-
Posts
591 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by Sidestrafe2462
-
yeah, simultaneous lock doesn't work very well under player control. You'll have to do one at a time to get consistency.
-
Lock your first target, fire an ARH missile, unlock the first target and lock your second target, fire your second ARH missile. The AI is a lot better at this than a human can be.
-
huh, caught me. @Admiral Fluffy?
-
totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Sidestrafe2462 replied to Halban's topic in KSP Fan Works
some more Runway Project -
totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Sidestrafe2462 replied to Halban's topic in KSP Fan Works
Alt-history Mosquito -
Not at the present moment, but there's some parallel development going on on that front. there's a Github link in the description.
-
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 -
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”
-
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
-
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
-
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
-
awoken is thee @Spaceman.Spiff Hulloooo
-
oof my head. @ColdJwhere you at?
-
Exports the paths of crafts out for use in 3D modeling stuff- pretty useless due to some of unity’s unique traits
-
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.
-
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?