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Nickvr628

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Posts posted by Nickvr628

  1. I need a quick opinion for my pack, because I'm kind of split

    which of these nuclear explosions do you think is the best? I'm working on a revamp of my expansion and I'm kind of split on which explosion of the two I've come up with is the true best.

    http://imgur.com/a/CFnaH

    it's the first two or the last two (since they are in sets of two being the same explosion at different intervals)

    take your vote, I just need a quick opinion so I have a sort of basis for all my other explosions.

    I like the first two. They look more nuke-y.

  2. Hey Bahamuto, first of all I just want to say thank you for this awesome mod. I have been having an enormous amount of fun with it. You must be a busy guy, and probably get bombarded with 8 million requests per second for features. I was an all stock guy but suddenly after playing with kOS I downloaded a BUNCH of mods - well, the ones that are high quality anyway. Let's just say some mods, I removed. I have a quick question - I'm wondering how I can integrate the usage of kOS with your parts. For instance, if I wanted to write a script in kOS that would automatically set the targeting pod to a particular geoposition. In my flight sim DCS, in the A-10C I can do something similar to that by slewing my TGP to a pre-loaded waypoint.

    You can do that with the GPS system. Have a gps point selected and click the GPS button the the targeting pod GUI.

  3. If you use the datalink (err, radar data receiver) on your fighters and make a rover with the EWR (Early Warning Radar, aka: Large Detection Radar), you will have set up a proper GCI (Ground Controlled Intercept) system. If you add an AWACS equipped plane to the mix, you would have an airborne early warning and control picket system for extra authenticity.

    You could take it even further and include a SAM (Surface to Air Missile) site with a TTR/FCR (Target Tracking Radar/Fire Control Radar: aka TWS Locking Radar) and your attacking force would have to have a Wild Weasel component to it, requiring a calculated air cover and SEAD (Suppression of Enemy Air Defences) mission prior to the airstrike... and you'll have recreated all military aspects of a challenge and solution typical of Air Superiority through Power Projection Doctrine.

    Which, as it turns out, isn't an easy thing to pull off... but it is so, so fun to try! :)

    Once we get the scenario system working we could set up maps like that for people to do!

    Combine it with Raster Prop Moniter and do a full IVA mission with trackIR and you will have the DCS kerbal Space Program.

  4. How far do the cannon shells travel before despawning? With the targeting pod you can slave the howitzer turret to it and make it fire at things VERY far away. It was targeting the mountains west of KSC and the shell looked like it was going to hit, but I never saw it hit on the camera. The arc of the shell made it look like it would have made it, but I guess it despawned before it got there.

  5. Or go action groups all the way.

    1 fire, 2 next weapon, 5 guard mode. Much easier to fly that way, and reliable enough to bind 1 and 2 to my gamepad. (Pressing down the sticks)

    As for not using toolbar, it CAN get in the way. Especially with MechJeb windows/other info open/IR stuff, you get VERY cluttered VERY quickly. Also, personally, I am actually lazy enough to not like moving the mouse to click at it. As for the hotkey, you managed to bind it to the one key I thought was safe for Steam screenshots (F12 being taken by KSP 1.0 and F13-up not being recognized.)

    I have a bit more complicated setup.

    1: fire

    2: nothing

    3: next weapon

    4: previous weapon

    5: nothing

    6: flares

    7: chaff

    8: jammer

    9-10: nothing.

    I am thinking about switching it all over to the keypad to try and make it work with that, but I am not sure.

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