Xd the great Posted May 23, 2020 Share Posted May 23, 2020 16 hours ago, BrawlerAce said: How sensitive is the AIM-9 seeker? I had trouble locking up an aircraft using Juno engines but the Goliath engine was easy for me to lock on to. You might wanna bring up the debug menu. Quote Link to comment Share on other sites More sharing options...
Delta dart Posted May 25, 2020 Share Posted May 25, 2020 no weapons do any damage yes i checked the hitpoints Quote Link to comment Share on other sites More sharing options...
The_Stinky_Broccoli Posted May 26, 2020 Share Posted May 26, 2020 how do you get explosives to explode on custom missiles and can I launch a missile or bomb from a missile in mid air? if i do will the guidance work? Quote Link to comment Share on other sites More sharing options...
The_Stinky_Broccoli Posted May 26, 2020 Share Posted May 26, 2020 also why do missile turrets not work with custom missiles? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted May 26, 2020 Author Share Posted May 26, 2020 51 minutes ago, epicfailure2020 said: how do you get explosives to explode on custom missiles and can I launch a missile or bomb from a missile in mid air? if i do will the guidance work? The explosives attached to the missile will automatically detonate when the missile is within the detonation range set in the modular missile guidance. Regarding firing a missile from a missile, I have never tested it but if you add a weapon manager to your missile (maybe a radar is also needed?) Then it might be possible that the missile can lock a target by it self and fire the child missile? I will let you tested it 13 minutes ago, epicfailure2020 said: also why do missile turrets not work with custom missiles? I actually never implemented that feature Quote Link to comment Share on other sites More sharing options...
Xd the great Posted May 27, 2020 Share Posted May 27, 2020 On 5/25/2020 at 10:15 PM, Delta dart said: no weapons do any damage yes i checked the hitpoints Check wrong version, missing module manager, missing physics range extender and try not using the weak .50 cal. Quote Link to comment Share on other sites More sharing options...
The_Stinky_Broccoli Posted May 27, 2020 Share Posted May 27, 2020 (edited) 16 hours ago, jrodriguez said: Regarding firing a missile from a missile, I have never tested it but if you add a weapon manager to your missile (maybe a radar is also needed?) Then it might be possible that the missile can lock a target by it self and fire the child missile? I will let you tested it i just tried it and if i fire aim-9 from a missile it will lock on. On 5/1/2019 at 6:21 PM, jrodriguez said: https://github.com/jrodrigv/BDModularMissileParts/releases https://github.com/PapaJoesSoup/ImprovedChaseCamera/releases https://github.com/jrodrigv/DestructionEffects/releases https://github.com/jrodrigv/CameraTools/releases https://github.com/PapaJoesSoup/BurnTogether/releases https://github.com/PapaJoesSoup/BDMk22Plugin/releases what do these do? do any of them have those procedural parts from the missile building videos? Edited May 27, 2020 by epicfailure2020 Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted May 27, 2020 Author Share Posted May 27, 2020 20 minutes ago, epicfailure2020 said: i just tried it and if i fire aim-9 from a missile it will lock on. what do these do? do any of them have those procedural parts from the missile building videos? https://github.com/jrodrigv/BDModularMissileParts/releases I suggest to install it using CKAN Quote Link to comment Share on other sites More sharing options...
The_Stinky_Broccoli Posted May 27, 2020 Share Posted May 27, 2020 (edited) is there a way to just download it without CKAN. i dont know how to use CKAN and when i downloaded it normally it just gave me a launch tube. is this because it requires procedural parts? Edited May 27, 2020 by epicfailure2020 Quote Link to comment Share on other sites More sharing options...
vikt2324 Posted May 27, 2020 Share Posted May 27, 2020 I was wondering is there any way that i can move the BDArmory screens, onto the JSI/RPM screens? Quote Link to comment Share on other sites More sharing options...
The_Stinky_Broccoli Posted May 27, 2020 Share Posted May 27, 2020 2 minutes ago, vikt2324 said: I was wondering is there any way that i can move the BDArmory screens, onto the JSI/RPM screens? that would be so useful. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted May 27, 2020 Author Share Posted May 27, 2020 5 hours ago, vikt2324 said: I was wondering is there any way that i can move the BDArmory screens, onto the JSI/RPM screens? I'd like to see that happening too. I will investigate in the future what can be done Quote Link to comment Share on other sites More sharing options...
The_Stinky_Broccoli Posted May 27, 2020 Share Posted May 27, 2020 how do you get the modular missile guidance to use the beam riding or bomb guidance modes? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted May 27, 2020 Author Share Posted May 27, 2020 Just now, epicfailure2020 said: how do you get the modular missile guidance to use the beam riding or bomb guidance modes? You can only use the ones available Quote Link to comment Share on other sites More sharing options...
The_Stinky_Broccoli Posted May 27, 2020 Share Posted May 27, 2020 also will explosives stack and explode for more power? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted May 27, 2020 Author Share Posted May 27, 2020 1 hour ago, epicfailure2020 said: also will explosives stack and explode for more power? Nope but they will all explode independently causing multiple damage Quote Link to comment Share on other sites More sharing options...
vikt2324 Posted May 28, 2020 Share Posted May 28, 2020 (edited) 15 hours ago, jrodriguez said: I'd like to see that happening too. I will investigate in the future what can be done Cool!!, ive looked into it myself, and i got to page handlers like, e.g. VesselViewer and ScanSat. Edited May 28, 2020 by vikt2324 Quote Link to comment Share on other sites More sharing options...
The_Stinky_Broccoli Posted May 28, 2020 Share Posted May 28, 2020 (edited) what does burn together and improved chase camera do? Edited May 28, 2020 by epicfailure2020 Quote Link to comment Share on other sites More sharing options...
Neros7 Posted May 28, 2020 Share Posted May 28, 2020 (edited) As far as I know burn together lets crafts fire their weapons at the same time and improved chase camera does what it is called; it means to improve the "chase"-camera-mode of stock ksp in following the flight vector. Why can't missile turrets handle guns? I would love to make a mixed gun and missile turret... Same for tank turrets, i would like to stick a fixed machine gun to them. Maybe I don't understand how they work And finally, can I use the newest BDarmory on ksp 1.7.1(need it for other mods)? Edited May 28, 2020 by Neros7 Quote Link to comment Share on other sites More sharing options...
Xd the great Posted May 29, 2020 Share Posted May 29, 2020 15 hours ago, Neros7 said: Why can't missile turrets handle guns? I would love to make a mixed gun and missile turret... Same for tank turrets, i would like to stick a fixed machine gun to them. Maybe I don't understand how they work And finally, can I use the newest BDarmory on ksp 1.7.1(need it for other mods)? This is because of coding issues. The turret does not turn everything, only missiles. It is always best to use KSP 1.9.1, just download the new version of game. Quote Link to comment Share on other sites More sharing options...
Neros7 Posted May 29, 2020 Share Posted May 29, 2020 Can I use 1.4.5 Mods in 1.9.1? And thanks for the quick answer! Quote Link to comment Share on other sites More sharing options...
Xd the great Posted May 30, 2020 Share Posted May 30, 2020 7 hours ago, Neros7 said: Can I use 1.4.5 Mods in 1.9.1? And thanks for the quick answer! Not recommended. Aka do not come back asking why it does not work. Quote Link to comment Share on other sites More sharing options...
The_Stinky_Broccoli Posted May 31, 2020 Share Posted May 31, 2020 On 5/29/2020 at 1:02 PM, Neros7 said: Can I use 1.4.5 Mods in 1.9.1? i tried it and it normally works with parts mods or mods that add parts to other mods but when i tried a physics mod or visual mod it did not work. if you are talking about other bdac mods some of them do not create explosions or damage. i downloaded a mod from ksp 1.0.x and it worked. Quote Link to comment Share on other sites More sharing options...
Neros7 Posted June 1, 2020 Share Posted June 1, 2020 (edited) Thanksalot, I already thought something like this, just wanted to ask someone with more experience. The other open question I still have is if I can use the latest BDarmory in 1.7.1? Edited June 1, 2020 by Neros7 Quote Link to comment Share on other sites More sharing options...
Xd the great Posted June 2, 2020 Share Posted June 2, 2020 2 hours ago, Neros7 said: Thanksalot, I already thought something like this, just wanted to ask someone with more experience. The other open question I still have is if I can use the latest BDarmory in 1.7.1? Unlikely. There is an old version for 1.7.1 Quote Link to comment Share on other sites More sharing options...
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