Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by Temeter

  1. Thanks a lot mate! Also thanks for the mod! This is probably the most balanced and diverse gun pack for BDA!
  2. Again, thanks to the entire team for keeping this mod alive and sharing it with us. It's so damn fun!
  3. Btw, stop pinging Ferram. Sorry for the harsh words, but you're acting like entitled children begging for him to come back. Probably won't motivate him if he got a dozen people ping him. Not to mention it just burries actually important requests like the license issue.
  4. There is some plugin in ASET/RPM for that, but I don't think it's built into any cockpit.
  5. It's like 3 or 4 days after the drama around RS started, isn't it?
  6. Good. I find it very worrying that stuff like that was implemented at all, but at least you reacted fast.
  7. Man, that's a real shame. I was downplaying the EULA thing myself, because it a) was there for long time, and b) the game itself shouldn't collect too much data anyway, as long as it's not using quite litteral spyware. Not a big deal in itself. To hear that there is actually spyware included in Kerbal Space Program - and don't anyone tell me stuff inside a game reading out my browser isn't spyware - is quite a shame. I hope that will get corrected ASAP, I consider this a pretty damn big breach of trust.
  8. Hm, makes me wonder if I just used the others incorrectly^^ Gonna report back if I see some issue again.
  9. Ah, I wondered about the size being the other way round. That door does imply that the gun is pretty big.^^ Weird thing with the turret is that it instantly crushed the framerate when put onto my boat in SPH (and also ingame). Not when it's just transparent and unconnected. Looking at the configs, the correctly working Brimstone Sea/Kalibr3m45t got homingtype = cruise and the UGM-109B got homingtype = aam. Seems like there are a bunch of (ship launched) cruise missiles that are not set to homingtype = cruise. Maybe that's the issue? Seems like that's particuarly inconsistent between SM Armory missiles and SMI missiles and launchers. With the latter, almost all of them seem to be set to cruise.
  10. Damn, this is a pretty damn amazing collection. Got the Guns&Missile package together with your ships, and that's about everything I feel I'd ever need for BDA^^' The weapon selections is a bit overwhelming, probably even for a dev. Would it be helpful if I point out bugs or inconsistencies that I notice? Eg the AK-100/130 turrets (super fun stuff b!) seem a bit big compared to all other guns, while a lot of the cruise missiles like the UMG-109b Tomahawk and RGM-84-18FS Harpoon don't seem to follow a correct cruise missile flight path, often crushing into the sea (3M54T Kalibr and Brimstone Sea work perfectly in comparision). Or the Aster 30, which has a tendency to melt. Stealthy 155mm gun crushes my framerate from 80 to 25 sdomehow.
  11. Because sometimes people just do it all the time and a bunch of modders got really annoyed about it.
  12. Question; can anti missile missiles be made work reliably? I love the idea, but can't really get the AI to do it's job.
  13. Man, ground battles are spectacular! Sent two 4x tank formations against each other: I love to take a few AMRAAM's for the opening salvos; they make spectacular artillery rockets! Good for softening up enemies and destroying some equipment, even if the armor won't be broken: Fun stuff! Can't wait to play around with Ships or Hovercraft, that should be fun.
  14. You added ground attack radars? Damn, that's awesome! Thanks a lot for your work <3
  15. And that's probably more because of buggy physics than simulated material weakness! >:D If you put the stability high enough in FAR, then Mach3/11g turns are perfectly possible. You just don't wanna move your wings or play with their joints while doing that.
  16. No, never happened in straight flight at reseanable speeds. You can use tweakscale to make mechanisms bigger and a bit more resilient. Otherwise just change positions at subsonic speed; from transonic onwards you can use the arrow shape either way. Using +/- instead of presets, I sometimes managed to move wings even at mach 2. Bit unreliable tho.
  17. Yeah, pretty strange how they don't support the texture format that seem the most common. I indeed got the newest unity version installed, guess I gotta look if I can get an older one; thanks for the answer!
  18. I got the lock toggle on a key; so I just unlock them temporarily, whenever I need to move stuff around.
  19. Also triyng to IVA' a bit. Now I'm a complete noob with Unity, but everything works fine so far. However, I got a problem with the textures. Unity does not fully support DDS textures, obviously, but it's fine if I get something like this: I can work with that. However, with a lot of the newer cockpits, I get this instead: And it's pretty hard to create IVAs when you can't even see the cockpit. Maybe it's not even loading correctly, considering the last picture? My setup is basically a new Unity project, but with a gamedata folder containing the Squad, JSI and ASET folder.
  20. I see. Well, for fighters, the lock function is 100% enough to stabilize wings.
  21. Come on mate, don't leave me hanging. What's the stuff I gotta change to make it more durable?
  22. I just found that the "engage lock" option locks the parts in place just like solid parts; solved the issue. Curious though, it would be very helpful to get some more stability. What variables would I need to change? Guy developing Infernal Robotics Next told me that stronger joints tend to be buggy.
  23. That's an interesting setup. Problem with those more complex systems is that I assume they also cause a lot of drag, which is obviously contrary to the purpose of a swing wing aircraft. Looked a bit around with dynamics struts, but it seems like they are all rather fiddly to use during flight; particuarly with combat aircraft and BDA. Not yet looked at inerlocker or active struts. Ah, I see, so it's a deeper problem. I still remember how dodgy the old KSP physics from 1.8 or so were, before all of those fixes were implemented. EDIT, wait a sec: Oh wow, the mod actually has exactly the simple solution I was going to suggest - basically, to allow me to lock the wing into place after I swivelled it into the right place, so it can just establish a connection like any solid part would do. I mean, I only need the flexibility while switching position. Turns out the "engage lock" option does exactly that. Could be even more comfortable if it was automated - eg, you click "go next position", it unlocks, goes there, then autolocks there. I think that would solve a lot of the issues; but at least for my purposes, this is enough! Also, on a sidenote, thanks a lot for maintaining and expanding this neat awesome mod! Now this ugly pig can finally fly like it should:
  • Create New...