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About TheKurgan

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    Master Missile Tuner

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  1. After extensive testing with KJR during BDArmory air combat, I have found that minor collisions or even hard landings that slightly tweak parts from their original location, will induce very severe phantom forces, causing the craft to spin wildly out of control or bounce and jump across the terrain. I did a secondary test by dropping a plane onto the runway from varying heights (using vessel mover) until I got a height that would not break the plane, but rather bend it a little, and the issue became very aparent. I redid the tests without KJR, and the issue was nonexistent.
  2. @Hypercore How about you read the opening thread before you start rejoicing and spreading fallacies about the revival of other SM mods.
  3. Updated to 1.11.1 Download Link: https://github.com/TheKurgan/HullBreach/releases
  4. @Lisias I am using a few old mods from Spanner, Large boat parts, and such... they have a few "Fatal" errors but I have had no issues with them when I am playing that particular install. The one issue I have, is the fact that I forget sometimes if I need to click "Ok" or "Cancel" to carry on with the game loading, and in my haste, I have often I clicked the wrong one and it closed my game on me that took 10 min to load. Yes yes I know, it states in the warning which is which but after you have read the warning a few times, it becomes TLDR. A small request, could you please change it
  5. No, not really, but if you want the texture switching to work, you'll need Firespitter... I'll add that to the OP once my head stops pounding
  6. Thanks so much for your support Spanner, I very much appreciate it. I'm just very happy that I can bring back one tiny part of your work. We have an R73... so it's nearly identical. But I'm not sure, off the top of my head, which mod it was in. I'll have a look when I get home. Cheers!
  7. BDA may be getting the R74 that Me and Josue did the config for, BUT if that missile doesn't go in BDA, it may go in BDA-Extended... if that ever becomes a thing. Maybe Stardust will give me his R74 I am thinking that any new missiles we make, may end up in a new mod, if it ever gets off the ground.
  8. This is a resurrection of SMI Missiles and Launchers by the legendary @SpannerMonkey(smce) Spanner gave me permission to bring this part of SM Armory Group back to a release state, and also permission to bring the missiles and bombs from SM Armory over to SM_Missiles. License There have been a couple of missiles removed that no longer function properly, and there may be one or two that were never released... I will continue to build upon and update this post in the near future, but for now, here it is! Download The heat seeking missiles have a new capabili
  9. Added BDExplosivePart module to the AIM-120D, fixed the range on the RG Turret, and maybe another couple of minor fixes in here somewhere... it's been a crazy week. https://spacedock.info/mod/1861/KTech https://github.com/TheKurgan/Ktech/releases https://www.dropbox.com/s/i81k17rambkxjo4/KTech1.11d.zip?dl=0
  10. The browning and Vulcan variants were removed from KTech, as their ammo types are part of BDA now. You need to delete the old KTech before installing the new one. The newest BDA from SpaceDock, has the tracer color in the bullet def. The colors assigned in the gun are supposed to override this, but I am unsure if it actually does.
  11. Buff to AIM-120D maneuverability (no change in damage) Lowered weapon ranges of several weapons. added explModelPath and explSoundPath lines to TL Cannon. https://spacedock.info/mod/1861/KTech https://www.dropbox.com/s/lcjqa794dsg0et0/KTech1.11b.zip?dl=0 https://github.com/TheKurgan/Ktech/releases
  12. Minor fixes for newest BDA, a few additions, tested for KSP 1.11 https://www.dropbox.com/s/gcguj1bqn594g6r/KTech1.11.zip?dl=0 https://github.com/TheKurgan/Ktech/releases https://spacedock.info/mod/1861/KTech
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