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XOC2008

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Posts posted by XOC2008

  1. 1 hour ago, Waristheonlyway said:

    Ok guys i need help 

    I'm trying to create  Kh-15 missiles https://en.wikipedia.org/wiki/Kh-15

    I made the missile and mounted to a Tu-22 but when I fired it i lost control of my plane 

    That's when i realized I turned the plane into the missile by accident

    How do i fix this problem?

    Are you using modular missiles? If so you need to be using the guidelines for building and mounting the missile. It sounds like it's not deploying because you have it set up wrong, and it's instead giving your plane a rocket assist.

  2. On 12/19/2018 at 6:44 PM, k9wolflord said:

    @SpannerMonkey(smce)

    The tracks in the mod do not work. When the tank spawns, it falls to the bottom of the hull and the tracks seem to act void or however it is said. The wheels work well and so do the engines but the tracks don't. any suggestions? 

    Make sure KSPWheel from Kerbalfoundries is updated. Aside from that, if you are using 1.5 or 1.6 I cannot say that these have even been tested for that. Spanner has had real life issues to deal with lately and KSP has not been a priority.

  3. 1 hour ago, Hojoz said:

    I just found out about the orbital and clamped/unclamped buttons in the AI. Can someone explain to me what these functions do? 

    Orbit changes the orbit direction over a target point once the AI reaches destination/altitude. You can go clockwise or counter clockwise. (Or port or starboard, I forget how its labeled.) Great for AC-130 type planes.

    Clamped/unclamped just gives you normal/higher options like raising the flight ceiling, top speed, etc.

  4. 2 hours ago, NodokaHanamura said:

    I know what an EMP does, it's just that I don't understand why it would be implemented within BDAc, as it more or less does the same thing as a conventional AMRAAM? I mean, if you like the concept of EMPs, that's bound to give you a little fun, but I just personally don't see the reason behind the EMP variant.

    Nothing says you have to use it. Other people do. Not everything in there is going to appeal to every person.

  5. 5 hours ago, MD5Ray01 said:

    So, I found myself wondering if it would be possible to make a nose variant of the Typhoon hull that doesn't have the torpedo tubes (or if there was one, where was it)?

    There is not, and doubtful one will be made any time soon. Spanner has been busy with real life, and he has previously stated most of his mods won't be touched/updated until well after the bugs have been worked out of KSP 1.5/6/7/etc.

  6. On 11/3/2018 at 10:45 AM, Transmission116 said:

    Hi guys. Can you help with Rotary Bomb Pack.

    Im add bomb to this http://SSMaker.ru/40f152b8/   when im dlying, im try to drom bomb, activate fire btn, nothing happens. What im do wrong

    What version of KSP? What version of BDAc? Is clearance check enabled? How fast are you flying? There are a lot of variables here that need answered before an adequate answer can be given.

  7. I'll answer him again in case he just missed or misunderstood:

    BDAc will update to whatever version they feel it's ready for after they get a lot of the bugs worked out that came from 1.2 onwards. Every new version of KSP has resulted in, to some extent, catastrophic bugs that the devs have been working hard to fix. But as KSP keeps updating faster than they can get them fixed, it's impossible to say just when it will be released. I wouldn't be surprised if we didn't see a proper fixed BDAc till KSP 2. But please, stop asking about updates. They are not paid to do this, and have been working hard on their time to try and get this fixed.

  8. I don't know if you noticed but this has been brought up with other mods recently. BDArmory Devs have specifically made it so other BDA related mods would have to create their own custom categories instead of piggybacking off of their own. They are avoiding excess clutter by paring things down to BDAc-ONLY content in their subcategory. I would advise the devs of Kerbalfield to not utilize this MM config in their mod. If others want to do it and clutter things up on their own, whatever, but mod makers should not be piggybacking off BDAc's category anymore.

  9. 1 hour ago, SerArthurDayne said:

     

    Thus, it is my humble request to see these features, my previous ambitions, in the game on some future release by the dev team:

    1)Ammo Switching (Real request)

        *Ability to toggle between ammo in-flight for relevant cannon weapon parts (preferably working with action groups)

        *Two resources on cannon ammo box part: AP rounds, HE rounds

            **Resources bound to a maximum amount of units(volume): Max=AP+HE

    2)Ammo correction and expansion (Real request)

        *Expand bulletdefs

    3)Parts expansion (Nitpick)

        *New tank turret and/or howitzer model

        *Expand cannon parts

        *Adjustable caliber for cannon guns and turrets.

    1) It is my understanding after being a tester and discussing this with the dev team of BDAc as well as lengthy talks with Spannermonkey, that ammo switching presently is not possible. It seems like it would be, but it’s basically the resource is the fuel and the bullet is the exhaust. The bulletdef is the only thing giving the effect, velocity, etc to the bullet and it can only have one bulletdef per part/gun. I would like to see ammo switching myself, since for a while gomker and I were testing velocity, shell weight, and damage output to get reasonably realistic sabot rounds. But presently it is not possible.

    2 and 3) BDAc will not likely add many more parts unless it’s a brand new system like adding torpedoes and sonar. Currently they are a bit tied up with making things work again with 1.5, so new and expanded stuff won’t happen till they have bugs ironed out.

    That said, they have a github and I would suggest making your post a feature request there so it doesn’t get lost.

  10. 2 hours ago, Xd the great said:

    Alright thanks. So I assume the next version of bdac will be 1.5 compatible.

    I would assume nothing. It's more likely that the team will spend some time fixing what bugs are currently active within BDAC and try to get them fixed before figuring out the version it will be compatible with, be it 1.5, 1.5.1, 1.6, etc..

  11. 7 minutes ago, Daniel Prates said:

    Hi there @SpannerMonkey(smce),

    I have only now just realized how far ahead in the tech tree the ST NOIR engine is. Well, using community tech tree anyway - can't say for stock tech tree but I imagine it must be in the same node.

    Seeing that it is supposed to be a very early stages piston engine for an aircraft worthy of the movie "those magnificent men and their flying machines", shouldn't it be moved to a way earlier node? 

    Spanner really doesn’t tend to make mods with career modes in mind, so tech tree positions aren’t really a concern under most circumstances.

  12. 2 hours ago, Murican_Jeb said:

    Maybe it's because I never made a category and since I never made one it takes time to learn? Maybe it could also be the fact that I don't always have time to do everything?

    I think Doc's point was, if you didn't know how to make your own, why did you use BDAc's instead of just putting it into a stock category till you figured it out? I mean, the update where they filtered out everything except BDA specific parts from the category made it pretty clear they were doing this, with the specific intention of leaving that category uncluttered. (And you knew it did this, because you changed the manufacturer so that the parts would show up in the BDA category, so you can't honestly say you didn't know.) You were also offered assistance in creating your own custom category BEFORE you noticed that they had gone missing due to the most recent update, so there's also that.

    I know the BDAc devs are happy to see that BDA has, and continues to inspire all these mods that utilize what Baha built and what the Team continues to build upon. I am not slighting the work you and Skyer have done here. I'm anxious to strap that gsh-30-2 on my Versus Frogfoot. Once there's an update with everything where it should be.

  13. Just as an FYI, bullet velocity is covered in a bullettype definition, not in the weapon cfg.

    And the weapons not showing up isn't a bug, it's intended behavior. The BDAc team wanted to filter out NON BDAc parts from the BDAc category in the editor. You should probably edit the cfgs so that they show up in Utility and give them your own manufacturer until you can make your own custom category for the weapons. I am certain any of the guys on the team would be happy to help you figure out how to do a custom category for Skyer's weapons.

    With your weapons showing up in the BDAc category, people may get confused and start asking questions of the BDAc team about weapons that aren't theirs.

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