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XOC2008

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Everything posted by XOC2008

  1. That gsh-30-2 is gonna look real nice in a frogfoot.
  2. I notice you made a Sprut turret, are you going to make a Hull for it too?
  3. To be accurate, the plane will attempt to point it's GUNS at the enemy and fire. I have had success with Schrage Musik BF-110s, firing straight up at the belly of bombers and positioning themselves there under AI. I have has an A-10 with the offset GAU that has a 2 degree downwards slope and it will lift the nose to fire at a flying target in front of it. The AI will calculate how to fire bases on the position of the fire transforms and the convergence/divergence of the line of fire.
  4. I was gonna suggest that ship to Spanner but I realized that the slide-out launch might be more trouble than it's worth. At best you might be able to do that now with setting your decouple speed to zero and it should slip backwards as you move forward.
  5. The only mod this utilizes would be BDAc for the AI pilot parts and the integrated weapon on the F-15.
  6. Sounds like something is interfering, possibly another mod. Both cockpits have a full IVA, and everything is fully 1.4.x compatible.
  7. Your settings need adjusted for AI control. Takeoff speed is also too low (to the AI) so the AI pitches up hard to compensate for it. Set it for increasingly higher numbers till it takes off without the extreme pitch so that you have more lift when the AI starts to take off.
  8. Go to the github and submit a feature/enhancement request so it doesn't get lost here.
  9. My ruskies can use more modern fixed weapons. :D
  10. So as a tester for BDAc, SM Industries, DCK, etc, my observations are this: Overall, this mod pack is pretty good. I think there is a bit of an imbalance between weapons here and in other packs. Your tank hulls/turret armor HP values are way too extreme by comparison and could use toning down to be more in line with other mods. You also have some insane pitch and yaw values that are just too fast and instead of a fairly level playing field, have it greatly skewed in the favor of something like the 99A2. I think you need to take a little time and see what the values are in other mods so you can share the space rather than trying to dominate it. I like the models, I'm a fan of some specific pieces but I tend to pare this down to bare essentials so that I don't have multiple versions of the same thing. I'm interested in that Sprut turret to stick on an SM BMP-1. :)
  11. I'm pretty sure that the automatic reloading of missiles isn't in the realm of possibility in KSP due to a) Unity restrictions b) Missiles having to be separate parts and attached somewhere, and due to reason a, cannot be mounted, detached, moved and mounted again. Good enhancement, yes. Possible, no. Not unless something changed, but I think this has been asked about before and given the same relative answer.
  12. Well you can reload the regular BDA missile rails too. Just need to use KIS and have a vehicle that is storing the ammo you want to load. And have a lot of time on your hands.
  13. Without knowing what you're using, what missile, what VLS, and no pics, it's rather difficult to determine.
  14. Most of the VLS parts should have 1-3 nodes for mounting VLS launchable missiles using a rear node setup.
  15. Can't speak for this mod but SM AFVs is getting a T-90. (Hull and turret.)
  16. The log did not tell us anything of significant value that would have led to determining the cause of this issue. What missiles are you using? What radar are you using? What version are you using? Have you deleted partdatabase and MM cache files? Have you edited the offboresight numbers to check what works? These are important details. Edit: Not entirely true. The logfile DID tell us that you have an exceptionally error-ridden install and should follow Papa's advice below.
  17. I don't know what to tell you, then. The test team has gone through this and have found that the AI will utilize missiles with over 135 degrees of offboresight in VLS tubes. Since the information you give, and continue to give, is pretty much slim and none, my best guess is that you're doing something wrong and until we are given more information all we can continue to do is make guesses. But the fact is the missiles will fire correctly in our test scenarios.
  18. North Kerbin Dynamics/Weaponry has not been updated for the latest BDArmory, so there are currently no mods with nuclear weaponry (that provide nuclear explosions). But, for instance, SMI Missiles and Launchers has ICBMs, just no mushroom clouds.
  19. You can probably thank me and @TheKurganfor a lot of the missiles Spanner has put in this pack, since we basically tug on his shirt till he makes them. "Mr. Spanner, could you make a--". (Granted he wouldn't make them if they didn't interest him!) Between Spanner, TheKurgan, and myself, a lot of research goes into the missiles. Spanner alone does some pretty deep dives and I can neither confirm nor deny he may or may not have some hush hush you didn't hear it from me contacts to question about certain missile aspects. Other stats are pretty much easy to find and TheKurgan has spent a lot of time updating the tuning on these missiles as well as those from BDAc.
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