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Damaske

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Everything posted by Damaske

  1. I am a german fan of WoT, and that was why I asked for the loltraktor, Since you made the MS-1 already and why not make the T1 chunnenham to finish up the 3 main nations when WoT first came out. So i'm asking for these few tanks. Tier one German light Leichttraktor Tier one USA light T1 Cunningham Tier one Russian light MS-1 (already made) Should not be too hard right?
  2. SpannerMonkey(smce), How did you make that wonderful tech one Russian tank? Would you be willing to try and make the others ones like the US tier one, and German tier one tanks? Dankie
  3. Nil2work, Here is a highlight that I am very proud of that features your mods, cockpit, engine, landing gear and body. As with shameless plug for my skill at flying heh. http://www.twitch.tv/damaske/c/5368273 Link to another showing off just maneuverable that craft is with stock physics.
  4. I look forward to what you are able to find hidden away in the log files BahamutoD. I featured this mod and your vector engine with AfterBurner last night on my thread as with the missile, bomb and Howitzer changes that I have done. Also on more thing that I've found out while firing from ground to ground. The missile quickly starts to aim at the target instead of arc upward over hills and other stuff. How hard would it be to set up a time delay before it starts to seek out the target to allow the missile to soar skyward before crashing down onto the target? Was testing shooting at something 20-30km from KSC and it slammed into the side of the hill just outside of the flatland of KSC. I was thinking a work around for now would to adjust the turn rate so it would take time to adjust to arc nicely but once it gets closer it would most likely miss the target unless it was the cluster load-out, or had a huge explosion range.
  5. Hey Lo-Fi Last night on my stream i took out my hovercraft and went on a mad KSC shooting spree so if your downloads increased recently I take blame for that!
  6. nli2work, I have featured you work a little in my stream last night and some people were all " where you get that mod from " " the one with all the propellers" So i linked the thread here so if you have an increase in downloads its all my fault! I Also took up my spitfire design and I REALLY am starting to long how easy it is to fly, took out the Admin building in my frist attempt with teo 250lbs bombs but the 8 50cal guns didn't take out anything to my shock. Anywho will download the newest update and look around, but on a side note tweakscale is good, yet very very buggy when it comes to mirroring parts. on will be the default part however the cloned part will be max sized with no way to reduce it and bugged out.
  7. Not only that they can not have missiles from BDArmory on there backs and fire from backpack style...
  8. The log file was too large due to spam, i cut out from when i loaded in the craft till it stopped, pasted to pastebin and then made a copy of the full log file. If needed I can hoist the file so you can look at the whole thing. http://pastebin.com/QFjgrE5Z
  9. I am having troubles with getting the cluster MLRS missile to deploy its cluster bomb. It simply vanishes and if followed with the [ or ] key it glitches the game out making you restart it. Sets view range to 0 or something like that. Is there something in the model files of the cluster bomb that the Hellfire missile model is missing that makes the cluster bomb work right? Otherwise everything is working GREAT! ! In other news, if and once I can get this cluster missile issue worked out I'll release the moded files to make the bombs, missiles, and guns that was posted in this thread a while back. Link to the post I am talking aboot. Here are the changes that I have done: Mark 91 250 pound General purpose unguided bomb, Mark 93 1000 pound General purpose unguided bomb, 75mm Howitzer, 155mm Howitzer, M31 Guided Unitary MLRS, M31 Guided Cluster MLRS. (still WIP)
  10. There is no showcase available it was worked on a few times but never finished that I know of.
  11. I use this mod all the time and i have no issue EXCEPT i can not mass chute open. I do not use the parachute box, and use the evaloading script to have my kerbals come with chutes automatically. This is with the latest version of MM, and KSP 0.25
  12. In the video it was spamming turret azimuth and elevation numbers does that mean there is going to be "some-type" or auto-aim in them now, Or was that the debug menu showing that sort of stuff? The boat parts are very nice but needing to have this damage mod also is kinda putting me off. Is they a way you can release a version that uses the stock stats for damage? Kinda like the one guy that release the Nasa Warp theory ship where he did an interstellar lite and stock mod. Dankie
  13. LOL nice bounce damaged the runway too eh? Very nice looking boat you have there. I've found that If I used launch clamps and the repulser OFF to start and once it is loaded lift it up and let go of the clamps you don't get that bounce and save your poor runway and pocketbook.
  14. confirmed Download form both link (dropbox and Kerbalstuff) Are the older mod and does not contain the new stuff.
  15. Might want to ask BahamutoD about it as he has his hydra rocket pods fire in a certain order might be the same way as in this also? I've begun to experiment with the heat myself If i find a good setting I'll post it up here to share.
  16. SpanerMonkey, I have a few questions aboot the Quad 50 cannon in a marine style housing, Is there anyway to make it fire its guns one after another and not all 4 at the same time, and increase its max heat /reduce its heat gen? As it it right now it seams to overheat way to fast and (to me) It does not make seance to fire all four barrels at the same time. If memory serves me right another 4 gun Anti-air craft fired its 4 barrels in a rotating fashion to help reduce heat and increase firing time.
  17. (reposted from another thread as i posted in the wrong one on mistake. ( facepaws and mutters ) Question: Is there any chance we can get space based missile launcher turrets/pods here sometime soonâ„¢? I've got a really nice Homeworld-like cruiser in orbit and the 8 space missiles that are on it is just not enough to do a lasting combat campaign. I've also loaded up with 8 of Lacks' turrets that he modded for this mod as with some Hydra rocket pods, and ammo. Also is there a snowballs chance in Kerbol (the sun) that the Hydra rockets can gain a gimble to the engines on them so they "might" be use with active guidance within space as a temporary fix till a better ammo based missile pod is released? Just a small (i hope )list of some things I'd like to be added in soonâ„¢ish; Large battleship triple, dual, and single turrets Medium battleship triple, dual and single turrets Small battleship dual and single turrets A variety of tank turrets though-out history including if possible turrets that had limited side to side moment. Each with proper sized guns from the tank its modeled from. Yes this is a LOT to ask for but something I do look forward too. Artillery like turrets that are like the one mod that was released to go along side this one.
  18. Greetings, Frist off GREAT MOD! i really love it, However i've had a few small problems with making my planes too large for a single engine. HOWEVER that is not your fault just mine. anywho here is the TMKS Spitfire, A Craft with EIGHT 50cal Machine guns mounted into the wings, and two 250 bombs just under the cockpit. This craft is very nimble and turns and climbs very well. Something that I am proud to place "the Mass Key Shipyards" monker on. And now picture time!
  19. Whoopse I posted in dah worng place boss! Whaaaaaa to dah Armory thread!
  20. Having troubles with the gav pads making heavy craft bounce up and down on load. This is causing the runway to blow up as with my craft. I am using LLL mod and a custom piece that I've called a 36x1 witch is a rather large flat piece that it only as tall as a normal 1x1 piece yet 36 wide and long or something like that.... The craft has 20 pads a group of 4 at each corner and 2 in the middle on both sides, I have them set at max height to start. I might try them at zero and landed on the landing legs to elimanate that load in bounce. But thought you would like to know about the trouble that I have been having with it recently. IF I can fix this craft to where it does not bounce the runway to death or itself I'll post pictures or even make it into my twitch stream and make it into a highlight. Otherwise GREAT work on this mod, and looking forward to the longer tracks.
  21. Going to go on-air for a bit to remake the Midget Beta I, And possible start of new career/science mode of the "official" The Mass Key Shipyard series. 4:14am MST -7gmt Aprox time on-air unknown But maybe on-air for an hour. Edit: I have gone off-air. Report: After two attempts to reach orbit the new Midget Beta one failed, ditched into the ocean both times due running out of fuel. Current rocket engine choice do not seam to have the power needed to lift craft and fuel into orbit, May need to redesign craft with more fuel for longer air-breather engine flight. Or possible do a twin Raptor engine re-design.
  22. Yea, I kinda thought it would not be an easy fix, Thanks for the quick fix for the descent only deployment. I am still worried about the lack of submissions from the missile. Is the code that i posted look right to you?
  23. Yea, that would be very helpful if there was a check to make sure it was falling downwards. Here is the code that i have been working with but the submissions do not appear. All code unchanged except for a few places above this point. MODULE { name = MissileLauncher thrust = 40 //KN thrust during boost phase cruiseThrust = 1 //thrust during cruise phase dropTime = 0.001 //how many seconds after release until engine ignites boostTime = 1 //seconds of boost phase cruiseTime = 10 //seconds of cruise phase guidanceActive = true //missile has guidanceActive blastRadius = 10 //meters blastPower = 20 maxTurnRateDPS = 15 //degrees per second audioClipPath = BDArmory/Sounds/rocketLoop decoupleSpeed = 2 deployAnimationName = deploy deployedDrag = 0.02 deployTime = 0.2 } MODULE { name = ClusterBomb deployAltitude = 700 deployDelay = 2.5 submunitionMaxSpeed = 20 swapCollidersOnDeploy = true } } This missile is designed to be long range high boost out of the launcher with a slow yet long cruise length to allow it to arc to its target. It is active guidance, yet with slow turning speed so that hitting a moving target is not wise, as with using it for short range fire. With the addition of a working cluster bomb I wanted to make a Scatter missile that made the M270 MLRS famous its "Steel Rain" effect. In order to do this it needs to have a check for downward movement a settable submission number, I was thinking maybe 644 submissions with a rather large spread from the air-burst, yet still close together to blanket the target. Think long range late open shotgun shell, bird shot, or flak. Another effect that might be nice to have later is the ability of the submissions to seek out targets on there own. I have no clue how hard the coding would be for that and the nightmares it will bring. IE all submissions seeking and hitting the same target. Yet a MRLS missile with maybe 6 seeking submissions would to me be nice as they do have something like that already but mostly for the larger ATACMS missile. Again this is not something that needs to be worked on right away as what we have is good for now. Many thanks Damaske
  24. BahamutoD, I was attempting to add in the cluster bomb into the MLRS missile that I've been messing around with but I have found out that it is not working as I would like it. As soon as it get to the altitude that it is set to poof the missile is gone, and there is no submissions. It also blows up while it is going upwards and not when it is returning to the ground. I know that you made the "clusterbomb" module to be dropped from above the deploy attitude, how hard would it be to add in a check or rewrite into one that can fit into missiles, where it can be fired off the ground.
  25. I have launched from the runway with the jumpdrive with little trouble. Also this mod is NOT like hyperedit as you MUST have a beacon at the sight you want to jump too and BOTH the drive and beacon need to be charged witch does take time and a resource to do. I Really love this mod and will revisit it once more after i finish my mod list. But seeing how close 0.25 is I may have to wait for the whole update hype to finish before I can finalize the mod list.
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