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dcompart

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    Bottle Rocketeer

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  1. Is there a way I can make two docking ports undock on spawn?
  2. I have two different ships that are docked together with docking ports, when the craft spawns I'd like the ships to automatically decouple from each other. I know how to modify the craft files to get engines, AI module mods to start on spawn, but I'd like these two crafts to separate without resistance.
  3. I found the heading parameter, I can change the heading of the spawns now.
  4. Is there a way to dictate the heading a craft spawns in with contracts? lon, lat, alt is pretty self explanatory, but I'm curious how to dictate the heading of the spawned craft. Figured it out... I was off 90 degrees on my heading.
  5. cKan Mod Manager doesn't always populate the ContractPacks folder so it can make it difficult for 1st time users to install contracts so compressing the GameData folder with the mod inside would help. I am doing the Kerbin Air Force Mission Eliminate Enemy FOB and unfortunately all of the targets are either upside down or sideways on spawn causing all the targets to get destroyed on spawn.
  6. I don't know if this has been added or discussed, but could you add lateral Gs as well?
  7. @BahamutoD I am experiencing similar issues with some of my crafts engaging targets, but not actually firing. Before someone says anything, reducing or increasing the Gun Ranges didn't have any effect.
  8. I apologize if this has already been explained, but I my aircraft is swooping down at targets, but not firing any of their Vulcan guns, not lunching any rockets at targets.
  9. @BahamutoD is there a way that I can use the AI Pilot Module for ships/submersibles? Right now I've resorted to using two engines and slightly reducing max thrust on one to make them steer in circles. It would be amazing if we could have our AI modules dive rather than take off then do maneuvers under water. I have a number of submersibles launching missiles underwater, it's pretty sweet, but right now depth is something that must be manually controlled without AI.
  10. Cheers man! I originally thought that Visual Range was the range to track, and Gun Range was the range for any asset to fire guns/launch missiles, great to know that visual range is the fire range for missiles and gun range are for guns! Ha don't work to hard! you've been crazy busy bug smashing! Much appreciated!
  11. The Rocket Turret functions correctly, but the Missile Turret Fails to articulate towards the target, but at least launches, the Patriot Turret fails to open the pods, articulate towards the target and fire.
  12. I've created immobile units using the Patriot & missile launcher with the integrated radar for my contract pack and setting each unit with guard mode set to True in the .cfg leads to both these BDarmory assets to fire their missiles without animating towards the target. The missile launcher doesn't articulate and point at the target, then fire the missile. The Patriot system doesn't animate, turn towards the target, open the launch doors. Instead the missiles launch within the closed pod that is still locked in it's original position. The rocket turrets and guns work flawless though. The Team toggle in the Weapon Manager resets it's 'visual' selection when you load the craft in hanger, rather than continuing to show that a craft has been toggled to Team B it shows Team A. Is there a way that we could get a toggle to activate Guardmode in hanger? Maybe an auto-pilot for submersible? Thanks for your work!
  13. @BahamutoD Do you think that you could hook in your Modular Missile Guildance Module into the Weapon Manager Module? Then we could create AAM/ATG/Cruise missiles, bombs etc that we could fire through Weapon Manager, also it would allow AI Guard Mode Firing of these creations! I saw some of your upcoming content in your videos... really exciting. I'm having a blast making a contract pack with your mods:
  14. Thanks! I've made around 13 missions so far, the problem I'm facing is making sure that the missions aren't overbearing for people's PCs, I have an AMD 295x2, but KSP doesn't seem to be AMD friendly as it is with Nvidia. I've been able to get enemy jets to spawn with their AI modules & engines ignited so that they can automatically take off and shoot me down on spawn so I'm pretty excited! I made the the PirateSwarmMod for Star Citizen, but since they blocked modding I have been itching to work on some other games. Bored Gamer did a review of the mod: https://www.youtube.com/watch?v=so6X2Eb53Yw
  15. I couldn't figure out how to get the HUD to turn on, but it was my fault for realizing the absurd amount of detail and functionality built into the cockpit, I flipped the HUD switch and voila, a sight of beauty showed up on my screen, really cool start up! I'm having though some severe issues unfortunately as I can't take off without stalling because my nose flips violently, if I use a stock MK2 cockpit, no issues. Not sure what's going on. Any ideas?
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