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Posts posted by Themorris
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For now i'm not planning to add new stuff. I'll check the thread from time to time if everything isn't totally broken.
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On 20.10.2016 at 9:18 AM, IraqiWalker said:
Quick Question: I completely understand that you're busy, and probably won't be able to give an exact date, but am I correct in assuming you intend to update for 1.2, once the BDAc crew finishes their update?
Have you checked, if something doesn't work? It should work fine still.
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On 20.9.2016 at 7:19 PM, KodiaksFury said:
Absolutely love your mod man, i don't know what it is about a game that wants you to peacefully explore the universe but it makes me want to project naval supremacy... anyway i was desiring to send some submarines to meet their tiny kerbal god and i have to use the giant ww2 torpedo tubes so i was wondering if you could add a modern torpedo and a mk32 torpedo tube system
I don't know if torpedo guidance is possible. I think so, but since I don't build subs, the chance is low, that I will build them anytime soon.
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On 8.9.2016 at 2:31 PM, Angstinator said:
It seems I cannot figure out how to lock targets using the APAR that have been detected by the SMART-S.
Procedure used: activate all radars simultaneously, attempt to lock on to the blip picked up by the SMART-S.
Yes, I've made sure to point the APAR unit towards the target. Several, in fact, owing to their 120 degree cone of view.
Maybe the object you tried to lock was too small. The SMART ist very good at detecting stuff, but sometimes it's too small to be tracked. Was it a plane or something smaller?
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1 hour ago, SpannerMonkey(smce) said:
In the upcoming update. yes. the Tunguska will definitely be included, fully tested and awesome, the Bradley I'm not yet happy with, so i don't know if it will make it
Apologies to Themorris for the unintended advertising
No problem. That way, I learned about it myself, since I'm not that active anymore on the forums.
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Would you guy's be ok with a static harpoon starter rack?
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And he also wants to create other parts that can hold it
btw, I'll just leave this here:
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On 26.7.2016 at 6:03 AM, dbandy13 said:
Mk 29 looks awesome but I also have the issues with VLS Cells being blocked when they are placed into ship parts. What mod did you use for the main page screenshots? looks like large modern boat parts which is what I have but my missiles collide on launch.
Not, if you use this:
I did it because of this problem. It's now included in LBP.
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AAAAnd
it's done.
for now only with a capped RIM-162, but hey
check the changelog for details
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16 hours ago, TMasterson5 said:
Yup. Here's a bit of a better picture for you too.
Yes, I think I can do this. But I don't know when.
On 27.7.2016 at 8:26 AM, dbandy13 said:Not sure if you are aware but the missile you have created for the VLS Cells is actually the RIM-66, not 67. Both are designated SM-1/2, however the 67 is an ER missile with a detaching booster beneath it. Also it didn't fit in VLS cells, requiring the creation of the RIM-156 SM-2ER blk IV. The 2 are often confused as the only difference is actually the booster and a slight guidance reprogramming. They share the same upper airframe.
I actually took it for reference, but I didn't do the booster
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20 hours ago, TMasterson5 said:
@Themorris any chance of a Bushmaster Autocannon?
You mean something like this? https://en.wikipedia.org/wiki/30mm_DS30M_Mark_2_Automated_Small_Calibre_Gun
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2 hours ago, ItsNotRocketScience said:
Ahh, thanks mate. Is the update out?
Nope, won't be until nest week maybe. Haven't started doing the rim-7 and have to solve some orientation issues. Got no nerves for it at the moment
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7 hours ago, Cdodders said:
Any chance of a Sea Dart type launcher? Also what about the 30mm autocannons some ships have?
Maybe and perhaps.
2 hours ago, Jackeled said:Hmm. Mk29 Essm Box Launcher. Looking great @Themorris
Yeah. But I have a problem I'm not sure how to solve. There are multiple ways. The tubecap has to be added to the missiles, since the launcher uses break-through one-time caps. So you will only be able to use the Rim-7 capped, once it is done. Or I will create a capped essm for beeing launched from the mk29.
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1 hour ago, ItsNotRocketScience said:
I love it!! Will it work like the std BD turrets? Or can you control it with your mouse? Also, how big is it?
Since it is radar guided, it will not be mouse controlled. The only thing you could do is slaving it to the camera...
EDIT: I feel dumb now, of course it is mouse controlled, as long as you don't slave it ot the radar or cam.
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Aaaaand: final model:
Does someone have something to add?
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On 15.6.2016 at 0:19 AM, Thatdude253 said:
Any chance of new material or any activity?
Well, progress my friend! Lacking vector drawings it's hard to reconstruct, but you guys may be guessing, what this will become:
early raw model
EDIT: Progress again
more refined model:
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Are you using the old version? I've experienced the same as you using the old version.
By the way. if anyone still has the problem, that his ships are being launched into the air when physics are loading, try using KerbalJointReinforcement. Also setting the BDA settings for range really high helped.
I'm fighting ship-ship battles over 20km with no problems.
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Ok, did the hull part for my VLS on the medium hull for testing purposes. Seems to work well. Now you don't need to clip the VLS inside the hull anymore. It can hold up to 8 VLS containers, either the short or the long one.
If you want to try it by yourself:
https://dl.dropboxusercontent.com/u/74618963/VLS-Hull.zip
Have fun
Themorris
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I think I will download this mod and do a VLS section for every hull, so you can place my vls in it... without clipping and correct collisions...
EDIT: Can't decompile it with the mu importer... well, thats bad
Another EDIT: It worked... working on a prototype now...
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Maybe. But I'm not that active atm. For now I will try to keep this up to date. If something doesn't work anymore, hit me up via pm or in this thread.
Since there are such range and load problems in ksp with landed vessels, and most of my weapons work beyond that range, it has not much use.
Also, the silo are not made to be clipped into ship parts. And i don't want to make my own ship parts. So I would need a hull cross section sample from the hulls currently available on the forums so create vls holding hull sections with correct collision.
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So, a lot of you guys will be pleased by the latest addition: The baseplates are finally gone and will never come back.
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It should. If it doesn't, send ma a pm, and I will look into it.
And yeah, removal of ground plates incoming, as soon as I find the time:D
They started to annoy me seriously the last few days.
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I'm the one to the left...
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Doesn't matter anymore, it has official 1.1 support now.
[1.1.2][BDA 0.11.0.1] MalFunc Weaponry - [R09]:MK29 Launcher and Friends - May 04
in KSP1 Mod Development
Posted
just standart ksp particle systems(might be custom particles though, i don't remember). it was changed though, since Baha created standardized missile exhausts that could be scaled