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Everything posted by Sidestrafe2462

  1. Any way to make a part (a Pwing in this case) have a transparent texture?
  2. 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.
  3. 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.
  4. tanks in field BVR duel Antishipping strike, inbound Hits scored Combined Fleet heavy cruiser sinking fast Light cruiser, lost in action
  5. Basically GPS bombs with wings for standoff, maybe a booster stage. I spent a few hours trying to make them with custom missiles a whiles back, works poorly because they self detonate without thrust. (can we get a setting there to change the auto self destruct)
  6. I don’t know about IRST, but glide bombs could probably be done with GPS/dumb bomb CFG edited to have more lift/less drag. On the other hand, you could make a cruise missile with the custom missile system using a really bad “push” engine.
  7. If they’re configured to use the regular throttle controls via KAL and the motor is activated, I don’t see why not. Do note that the various BDA family methods of in flight craft spawning do wipe KALS.
  8. No problems, and multiple BDA tournaments are run using FAR.
  9. Edge case causing performance issues- castShadows is false, which is what I was hoping would fix it. Seems the rapid stacking of light sources causes an issue, since everything's A-okay with single procs.
  10. Wait, actually? I wouldn't have thought the TAA would have had anything to do with it. In fact it's apparently just any Scatterer AA. I had TAA off and SMAA on, turned that off, problem fixed, thank you very much.
  11. That's why I thought it would have been known for a while, it's been this way ever since depth buffer came out
  12. HDR just *doesn't* HDR with DepthBuffer on, I assume the effect is being turned on correctly as nothing in particular breaks but any color changes from HDR is not being rendered out. Easiest to see/test with bloom, something with dramatic bloom like BDA tracers or a rocket plume make it easy to see the difference when DepthBuffer is toggled on/off. No error codes in KSP.log either.
  13. Probably known for a while now but HDR and practically everything (that I can recall at least) it does is incompatible with Scatterer's depth buffer mode. I say practically everything, mostly just bloom looking not nearly as pretty
  14. Ask the guys at BDA+, they're the ones working on BDA most actively rn
  15. A note: as of BDA+, simple post-penetration explosive fuzes and a simplified (experimental prerelease) calculation of subcalilber munition behavior (erosion, dispersion through spacing) and such are now implemented, along with a change in formulae for armor effectiveness. If you want to take a look into updating your shell configs to support this it should be a simple change in their CFGs for post-pen, (kinetic shells should work better on their own) otherwise everything is reverse compatible. Just for your consideration.
  16. More to do with how weak missiles are to everything than anything else. They really should be able to take another hit or so, and the laser probably shouldn’t be able to melt things as well as it does, but the easiest solution is to just not use the lasers that or add some error to AI targeting solution
  17. Is your WM and AI attached to the root part? Ah, never mind. Seems you fixed it.
  18. And now, for the first question: I want to reduce sympathetic detonations on ballistic missiles and bombs, but MM patches to increase their health are nonfunctional. The patches seem to be applying in KSP.log and they’re tagged with FINAL, but are not going through. I assume HP for them is hard capped somewhere?
  19. And two nukes! oddly enough when I tried to argue that this was in fact a real loadout used by the squadron of Swordfishes that attacked Bismarck to provide air cover and that I should be allowed to submit this for competition I was denied, the injustice!
  20. Have another Mosquito, a historically accurate Swordfish, and a mildly pixel dropped shot of some B25s and an actually historically accurate Swordfish getting their teeth kicked in by B17s offscreen
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