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Everything posted by Aerolfos

  1. So... how does this new system deal with energy weapons? I managed to simulate something that worked-ish previously: But that's obviously going to need updating. Realistically, an energy "bullet" would have zero mass but I doubt that will work with the damage model as is. What would I have to do instead?
  2. You can try manually downloading the mod. It seems to work on my end, albeit not with the newest armour stuff I guess. I am not sure what to do about that.
  3. I don't know if missile guidance even uses RCS though... but if it does, then yes.
  4. As Spannermonkey said, no real use for those anymore. As for photon torpedo, nope, no idea how to. Remember that the current space missile is broken, so there's nothing to base off. Also do not know how to do custom explosion effects.
  5. I've tried everything from 10 (minimum) to 30. The problem is the AI is applying about 60-70% of maximum possible pitch when it does try to take off. A player applying 100% pitch at 20-30 m/s can take off easily, but the AI doesn't do that. ...ah. I was building old style, trying to use intakes as floaters. No way to take off in old KSP unless you did that.
  6. Take off speed at 100% pitch is about 20-30 m/s, I do not know how to lower that further. Torque wheels, well it's quite the aggressive turner, it might stall (even worse), AI really doesn't seem to care. Maybe I should try something like that. Airbrakes I already tried, nothing.
  7. Well, after extensive testing and tweaks.... technically I have a craft. Quite a good one too. But: It does. Quite well. As long as a player is doing it. The AI does not apply 100% pitch input, no matter what I tweak, and as such my plane is a very expensive boat in the hands of the AI. Give it to a player for (literally) 5 seconds and it is off to the skies.... no idea what to do about it. Any hints?
  8. Very nice. I do believe I'll try this challenge, seems cool. Totally not biased because I made the weapons mod or anything. (Seriously though, it getting use is awesome!)
  9. Yes I am. I don't have anything to add myself at the moment, and it's working and up-to-date is all. But I would love more stuff for sure!
  10. For one, space weapons (The space missile) are broken. I have no idea how they work anyway. Secondly, not really sure how you would do a photon torpedo anyway. What do they look like? How is the explosion? And are any of those things I can actually make in KSP? (Probably not) So, sadly, not likely.
  11. Cool. Probably not, it is a very simple mod. EDIT: And that seems to be that. Should be working now, in 1.2.1!
  12. Yes I do indeed. Sorry about 1.1.2, I ended up very confused about that and quite busy, have not played KSP in a while, and with 1.2 and a BDA update for that, I've decided to just wait.
  13. Definitively needs to have RTG, RCS and SAS. Possibly one for mod in general, since it's short for modification? Or is that just under the same as KSP. Maybe one for BDA, BDArmoury.
  14. Mmm but I like the unique purple. Should I make a different version more true to an X-wing? (Including sound change)
  15. Update! Now there is an actual awesome model for the X-10 laser cannon! All the thanks to SpannerMonkey for making that one. Here have some pics (Using X-wing from tehmattguy): And again thanks Spanner Get here, as usual.
  16. No but it should be a simple switch. And yeah, thoguht so too but couldn't figure it out, and wanted to get the mod out so just left it. Might look at it at some point. Look under module, find: bulletMass = 0.01497 bulletVelocity = 800 ammoName = Power requestResourceAmount = 100 Change to: ammoName = ElectricCharge
  17. Updated, and since I finally figured out automatic explosive weapons, changed the turbolaser to be a flak gun. (That's what they are in the movies anyway, air detonation and all.)
  18. There is a minimum weight, 6 tons for heavy fighters... no maximum however, did you mean that? Well, how big is the wingtip and how glitchy is it? I am an entrant. I'll try making it today really, along with updating my mod. All the weapons. Too bad 6 is max. Also, how smart is the AI in terms of cannon vs. machine guns? It should use high fire-rate bullet spam up close, but try to snipe with cannons at longer ranges/after machineguns overheat or jam. And you can use jet engines as long as their thrust is not too high or what? (Are there even any that you can fit?)
  19. Dam it. My idea of a heavy fighter with a bomber turret isn't going to work then... Well, it was mostly to hit bombers in their blind spots anyway. Which there won't be any of.
  20. Indeed. I was talking about the damage value? Well, I don't have much experience beyond tweaking some weapons to make laser variants. And trying to make a HE machine gun/autocannon... that failed miserably, but was in at least 0.24 or earlier, now there are "proper" HE weapons. Also... I did make an airplane with that. And scored a kill. Now, you didn't specify anything about the kind. Kill was a random ground target. XD
  21. Well, arbitrary as in assigned without much correlation beyond "Higher numbers, more power". If it had been defined in a non-arbitrary way you wouldn't need to test to know what it meant. I have absolutely no doubt you know what it means and balanced accordingly of course. Because for instance I don't, and just go with what works. Exactly. I had suspected as much, but had to try nonetheless Might be a few niche guns though, and general ones that work well with most anything, although not always the absolute best and most optimal choice. Or it's just I need an excuse to not spend hours testing every gun setup on everything I builf.
  22. No. As for other dl site, there was something about a replacement. Yes this, but I had the understanding it was not operational? Anyone have a link in that case? EDIT: Got it. "Email sent, check in an hour or two" though.... yeaah... well it'll be up soon hopefully...
  23. That is the question isn't it? I have not figured out what to do about that at all.... Oh they should work just fine... I actually haven't tested them. But indeed they should. Maybe I'll finally get some explosive autolasers working now. (I tried in a much, much, muuuch earlier version of BDArmory. Couldn't do it, but now there's support for that.)
  24. I've messed with BD Armory and the configs.. the "Damage" value seems quite arbitrary indeed. Higher, more damage, as expected, but beyond that... And charts are indeed more for picking a high rate of fire weapon, but still balancing it somehwat against damage. Or feeling that you need to fire long bursts and focus on finding a gun that suits that.
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