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mbx

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    Bottle Rocketeer
  1. I visited the assembly on day 1. Thanks for the nice welcome.
  2. Is ksptalk.slack still active? ksptalk.com has currently no dns entry. So how do I register?
  3. I'd be happy to test the 64-bit version on Win10. Do we get beta access codes or will this be opt-in public beta? In-Game feedback (bug report/work item generation/comment) would be really cool. Seen that in Beam.ng and some other games as well as tools (send Smile/Frown in Visual Studio). An extra button in the GUI would be enough. On click a short (non-modal) dialog asking me about including a screenshot and a short text about the issue sending that to the issutracker should totally suffice.
  4. I used such a setup to test the HARM missiles when they where introduced. Multiple launch sites with a single radar make the radar the primary target, kinda like it is in reality. If we had a wingman AI even wild weasel missions would be possible.
  5. That sounds quite familiar.As for the SAMs, seems like the need a redesign for BDArmory 0.9.x. I haven't get Sidewinders to work as SAMs at all. The AMRAAMs just require a tracking radar, either directly attached or linked to a nearby entity. I suspect the latter to be quite difficult to script for the contracts. Instead of the Sidewinders you could use the PACs which are like the AMRAAMs in that the require a tracking radar. You could use my SAMs http://kerbalx.com/embix/GroundVehicle-TrailerSAM (57 parts) http://kerbalx.com/embix/GroundVehicle-TrailerSAM-B (60 parts) http://kerbalx.com/embix/GroundVehicle-AutonomousSAM (85 Parts) if you want, but they have a part count that is a multiple of your current SAMs and more than 2 of them would make the battle area too laggy I guess. Would be cool if this mod would be updated. Especially with additional missions
  6. Is it possible to use the Modular Missile Guidance module for ballistic missiles? STS mode seems to work only for cruise missiles. Currently I launch that kind of missiles without guidance, adjust the trajectory manually and leave some fuel as spare. For the final approach I start guidance for the required corrections. This however only works sometimes. The trajectories mod is a help but not enough. In most cases the missile overshoots - which should not be necessary for liquid fuel rockets as the ai could cut fuel. The other case is activating guidance too early and thus having not enough fuel for corrections. Then a "gliding bomb" mode would handy and the AI could switch autonomously between STS/Ballistic and glide mode to safe fuel in the first place. Or maybe I'm just using it wrong. You guys tell me :-) Last but not least: As this my first comment in this thread I have to say thanx for the great work.
  7. As promised, I also upgraded the KL-26 family for BDArmory 0.9.x and dronized them. You can start with the KL-26D http://kerbalx.com/embix/KL-26D, the others are linked. You could also browse through my BDArmory Hangar: http://kerbalx.com/hangars/3595
  8. Hope you don't mind: I upgraded the KL-10 family for BDArmory v0.9.x (tested with v0.9.7) and uploaded it to kerbalx. It's basically a dronized version with added radar and an optical targetting pod (for AP and AG). The radar (in boar mode) is for assigning targets to the AMRAAMs and also for general surveillance. The targetting pod is for assigning targets to the AGMs. Additionally all models come with 2 chaff dispensers to distract radar guided missiles fired at you. The KL-10D family - [KL-10D-AA anti air](http://kerbalx.com/embix/KL-10D-AA) - [KL-10D-AP general purpose](http://kerbalx.com/embix/KL-10D-AP) - [KL-10D-AG anti ground](http://kerbalx.com/embix/KL-10D-AG) I hope patch the KL-26 models for BDArmory v0.9.x soon.
  9. Hi, first things first: great work. second: Feature Request How about enable buying the blue-prints of the aircrafts on Kraigslist, so we can customize them as desired (e.g. change action groups, add chaff dispenser). OK, I just copied them from the mod folder but that may be too much for the usual CKAN user and buying them on Kraigslist so much more "in-game". I also suggest presenting those crafts on kerbalx, which will be a drive-by promotion for this mod to those not knowing it yet.
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