Chris Bolland

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About Chris Bolland

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    Bottle Rocketeer

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  1. Thanks, that worked! Epic, now I can get MOUR SCIENCE!!!!!!!!!!!!!
  2. How I download it and in what folder do I put it? EDIT Oh I get it. I think I just edit the .cfg file for SEP_plug Edit 2 That didn't work, hmm.
  3. Can you give me any details on how to do this? Is there a place I can find the legacy folder? I'm running Ksp 1.6.1 and none of the power plug links are visible. I get no hud when right clicking on the plugs.
  4. Naw, that didn't do anything. Probably because the bomb doesn't have a cruise mode at all. If I can't change it, it's fine I'll just have to send bombing missions at lower altitude and risk the flak and fighters. I changed the stats on the Flak88s so they fire at 30rpm. I've got 6 batteries of 3 guns each with a max range of 7km and I have to fly at 5km to bomb accurately. I made the tracers invisible so it's a surprise when I'm hit, and I'm constantly biting my nails.
  5. I don't have anything like that in my .cfg file. here it is. PART { name = ANM65 module = Part author = VintageXP mesh = model.mu rescaleFactor = 0.225 node_stack_top = 0.0, 0.6, -1.12, 0.0, 0.0, -1.0, 0 node_attach = 0.0, 0.0, -1.01, 0.0, 0.0, 0.0, 1 TechRequired = start entryCost = 0 cost = 800 category = none subcategory = 0 title = WW2 AN-M65 1000lb Bomb manufacturer = Roaken Armory description = Extremely efficient against buildings, can take down heavily armored ground targets even indirectly. Meant to be mounted on the Structural Bomb Mount. attachRules = 1,1,1,1,1 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision mass = 0.445 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 12 maxTemp = 1000000000 bulkheadProfiles = srf MODULE { name = MissileLauncher shortName = 1000lb blastRadius = 59.42 //meters blastPower = 55.44 blastHeat = 80 thrust = 0 //KN thrust during boost phase cruiseThrust = 0 //thrust during cruise phase dropTime = 3 //how many seconds after release until engine ignites boostTime = 2.2 //seconds of boost phase cruiseTime = 80 //seconds of cruise phase guidanceActive = false //missile has guidanceActive maxTurnRateDPS = 20 //degrees per second explModelPath = BDArmory/Models/explosion/explosionLarge explSoundPath = BDArmory/Sounds/explode1 useSimpleDrag = true simpleCoD = 0,0,-3 missileType = bomb homingType = none }
  6. See I tried, and since they're dumb bombs they don't have a line in .cfg for range at all! I think it's a hard coded limit in BD armory, so idk if I can fix it.
  7. I'm using aviator arsenal's unguided ww2 bombs, so is there a way I can make it show above that altitude?
  8. If anyone could help me with this I'd be very grateful. Been trying for hours to get RPM to work with no luck. So far, my folder looks like this: Gamedata> JSI > [Agencies] [RastorPropMonitor] [RPMPodPatches] I also have the ModuleManager.4.0.2.dll under gamedata as well. I'm running KSP 1.6.1.2401 so it SHOULD all be working fine, but none of my command pods have the RPM screens. The RPM version I've got in .0.30.6 Any suggestions? I'm getting no black RPM screens in IVA. EDIT: I found out that I have the intractable screens in the mark 1 cockpit (the really pointy one) and the Cupola. I think this is due to the updated IVAs of all the others. Is there any more recently updated version that adds the RPM screens to the new IVAs?
  9. Can anyone explain why the BDArmory green bomb sight disappears above 4500 meters? Is there any way to fix it? I've been looking into high altitude bombing. like 7000-8000 meters.
  10. Is there any way I can target guns like the howitzers using GPS chords? My goal is to make artillery that can auto bombard from distance. If it won't work, then that's alright, I just hope spanner can update the mod to do that some time. Thanks! (PS won't it be awesome if this became a stand alone game?!?!)
  11. I'm having a problem in my save. I have a set up where the target is sitting in the KSC and I have a radar post on the hills above. I have 2 artillery guns using the 105mm Howitzer behind it, over the horizon and about 5 km from the target. I've made sure all AIs units ranges are set to 10km and the radar post is streaming it's signal to my guns. they receive it, and lock onto target, but they won't fire. Any suggestions for how to fix? I want my guns to fire over the hills, and the bullet drop should be sufficient to arc the shot properly.
  12. The start of a new cinematic Ww2 style news program. The basic gist is that the People's Republic of Kerbistan has aggressively pushed forward and landed a kerbal on the mun. The nations of Kerbainia and Kervic are ready to join forces to push them back.
  13. So, I've been having issues with NAS. The torpedoes won't explode upon impact with the ships. (this includes air and ship launch ones.) Impact speed for this Mark 15 torpedo was 35 M/s at a cruising depth of 1 (default), launched from a ship's deck. The torpedo will travel at the target a *boop* tap into it at 35 M/s and then just stop. And push against the ship. When the enemy MGs blow it up it shreds the ship like you'd expect.