Johnny005611

Members
  • Content count

    61
  • Joined

  • Last visited

Community Reputation

19 Good

About Johnny005611

  • Rank
    [MNWS]Modern Naval Weapon system engineer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Enable
  1. Johnny005611

    [1.4.x]MNWS -- Modern Naval Weapon System (BDAc addon)

    Could you be more specific which carrier has this problem and when did it happened? And can you give me some pictures when you enter alt+f12 or F3 menu
  2. Johnny005611

    [1.4.x]MNWS -- Modern Naval Weapon System (BDAc addon)

    If you were using MAC OS then it might be different, I'll see what I can do.
  3. Johnny005611

    [1.4.x]MNWS -- Modern Naval Weapon System (BDAc addon)

    Thanks to @Kernowden Kerbin , he taught me how to set internals for the planes and ships. But it takes time to add internals for all the vessels. So maybe coming in the near future. Thanks for your advise. GPS guided missiles are already made and will be released in the next update with the new fighters.
  4. Johnny005611

    [1.4.x]MNWS -- Modern Naval Weapon System (BDAc addon)

    Thanks a lot. And I do want to make it. The new version will be released as soon as I made them balanced enough. As for your question, can you give me more information such as debug line or something. Cause I made three tests on three different PCs using KSP 1.4.3 with i5, i7, Ryzen 1700x and 8GB RAM and they all perform well and has no errors. The carriers might be the largest parts in this mod but no the ones who have the most complicated .mu and textures. But if there is a problem here, lets find it, correct it. Again, thanks for you surpport!
  5. Johnny005611

    [1.4.x]MNWS -- Modern Naval Weapon System (BDAc addon)

    Thank you very much and if it's not bother you, can you help me with what @Mekan1k said to set multiple animations and having control surfaces and also maybe a single category for MNWS in the SPH/VAB menu. I will make some changes as you said and thank you again. Thanks a lot and you did help me a lot! May I ask which part of MNWS you like most, I think I can try to make them better and maybe have them seperately?
  6. Johnny005611

    [1.4.x]MNWS -- Modern Naval Weapon System (BDAc addon)

    Thank you very much! There are lots of parts that are not perfect. Since it's the first time I made planes, they do seem very neat, also the cfg part takes time to figure it out how we put so many parts together and make them work as a single-part perfectly. I'm now working on the planes and there will be a huge update coming about the planes: - Removing the old ones that are too functional simple and not well modded(CFA44\UCAV) - Remade F22/NH80 - Adding new planes: F16C/F16XL/F18/F35/NATF/NATF2 - Adding retractable missile launchers for the stealth fighter Here's some preview:
  7. Johnny005611

    [1.4.x]MNWS -- Modern Naval Weapon System (BDAc addon)

    They are the Type 055 destroyer from China, still need to fix some little problems. You can expect to have them 24hrs later in MNWS version 1.7.
  8. Johnny005611

    [1.4.x]MNWS -- Modern Naval Weapon System (BDAc addon)

    We're now having more ships and made more parts a bit more quality than before. Now, thanks to the Textures Unlimited Which you can find here: We made our weapon system to a new level. I gotta say it works perfectly with Scatterer and KS3P, and made MNWS much much more beautiful! And here's some examples: Hope you enjoy your game!
  9. Johnny005611

    [1.4.x]MNWS -- Modern Naval Weapon System (BDAc addon)

    Thanks, and I think I may miss some describetions about the missiles. The reason why I set the x51a missile around 1500m/s is because in the game the atmosphere is different from the real world. I think after your experiment you'll find the same thing about it, Cuz in the real world X51 flies much more higher than that and can control itself in the sub-space, but in the KSP the normal missiles have no control if they go above 20000m. And noticed that the SM_ missiles are the prototypes missiles, I give the SM_ missiles a limit to test your systems reliability.
  10. What do you mean by independent turrets? Cuz no matter how much turrets I have they are only used by one weapon manager and lock only one target at a time
  11. Will it be possible to add more firing channels for the guard mode? Only one doesnt seem enough
  12. I did what you've said by giving them all a yawtransform & pitchtransform, and set to 0 degree so them wont move at all. But on my computer all VLS from series of mods wont work properly. I'm using steam version 1.4.3 with 20180518 BDAc.
  13. Can you give me some specific details how to get it set? I only want the VLS to be used properly with guard mode. Not the rotate missile turret, just the VLS. The legacy targeting will have the missiles fired with guard mode, but with no target lock on. And also I think we should add a firing channels for guard mode, as how many targets we can hit at the same time. This could be really useful to simulate a combat without manually click the knots on the radar to lock on.
  14. Thanks, Ive checked the collider of the tube. The tube is all right and there's no problem shooting missiles manually with clearance on. My thoughts is that if I only have anti-air missiles in my ships VLS system, how can I have them launched properly in the guard mode? Cuz they can can only be launched manually and the debug line is always display 'selected weapon: xxxx(the missile I have)' but not launch them. I even build a rotate launcher use the exact the same tube and it works perfectl fine. I assume it is because the VLS's launching FOV is too small, is that right and how can we solve that? Thanks again
  15. I have some issues with SAM missiles with VLS when guard mode is on. I set the missile radar guided with maxOffBoresight = 360 & lockedSensorFOV = 360 and make the missile active radar > maxlaunchdistance and the missile is set only to engage missile and fighter. And the VLS is always open. Once I turn on the guard mode, it seems that only the ship - ship missile can be launched. And ship - air missile wont launch properly. I can see the guard mode successfully lock on the incoming missile, and switch to the anti - air missile, but the missile will never be launched. The guard mode is setting like this: firing interval = 1 Burst lenth = 0 field of view = 360 visual range = 10000 guns range = 2500 missile/tgt = 2 And the radar is able to decetive 1000km with 0m*2 RCS(experimental) So, is that something with BDAc or with my settings? And how can I get it work properly? Thanks a lot !