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Johnny005611

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Everything posted by Johnny005611

  1. Hi there, I got a problem here when I'm making my own HE-KV1 style missile. That is I did have the five rcs objects in my .mu file and using the same cfg HE-KV1 were using, but the new missile cant be launched at all. So I wonder how can I get it to work properly with RCS homingtype? Thanks very much.
  2. yes that's how I design them.Once the VLS are opened,you can select the missile and launch them. The AVLS would not open automatically and the purpose of that is only the SAAM & AAMS series system were the guard-active system. We want people to use long-range weapon with their own clicks and more carefully, that gives much more fun. As far as I can tell SAAM & AAMS can handle almost every threat within 50km(especially < 20km).
  3. Huge thanks to you and all the help from your guys in Kerwis team!
  4. Very nice idea and that will be coming in the next update for sure.
  5. Consider big ship needs KJR to use properly, and for the fighters I've never seen such cases. They all perform very well during tests. Please be noticed that 4 required mods must be installed properly before you use MNWS. One easy way to check that is you press Alt + F12, enterting the cheat mode, and see if the ships/fighters still self exploded, in that way if it works fine then you probably need to update your KJR. If it still goes wrong, feedback with me as below: 1.Game version [1.x.x] 2.BDAc version [ It shoud be 20180317 version] 3.KJR version 4.Gamedata/Reports It is much more fun to have several parts putting together and I agree with that. But when I've done that I find my computer playing like I'm using PPT. So as I said before, the main purpose of MNWS is to simulate modern naval combat with minimiun costs, and even though only one fully armed CVN will have over 3000 parts and that is a huuuuge challenge for the computer that most people are using.
  6. As far as I know it is because you dont have the right version of KJR(Kerbal Joint Reinforcement), please use the latest version of KJR. And you'll find it different.
  7. Thanks a lot! It is just what I need!
  8. We create this mod to better simulate a modern naval combat as a BDAc addon. Full version DOWNLOAD LINK: https://spacedock.info/mod/1779/[MNWS]Modern Naval Weapon System Full version contains all three packs below. MNWS AERO pack -- only contains planes:https://spacedock.info/mod/1923/[MNWS]Modern Naval Weapon System - AERO pack?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E MNWS SHIP pack -- only contains ships:https://spacedock.info/mod/1924/[MNWS]Modern Naval Weapon System - SHIP pack MNWS WEAPON pack -- only contains weapon systems:https://spacedock.info/mod/1926/[MNWS]Modern Naval Weapon System - WEAPON pack# In that case, we would want the maximun performance and the minimun usage of your computer. That's why we made all the MNWS SINGLE-PART. Now we have single-part-ship and single-part-fighter and a series number of missiles. It's time to start a war! Mod List: AAMS:(Advanced Anti-Air System) AAMS AAMSL AAMSLM AAMSR SAAM FRADAR HHQXL1 HHQXL2 HHQXX VLS:(Vertical Launch System) AVLS1 AVLS2 AVLS3 MissileCell(CGNX2050) MMB(Air) AVLSX1 AVLSX2 AVLSX3 Ships: DDG1000(Destroyer) BBNX(Battleship) CGNX002(Cruiser) CGNX2050(Cruiser) FFG001(Frigate) FDG(Frigate) CVN003F CVN004 SSBNX SSBN002 AMB AMBII 055A(Destroyer) 055X1(Cruiser) 075(LSD) CVN21 CVN16 065(Destroyer) Fighters: F22 CFA44 CFA44A UCAV1 UCAF2 XV32 UN80(Helicopter) F16C F16XL F35 NATF NATF2 EDI Dragon Bomber: H20A H20B Truck: 3X(Series) TRUCK Truck Module: 3X2 3X6L 3XL 3X120 3XLaser 3XR LLauncher Rail Gun: DDG2002(208mm) RGBB(428mm * 2) Missiles(Prototype Ship - Air): SM_KKV SM_LREW SM_SADRM SM_SRADRM SAS Missiles(Ship - Air): HHQ16C HHQ19 HHQ19RCS SM_KV11 Missiles(Air - Air): SASAA SM_AADRM SM_RAADRM RR120 CUDA(CGNX2050) Bombs(Air - Ship): SDB28 Missiles(Ship - Groud/Ship): LRASM-A(Ship) LRASM-A(Air) LRASM-B(Ship) LRASM-B(Air) X51A(Ship) AGM46 AGM84 AGM84-BS AGM258(AGM2588) Torpedo: MK56Launcher MK58Launcher MK48(Sub) MK56(Ship) MK58(Ship) Missile(Submarine - Ground): BMM Missile(Ground - Ground): GBBM Required Mods: 1.BDAc (include PRE) 2.Kerbal Joint Reinforcement 3.Vessel Mover continue 4.Module Manager Recommanded Mods: 1.Aircraft Carrier Accessories 2.Single Part Aviation https://spacedock.info/mod/1034/Single Part Aviation(f22) This mod is now distributed under the license CC-BY-SA 4.0. Presented by Kerwis Team. Hope you enjoy it!
  9. Hello everyone. I'm making my owm mods called Modern Naval Weapon System, in due to too many parts it contains, I would like to give it a Category for itself when people go into the VAB/SHP. How can I know where to start? Or where can I find some references? THX
  10. Thank you guys! I've made some tests double time, to make sure I know how it works accurately. And my result is that: The detonation distance is the matter. As you said, the quicker the missiles fly, the distance should be increase a little bit. And for my missile it works perfectly with a detonation distance of about 10m. Thanks again for all your great works! You guys just got my problems sovled! Nice team, LUV BDAc so much!
  11. I've noticed that the problem is about detonation distance override. If we can put this to the cfg file to make changes instead of setting them in the game, that will be much more efficient. People dont usually change the detonation distance override manually. Thanks again.
  12. I've made several changes to the stock missiles. And it turns out only the aim-120 has the real power of 3000 tntmass and any other missiles like agm86 or HARM wont even hurt the pod a bit.(I just srfstach them on the pod and launch, the missiles drop on the ground and explode) That's really bothering me for some days. Thanks to your reply and really wish to get it solved to make my mod some how more perfect.
  13. I'll see what happened if I change the stock AIM-120 to 3000 tntmass. And can I ask what's relation between tntmass & hitpoints? And what's the possible reasons that my own missile wont have such effect.Or what I miss with missile to make it right
  14. I cant even use the Detonate button ... But my setting distance is 0 if that's help I used the small war head and detonated it . It successfully destroy the MKII pod, but I wonder why the missile with even higher tntmass wont do the same(even with direct hit with a huge impact speed)
  15. I haven't got the warhead of 3000 of Tntmass, But I do have these tests: 1.I use my 3000 tntmass missile to hit MK1-2 Pod(directly hit target) , as a result it causes me 3 fires to destroy it. 2.I used my own aircraft carrier with 20000 hitpoints, and hit it directly with a missile which has a 5000 tntmass. It ended up the maximum hits out there is about 3000 hitpoints each shot. So I wonder if we can manage to increase the tntmass limit or just lower all vessels hitpoints.
  16. Yeah, My point is even I have a missile (with Tntmass 3000) is still Not capable to destoy even a MK1 pod in one shot. How can we make that happen? Or how can we just increase the power of a missile? THX.
  17. Hi there, I've got a question about the "tntmass" limit. We know that the MK1 pod's Hitpoint is 4000, and as far as I can tell the tntmass limit is up to 3000. So I wonder if we can increase the limit of tntmass like up to 20000. And it'll be very likely to be real. Thanks
  18. So I wonder how can I make a little change to that or is this even possible? Cuz this is really a very important part of my modern sea battle mod pack. Thanks again
  19. And for the laser defence system: It becomes less accurate than those traditional defence system in the GM mode. the laser gun are just hitting a little bit in front of those incoming missles and miss the target How can I fix this or is this some problems with BDAc itself? Thanks again.
  20. I've got some questions about the Guard Mode. I'm now doing experiment about ship-defence system and I just found out the firing channels for the defense system is so less that even if I have 5 anti-air guns they were just hitting the some target. I'm wondering if we can add some more firing channels for GM mode so that every each gun can hit deferent target. Which can be very useful to simulate a big-scale modern ship battle : you have multiple targets incoming and multiple air defence systems which each defence system hit one target. This will make the GM mode much much more effective. Thanks very much for your help.
  21. Still I have problems with the missiles. When I launched my own missiles, they were just hanging in the sky after firing.(This will only happen if my radar is locked on ,nothing wrong happens if I have no targets locked) Even if I copy the .cfg from the AIM-120, this will still not working right. What the problems are please? Thanks guys, cuz I've been solving this for a really long time
  22. WOOOOOOOO! That's just AWESOME!!!!!!!!!!!!! Would you please continuesly making these wonderful mods. BTW, they were really very quality mods pack that anyone can find out there.
  23. Thank you very much sir! These problems have been solved very well and again THANKS to you! I would also like to know if there is any chance to give the missile RCS controls. Since I'm making the new VLS system , I would want my missiles launched as following precedure: step 1 :VLS push the missile to the sky up to about 100 meters Rapidly. step 2 :Using RCS control to change the direction of the missile very quick (like in 0.5s) step 3 :Main engine starts and head towards the target Will that be possible cuz I found some descrebtion about missile RCS in the github/BDarmory but I couldn't make it happen.
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