Jump to content

Aerolfos

Members
  • Posts

    247
  • Joined

  • Last visited

Everything posted by Aerolfos

  1. Well CKAN has a setup for that, and in fact I've used it myself for my mod. Works quite nicely. However, tha lack of Kerbalstuff could complicate matters...
  2. Can't tell if sarcastic. Especially because I really, really want to do that. Advertising has gotten beyond horrible. Adblock will do I guess... Also, malware is stuff users don't want on their computers. If a program installs soemthing else, it's malware... dunno if the case, but popups and "recommendations" in the client, are signs of, if not malware as in it was installed by the user, it's certainly unwanted adware.
  3. Well, thank you, thank you, and thank you. The stats stuff is absolutely fantastic (Already picked out my guns.), models look great, and I can avoid Curse.
  4. Don't forget Curse won't have the latest version of the mod, not for some time anyway..
  5. Why do people keep equating www.curse.com with http://kerbal.curseforge.com? Seriously, I don't get it. Could someone please explain this so it gets through my thick skull? Squad's move to use curseforge as the official mod platform has proven itself to be a wise decision, despite what people are saying. It has proven to be safe, stable, and reliable, at least in my experience. There are no ads. The web page looks exactly the same whether I use an adblocker or not. Those who say otherwise apparently are not seeing the same thing that I am. You are one of the lucky few then. I do not think so, as I preffered Spaceport... though Kerbalstuff was the true Spaceport 2.0 really, in UI and everything. Curse is something compeltely different, cluttered, tiny text, massive management of space issues (in my opinion, and many others it seems), and ad ridden with the most hated popup and obscure page ads. I certainly get those. As for safe, yeah something about it makes me feel paranoid, data gathering vibes and all that. Dunno why, but the fact it makes me feel that way is bad enough... Stable, I can't say much about that. Reliable... you're just using synonyms here. Felt it obnoxious to get to mods and an actual download, much less an older version, which is crystal clear with KS. And ads, yeah you're weird. I get popup obscuring ads as I said. (Oh and as jedensuscg pointed out, it's not reliable at all for mod authors, and I've seent that several places. Mod authors say just use KS, cuz Curse won't be updated. Reliability right out the window.)
  6. I'd say it was built to be used, so can't really complain there... however Squads behaviour is absolutely indefensible. The community vastly preferred a proper platform for and in a way by them (Mostly to spite Curse I know, but i agree, [expletive] them). But anyway, thanks so much for making some alternative to the awful Curse, SirCmpwn.
  7. Oh yes. For all the guns? Makes picking one of them really easy then. And looks awesome.
  8. Bahamutod has not worke don space yet (Beyond that missile in a much older version of BDArmory AND pre-1.0, and transition proved much worse than with other missiles, so it is not fixed.). Of course there are weird things when he hasn't gotten to that yet..
  9. Well wow. Thanks. Yes, but you need to modfiy RGB values in the configs for just the shot, and muzzle flashes are a custom edit messing with color values in paint.net on the model thing (They're not that important however). What color are you thinking anyway? Hey thanks. Hard work... barely any work at all is what this was. But yeah, if people like it, awesome. It's also made a lot for myself tho And those are some nice craft.
  10. It should lock on to the center of mass of vehicles you lock on to then. It can be a bit finicky, but if you just go the normal way of locking something with it enabled, it should at some point "snap" to the vehicle. It will then follow it around. Works for me.
  11. A sci-fi addon for BD Armory, it adds a bunch of weapons inspired by Star Wars. Updated to 1.2.2 by using BDArmory Continued. Also features a "Power" system as ammunition, which is quite simplistic. The whole thing is really, but it's nice to have anyway! Basically, use the battery pack called Power System for all your needs. There are currently three unique models, contributed by SpannerMonkey and Wraith977! Download over at Spacedock. You will need BDArmory Continued installed. Feel free to contact me with both bugs and requests/suggestions/ideas. I will probably add more weapons with time, but currently there are: Ion Cannon: Based on the howitzer, it is a very powerful weapon on a direct hit, but otherwise does minimal damage. X-1 Light Laser: A small automatic laser gun. M50 Dragon Turret: Tank Turret that focuses on explosive radius but is not as strong as normal tank cannons. It fires slightly faster too. Scout Laser Cannon: Automatic relatively light laser cannon. Laser Turret: Pictured above, it's inspired by TIE Fighter guns. A light and small weapon. Turbolaser: Heavy turbolaser, for all your capital point-defence needs. It now acts as a proper flak gun with explosive shots. X-8: Automatic laser cannon. Deadly. X-10: Inline lighter laser cannon, for fighter use. Based on the X-Wing, featuring model by SpannerMonkey. Old Republic Defence Turret: Very fast firing experimental turret, provided by Wraith977. Dorsal Turbolaser Turret: Heavier turret, great for general use on bases and various starships. Also made by Wraith977. License: CC ShareAlike 2.0 With all credit due to BahamutoD, and his awesome mod(s). As well as the team working on BDArmory continued now of course. And SpannerMonkey and Wraith977 for providing some really cool weaponry!
  12. Ah yes. A ballistic "short" range one, like in civ V missile cruisers/nuke subs with the... well ballistic missile. There should be such a guidance selectable in the Modular Missile Guidance (Along with shorter hellfire style ones, long range ballistic and cruise type), but that part needs quite a lot of work. In a proper release of BDArmory you could just use that, but as is, no luck. It is possible to manually fly a ballistic missile though (What do you think stock weaponry relies on, apart from short range i-beam flinging), but over a range of 20km cruise missiles do work quite nicely. Get a launcher, launch a bunch together, switch to them. Then watch them fly out. I think you may be looking for my pack lol. Not been updated in forever and really will not work... but luckily for you I am finally working on updating it. (AKA completely making it from scratch. Oh well, it was not that hard.) EDIT: There we go.[removed link to defunct website]
  13. MechJeb's landing features/intercept stuff? Needs some manual flying however.
  14. Guard mode is insanely weird with both radars and laser targeters. It seems to (somehow) still lock and fire at stuff with the radar, even if it using it looks nonsensical. The laser however, is completely of target, when it finally decides to not go flying all over the place and lock on to something.
  15. Rasterpropmonitor probably. Adds screens and stuff while in IVA, the new cockpit by Bahamuto relies on it for the cool inside data and stuff. As for adjust, that word alone as written means nothing to me, no idea. Laser lock / no laser lock. I don't know the proper term, but if LR is on you're good to go and missiles will target whatever you are looking at. If not, it can't "see" the ground or whatever, and isn't working.
  16. Also, the dull grey dots are not nearly as cool. They say very little, and for the longest time I could have sworn everyone just had 3, absolutely no difference at all. (Now the number of dots varies.. why how exciting, not really.)
  17. Github is great, mostly.. I've had serious issues with the UI as a client though. It may seem stupid to not be able to find downloads for stuff, but I've had to give up on several mods because I can't find the download. You may think it's easy, but if it's not obvious enough to immediately find it, that's already a problem. (Also, with the releases system it does work great, but it seems 60-70% smaller, and even one or two really big, developers are just too lazy to use it. Which makes using the site and getting the mod way harder than it should be)
  18. Actually, I've had them there. Only there. Of all the sites I visit somewhat regularly, Curse has the most intrusive ads of all. Really, that is what convinced me to get adblocker... But even then, their UI is extremely clunky and not user friendly at all. Kerbalstuff is intuitive and easy to use, both for the client and the mod creator.
  19. Modular missile guidance will let you build your own, and combining that+mechjeb+some manual guidance you can build them yourself. I have made many of these, they're relatively accurate... though you would think hitting a kerbinside base in the center, about 300 meters from an enemy vehicle would be enough to wipe everything there... even with about 10 of the impact explosive things, very ineffective. Better to just drop a parachuting probe with loads of conventional missiles on it, but it's REALLY hard to make it survive reentry, and then actually have it hit stuff. (Guard mode is finicky with say hellfire missiles, does weird stuff with the laser targetting, seems to aim miles off, if it even aims) Really, just use vanilla missile/ICBM systems really. Maybe the explosive warhead adds a little bit of power, modular missiles guidance isn't quite up to the task (handles launching into ballistic arcs and landing very badly, that is a recognized problem that will probably be fixed with a revamp though), but mechjeb helps a lot. Baiscally, it seems the explosives meant for modular missiles are just better off with direct hit systems, think V3 from C&C Red Alert 2, range and all. Or use them for flinging point-blank tank destroyers. I do. Also, the cruise missiles with little boosters actually drop them now. So dual stage cruise missiles in the mods style of missiles exist.
  20. And I already built my whole line of Sky trucks for MLRS and AA capabilities (Guns and missiles and flak, and a dedicated radar one). It looks amazing though.
  21. BD, ALL links are now broken. :/ (And so is my bloody profile image)
  22. [quote name='BahamutoD']Alright here's what I think the final textures will be: [url]http://imgur.com/a/0O8Zt[/url] I don't think i'l be doing the shiny gold cockpit.. Doesn't seem to fit well with the style.[/QUOTE] Would it be possible to use one of the right click change texture menu things to have different colors for the cockpit? The black is awesome, but I want to try both an opaque blue and a golden. Anyway, it looks beyond awesome.
×
×
  • Create New...