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UnknownEclipse

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Everything posted by UnknownEclipse

  1. I am encountering a bug (I think) with every one of the thermal engines. I connect them directly to an antimatter initiated fusion reactor, and they have fuel, but they produce 0 thrust. The engine plumes still show up, but the thrust is set at 0 kn. Any tips?
  2. I have recently been making my own missile, but for some reason, it always tracks slightly behind the target and always ends up missing. Any suggestions? (I am assuming it is a config error.) You guys make it look so easy!
  3. So I was attempting to install the most recent (1.3) parttools, but when I unzip the file, all I get is an assetbundle folder. I do not get a unity package at all. I have tried redownloading parttools, but to no avail. I even tried dragging the asset bundle in, but of course, that didn't work. Any help would be appreciated.
  4. Does the current BDA code support jettisonable nosecones and terminal maneuvering thrusters? (Im working on THAAD)
  5. So for a one stage missile, would I cut out the boosterTransform section? I assume FC1 and FC2 are the fins? Sorry, I'm a unity noob
  6. Hi all. I was wondering if it would be possible to allow the A.I. to execute pugachevs cobra, or any similar maneuver. Maybe this could be done by having a setting in the pilot guidance (Supermaneuverable true/false). This could amp up the steer damping and/or recduce control authority on control surfaces so that the unstable fighter does not lose control during turns, but when the AI thinks its necessary, it will lower steer damping and/or raise control authority, allowing it to pull a maneuver. I have no idea how hard this would be to implement, but it would be cool to finally give supermaneuverable fighters the advantage they have in real life.
  7. Anyone know any good missile unity guides? Do they require just a thrust transform, or something else?
  8. Thanks! Ill try to reinstall and see if that fixes it
  9. So, I tried to run this mod on a VERY non-recommended computer- a 12 inch macbook, just for fun. It actually almost worked, minus the fps of about 10. The only other problem was that the scatterer drew a non transparent shell around the earth, that covers it. Is there a setting I could change to get this working, or is it a downside of the macbook's abysmal performance.
  10. I agree. I tried to delete scatterer and the clouds in assets, but the effects simply didn"t show up, instead showing the standard rss textures. Any ideas?
  11. How would I go about writing an RO config for an engine I modded? And where would I put it in the folder structure. (sorry if this is the wrong place, tell me where it belongs and I'll ask there)
  12. Might I suggest the New Glenn? No one had done it yet, and it would be easy to add in the Vulcan afterwards because they both share the BE-4 engine.
  13. Is there an exhaust effect update on the drawing board for the superdracos? This mod would be perfect with that one small change. This mod is awesome already, BTW.
  14. Agreed. If I can't put two hellfire per rail, then have two short rails next to each other. @BahamutoDIs there a reason the part breaks when there are two missiles per rail? Just curious.
  15. I don't know if anyone noticed, but if you put 2 hell fires on the rotary rail on the same rail for a total of 16, then the rotary rail doesn't register as a part, and it falls through the fuselage with the missile on it. It is fine with one missile per rail.
  16. The current JDAM flies in a ballistic arc. A glide bomb glides to the target, and then dives, yielding longer range and some of them can turn 90 degrees to hit the target while in flight.
  17. Would it be possible to add glide bomb guidance, similar to cruise guidance but with no thrust and cruises at the altitude launched. Like in the SDB or JDAM extended range.
  18. This mod is awesome!! It's great that someone stepped in to add all of these parts that were lacking in base BDA. A few suggestions however. This may be more of a bahamutod question, but is there a way to change the SDB II guidance so it glides, and then dives? Right now there is a ballistic trajectory. Also, is there a way to have it reorientate itself after launch so the wings deploy on the bottom every time. From there, it would be easy to add lift to the part (I think). Also, fixed air to air fixed guns would be nice like the GSH-30-1 https://en.wikipedia.org/wiki/Gryazev-Shipunov_GSh-301 Thanks in advance.
  19. Maybe when you are done with ww2 era weapons you can move along in history(Vietnam, Iraq, now) great work these look amazing
  20. I encountered a bug where if missiles are placed in cargo bays, then the weapon manager is deactivated somehow. when i try to fire a missile the log keeps repeating "tried refreshing links but weapon manager is null" in huge groups upwards of 20 at a time If this doesn't help then I don't know how to paste the log, so this is all i found that looked important.
  21. So, this has probably been asked but I am too lazy to go back 255 pages, but can you please make internal weapons bays that go up into the fuselage like your landing gear but have your hard points inside. Maybe procedural ( length width height) it is something I have wanted for a while. Great work
  22. I have also found that flares OP. Sidewinders are almost useless against flare-equipped fighters. Also, a suggestion. Maybe there could be module in the code that can differentiate between flares and an engine, like the archer 11
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