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Everything posted by Sidestrafe2462
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Sidestrafe2462 replied to Halban's topic in KSP Fan Works
Alt-history Mosquito -
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.6.8.0 [2023-11-08]
Sidestrafe2462 replied to DocNappers's topic in KSP1 Mod Releases
Not at the present moment, but there's some parallel development going on on that front. there's a Github link in the description.- 533 replies
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Sidestrafe2462 replied to Halban's topic in KSP Fan Works
Fooling around in a custom cockpit -
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.6.8.0 [2023-11-08]
Sidestrafe2462 replied to DocNappers's topic in KSP1 Mod Releases
Well, originally it was a normal fragmentation shell, but I decided to have a little bit of fun… no one said the things I make have to be “performant” or “reasonable”- 533 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.6.8.0 [2023-11-08]
Sidestrafe2462 replied to DocNappers's topic in KSP1 Mod Releases
The gun (.50 turret in this case) will draw resources from the ammoName line ammoName = 50CalAmmo whereas bullet type is set on the... bulletType line, so resource draw and shell fired are separate from each other ammoName = 50CalAmmo bulletType = 12.7mmBullet; 12.7mmAPIBullet So, if you set the .50cal to shoot nuclear ratshot it'll still draw from those nice little .50cal bins, as long as you don't change the ammo drawn to something more reasonable- 533 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.6.8.0 [2023-11-08]
Sidestrafe2462 replied to DocNappers's topic in KSP1 Mod Releases
for even more fun BULLET { name = 18inchISIJN caliber = 25 bulletVelocity = 805 bulletMass = 1360 //HE Bullet Values explosive = True tntMass = 1 fuzeType = Timed projectileColor = 254, 185, 0, 160 //RGBA 0-255 fadeColor = False startColor = 254, 185, 25, 120 beehive = true subMunitionType = 18inchFRAGJN apBulletMod = 0 bulletDragTypeName = AnalyticEstimate } BULLET { name = 18inchFRAGJN caliber = 25 bulletVelocity = 1600 bulletMass = 4 //HE Bullet Values explosive = False tntMass = 1 fuzeType = Timed nuclear = true incendiary = True projectileColor = 254, 185, 0, 160 //RGBA 0-255 fadeColor = False startColor = 254, 185, 25, 120 subProjectileCount = 600 apBulletMod = 0.5 bulletDragTypeName = AnalyticEstimate } add this to a CFG, and then give your desired gun 18inchISJN nuclear ratshot- 533 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.6.8.0 [2023-11-08]
Sidestrafe2462 replied to DocNappers's topic in KSP1 Mod Releases
For fun, pick any shelltype you like in bulletdef, and add this line nuclear = true- 533 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.6.8.0 [2023-11-08]
Sidestrafe2462 replied to DocNappers's topic in KSP1 Mod Releases
You can, of course, just copy the part folders instead of overriding the CFGs if you want to have both parts available you would have to change the edited part’s name from say “bahaclusterbomblaser” to “verywittytitle” or some other unique title to prevent overwriting- 533 replies
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awoken is thee @Spaceman.Spiff Hulloooo
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oof my head. @ColdJwhere you at?
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.6.8.0 [2023-11-08]
Sidestrafe2462 replied to DocNappers's topic in KSP1 Mod Releases
Exports the paths of crafts out for use in 3D modeling stuff- pretty useless due to some of unity’s unique traits- 533 replies
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Minor “bug”, BDA update changed how weapons with multiple firetransforms work, so weapons with multiple barrels now don’t fire as fast as they should. For example the Challenger Marksman fires at a total of 550 rounds per minute instead of 550 RPM per barrel now.
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.6.8.0 [2023-11-08]
Sidestrafe2462 replied to DocNappers's topic in KSP1 Mod Releases
You’re supposed to put a command chair in there.- 533 replies
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Sidestrafe2462 replied to Halban's topic in KSP Fan Works
I forgot this thread existed, but I’m here now -
[1.12.x] Textures Unlimited Recolour Depot
Sidestrafe2462 replied to Manwith Noname's topic in KSP1 Mod Development
How do you implement transparency into a config? Could you give an example? -
[1.9.x] Persistent Trails Continued... V1.10 (8th Mar 2020)
Sidestrafe2462 replied to JPLRepo's topic in KSP1 Mod Releases
While we’re necromancing a two-year dead thread, I’d like to add that that Pwings are incompatible with this mod for probably very good reasons -
[1.12.x] Textures Unlimited Recolour Depot
Sidestrafe2462 replied to Manwith Noname's topic in KSP1 Mod Development
Any way to make a part (a Pwing in this case) have a transparent texture? -
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.6.8.0 [2023-11-08]
Sidestrafe2462 replied to DocNappers's topic in KSP1 Mod Releases
The chaos is also intended to make salvo firing rapid fire weapons look a bit more random and less robotic, so that's honestly an intended feature.- 533 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.6.8.0 [2023-11-08]
Sidestrafe2462 replied to DocNappers's topic in KSP1 Mod Releases
It is in fact the most likely state of the BDArmory mod. Not only does dev team have to work with and around the spaghetti that is KSP, they also have to deal with the fact that the mod is what, the better half of a decade old now? The mod has seen four forum posts and changed hands three times, with dozens of contributors, not mentioning it’s various subsidiaries. The fact that it gets updates at all is something to be thankful for, even if devmans won’t add half my cosmetic ideas. On that note. SI said I can’t have “target random part” because it doesn’t make sense in the plane meta, but ships fight really stupid with the current options and tanks look really dumb, so can we have that? I know we had it at some point, maybe have it select a new part every few seconds. Also, some sort of reload rate randomization option for weapons in salvo would be appreciated for warship builders. I know barrage mode exists, but salvo mode is by far the more consistent firing mode when working with large weapon groups. A slider or something to randomly shift/offset reloads by a range of a couple percentage points or so would create a much more convincing “rippling” salvoes.- 533 replies
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