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Atatra

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Everything posted by Atatra

  1. would the radar function be available as a module that can be added to other parts? such as the radar dishes and radar set from LLL?
  2. Just curious, with the new targeting system, would it be possible to use the teams system to make it so that you cannot see the markers of vehicles on the enemy team, so make encountering enemy forces and engaging them more interesting?
  3. no, heat per shot doesn't affect bullet damage. as far as i know, it's solely used for calculating how long a gun takes to overheat. As far as i know, bullet damage is calculated in some way with a combination of mass and velocity of the bullet itself.
  4. heat per shot is how much the gun heats up every time a bullet is fired.
  5. for some reason the lift fan wings are overheating and exploding even at less than 1/4 throttle whenever i use them, do you know why this might be? it's really irritating, because they're so cool and i want to use them.
  6. hey LordPrometheus, i was curious of you think it would be theoretically possible to create a torpedo that could work using the cruise missile guidance to set cruise altitude to below the water? i think a torpedo would be very interesting to use, and i'm curious about your thoughts on this.
  7. great to hear you're planning an oto malera! i've been waiting for BD to implement more naval weapons, and this is great. On the topic of bugs, i've got two possibles: the Rarden/scimitar turret shakes from side to side, almost twitching, after having fired and switching away, not sure why. The challenger turret after being used once, when it reverts to non firing position, it is pointing the opposite direction to how it is originally.
  8. Hey bahumatoD, was wondering if you had considered at some point implementing something like the RIM-116 Rolling airframe missile? as well as it's launcher? i think this would be a nice addition to the other CIWS methods, and i'm curious what you think of this.
  9. ah well, it's a sad limitation, but i can understand now why that would be difficult, thank you for the quick reply. Have you put any thought into perhaps designing a bicoupler and intake that would allow an aircraft with an F-16 intake melded into the Mk1 fuselage system?
  10. Really fantastic parts, really enjoying playing with them, except for one minor annoyance i'm having. When trying to build Vtol aircraft with your engines, i'm having trouble due to the fact i can't control the throttle well enough to hover. Is there a possibility for changing the config of your Vtol engines so that they can use the same method of toggle hover/increase/decrease hover height that is seen in B9 Vtol parts and firespitter helicopter rotors?
  11. ah, thanks i go to the main forum for one second to find out how to mark it answered and posts start appearing...wow thanks for the answers, and the move to a more relevant location. i know extraplanetary launchpads, but what i really want is an actual structure that has a dedicated slipway connected to a shipyard, maybe a canal coming out of the other end of the SPH, to allow for launching straight into water. it feels like a big request, and, knowing the difficulties of coding, it probably is.
  12. thank you for the extremely quick answer, and thanks for the tip. i'll change this threat to answered and head to look at kerbal constructs and kerbin side. once again, thanks for taking the time to answer.
  13. I've recently been playing KSP with Hooligan labs mod installed, and decided to register here to ask a question. i'm wondering if there's a mod that adds a function to the SPH that lets you launch from a slipway building near the space centre? i feel this kind of thing would be extremely useful to users looking to create boats and sea planes for various purposes, as well as opening up the field for people who can't use existing water launch plugins due to bugs and glitches. Atatra
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