radars?
  12. oh wow, i don't remember the last time i saw DYJ's Gatling gun circulating. nice to see it though, always loved that model.
  13. personally, i find it more interesting to design your own bodies with plates, etc, to give your tanks more individuality in shape, aesthetic and capabilities. one problem i found with Never enough Dakka's tank bodies was that they had no internal space for your own ammo, etc, and all the tanks looked like very similar variations of the same tank.
  14. Would a Leopard 2A7 or a different 4th gen tank turret be possible?
  15. i'd like to guess you're working on armour/ Reactive armour but i'm going to guess the special thing is Tow missile or something similar?
  16. hey, the modular gunpod is a really great idea, i was wondering if you where considering adding more modular guns for it? if you don't mind, i'd like to suggest a Mauser Bk 27 and possible a Gau-22/A. Of course, it's completely up to you what you do, i just wanted to say these are some interesting guns that nobody seems to have.
  17. Bugs i've found in the latest release so far: T90 turret can't be picked back up once place, doesn't have any colliders for the mouse to grab in the SPH. Bradley turret, tunguska, both have space below them when attached to a surface, so you have to use position editor to make them sit on the hull. BMP turret also has same glitch as T90 turret, once placed down can't pick up also, your M31 missile is significantly larger than the M26 missile from Harpwner's pack and doesn't fit his MLRS rocket tubes, i was wondering if this was intentional use of different scales or if you're not intending your M31 to be used alongside his weapons? Other than this, the recent updates have been great and added a load of stuff that i've been hoping for.
  18. yeah, a beaufighter style turret would be awesome, especially if you could also make some kind of Beaufighter style nose cone with 4 hispano cannons inside to go along with it.
  19. @HQTopGun1 you do not appear to be using any kind of radar. this is likely the problem, unless you're using legacy targeting
  20. that would be awesome, which guns did you have in mind? an oerlikon 20mm AA gun and a bofors 40mm AAA gun would be awesome
  21. Fengist's Maritime parts pack [Moderator removed defunct website link] Edit: And if you're curious, i'm fairly sure the Harpoon missiles and RIM-162's are P.E.W by lord prometheus while the Mk 45 5 inch naval gun is from north kerbin dynamics by harpwner
  22. the BDA config file in the BDarmory directory lets you adjust load distance ingame, by default i think it's set to 5km (5000m in the file) and i find it works well setting it to around 30km(30000m in the config) this generally works, but as you can read in earlier parts of this thread, there's still a lot of problems with various loading distance mechanics.
  23. would something like this also allow for the tracking parts to be slaved to Targeting modules with the slave turret button, because that would make building custom turrets really interesting.
  24. hey BD, i had this idea last night while building custom turrets using Infernal robotics, and i got curious, do you think it would be theoretically possible to take aspects from BDA code and IR code to create IR joints which, when activated, track the mouse on one, two, or three axis like your turrets do? for example, maybe a standard 'docking washer' style joint, a pivot point that could be used for gun elevation, and maybe a ball joint for gun aiming like the system used for gun aiming on tank destroyers with casemates.
  25. to get this clear, did you activate the radar and use it to track the target you where attacking, and then fire the missile?
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