RustyVader Posted July 28, 2020 Share Posted July 28, 2020 22 hours ago, Xd the great said: That is for DLC, ignore that if you did not buy DLC. i"m thinking about buying all the dlc's but I don't have them yet Quote Link to comment Share on other sites More sharing options...
Grenartia Posted July 28, 2020 Share Posted July 28, 2020 On 7/27/2020 at 1:26 PM, Sidestrafe2462 said: BeardyPenguin and TAPE Gaming's Kerbol Rising? They were having the battles in geosynchronous orbits because of the problems of fighting anywhere else. No, Vaos and his Solar Nations series. It was working for him in low minmus orbit, but he said he had to transition back to stock weapons based space combat because of similar problems to those shown in the screenshot. Quote Link to comment Share on other sites More sharing options...
RustyVader Posted July 28, 2020 Share Posted July 28, 2020 On 7/26/2020 at 5:26 PM, Gargamel said: This thread might answer some of your questions: i Appreciate you helping me but i know how to install mods On 7/26/2020 at 9:13 PM, Xd the great said: That is for DLC, ignore that if you did not buy DLC. where do i go to edit the health of any bombs? Quote Link to comment Share on other sites More sharing options...
XTeamXeno Posted July 29, 2020 Share Posted July 29, 2020 Do you have a release date for BDAc for 1.10? Quote Link to comment Share on other sites More sharing options...
Xd the great Posted July 29, 2020 Share Posted July 29, 2020 (edited) 6 hours ago, RustyVader said: Where do i go to edit the health of any bombs? I suspect you cannot change it without recompiling, but you can try adding a new .cfg file in BDArmory. Edited July 29, 2020 by Xd the great Quote Link to comment Share on other sites More sharing options...
RustyVader Posted July 29, 2020 Share Posted July 29, 2020 53 minutes ago, Xd the great said: I suspect you cannot change it without recompiling, but you can try adding a new .cfg file in BDArmory. ok, but now the real question is how do you keep your crafts without having to delete them all and start or over with mods? Quote Link to comment Share on other sites More sharing options...
DirtyVenomSteam Posted July 29, 2020 Share Posted July 29, 2020 4 hours ago, XTeamXeno said: Do you have a release date for BDAc for 1.10? Don't poke the bears, it still works fine in the current version of KSP, the only real problem is that Vesselmover Continued can't spawn, but, that's it. With that taken care of, anybody have any reliable information as far as making custom weaponry goes, that doesn't involve poking Spanner? Don't wanna' bug the guy, he's probably busy with other stuff. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted July 29, 2020 Share Posted July 29, 2020 1 hour ago, DirtyVenomSteam said: With that taken care of, anybody have any reliable information as far as making custom weaponry goes, that doesn't involve poking Spanner? Don't wanna' bug the guy, he's probably busy with other stuff. Are yo talking about new explosion effects, new models and mesh, or just simply weapons with new stats but same model? The former 2 is the basics for every mod with new part, and I can help do the latter. 4 hours ago, RustyVader said: ok, but now the real question is how do you keep your crafts without having to delete them all and start or over with mods? You can try messing with the .craft file, but always back up the file first. Quote Link to comment Share on other sites More sharing options...
The_Stinky_Broccoli Posted July 30, 2020 Share Posted July 30, 2020 with modular missiles can you put two of them on your craft and have them fire one at a time? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted July 30, 2020 Author Share Posted July 30, 2020 6 hours ago, epicfailure2020 said: with modular missiles can you put two of them on your craft and have them fire one at a time? Sure. You need to use some not used Action Groups and trigger fire action for each missile Quote Link to comment Share on other sites More sharing options...
The_Stinky_Broccoli Posted July 30, 2020 Share Posted July 30, 2020 like what Quote Link to comment Share on other sites More sharing options...
Bohij Posted July 30, 2020 Share Posted July 30, 2020 Is the HEKV flying off in a random direction in orbit a known bug? I swear it used to work perfectly, but just pointing at the target and spamming rockets has been more accurate than the missile that's supposed to work in vacuum. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted July 31, 2020 Share Posted July 31, 2020 56 minutes ago, KSPplayerperson said: Is the HEKV flying off in a random direction in orbit a known bug? I swear it used to work perfectly, but just pointing at the target and spamming rockets has been more accurate than the missile that's supposed to work in vacuum. Well, it should work in 1.9.1... Quote Link to comment Share on other sites More sharing options...
Bohij Posted July 31, 2020 Share Posted July 31, 2020 I hadn't really considered that it would suddenly stop working in 1.10, I suppose I'll wait until the mod is updated. Quote Link to comment Share on other sites More sharing options...
DirtyVenomSteam Posted July 31, 2020 Share Posted July 31, 2020 On 7/29/2020 at 4:29 AM, Xd the great said: Are yo talking about new explosion effects, new models and mesh, or just simply weapons with new stats but same model? The former 2 is the basics for every mod with new part, and I can help do the latter. You can try messing with the .craft file, but always back up the file first. New model entirely, I want to make a custom turret, but, whenever I try to import anything to KSP, using the Blender-MU imported default BDA weapons as a base, then export to fbx and re-import through Unity itself, it doesn't seem to work at all, it allows me to select it, but, the "fire point" stays where the craft spawns and doesn't follow the muzzle. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted July 31, 2020 Share Posted July 31, 2020 2 hours ago, DirtyVenomSteam said: New model entirely, I want to make a custom turret, but, whenever I try to import anything to KSP, using the Blender-MU imported default BDA weapons as a base, then export to fbx and re-import through Unity itself, it doesn't seem to work at all, it allows me to select it, but, the "fire point" stays where the craft spawns and doesn't follow the muzzle. Hmm. Is the .cfg properly made? You can probably ask jrodriguez for a bit of help. Or read some documentation on github and see if it helps. Quote Link to comment Share on other sites More sharing options...
DirtyVenomSteam Posted July 31, 2020 Share Posted July 31, 2020 1 hour ago, Xd the great said: Hmm. Is the .cfg properly made? You can probably ask jrodriguez for a bit of help. Or read some documentation on github and see if it helps. I think it is, I have all of the points defined in Blender as z+ forward with the default names for firetransform and stuff of the likes but, it's possible I'm misunderstanding the documentation. Honestly what'd be most useful for my stupid self would probably be a video tutorial documenting the process from Blender, to KSP, but, that's probably a big ask for people that're already busy. Quote Link to comment Share on other sites More sharing options...
The_Stinky_Broccoli Posted August 1, 2020 Share Posted August 1, 2020 in a future update could you add a feature for modular missiles that lets you add stages without using action groups? Quote Link to comment Share on other sites More sharing options...
Xd the great Posted August 3, 2020 Share Posted August 3, 2020 @jrodriguez I was reading through some BDAc github code, and noticed that flare temperature is based on temperature of craft emitting it. Is there someway to change that so the plane will not be shot down by heatseekers after the AI re-ignite afterburners? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted August 5, 2020 Author Share Posted August 5, 2020 On 8/3/2020 at 5:06 PM, Xd the great said: @jrodriguez I was reading through some BDAc github code, and noticed that flare temperature is based on temperature of craft emitting it. Is there someway to change that so the plane will not be shot down by heatseekers after the AI re-ignite afterburners? I think it has been implemented that way on purpose. The only thing that matters for heatseekers missiles is infrared emissions = heat emitted by engines . An engine with afterburner active is is emitting more heat than without. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted August 5, 2020 Share Posted August 5, 2020 14 minutes ago, jrodriguez said: I think it has been implemented that way on purpose. The only thing that matters for heatseekers missiles is infrared emissions = heat emitted by engines . An engine with afterburner active is is emitting more heat than without. Hmm that makes sense. What about adding a check for the AI so that it will not relight afterburner until it is out of the heatseeking cone of incoming missiles? Quote Link to comment Share on other sites More sharing options...
Jeb_Needs_A_Parachute Posted August 6, 2020 Share Posted August 6, 2020 Hi Random thought of mine: Shouldn't there be a way to produce more ammo, as it's considered a resource? Looking at the code it should be fairly easy to just cut some code from the convertotrons, e.g. Spoiler MODULE { name = ModuleResourceConverter ConverterName = #autoLOC_502029 //#autoLOC_502029 = 20 mm Ammo StartActionName = #autoLOC_502030 //#autoLOC_502030 = Start ISRU [20 mm Ammo] StopActionName = #autoLOC_502031 //#autoLOC_502031 = Stop ISRU [20mm Ammo] AutoShutdown = true TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 resourceOutputName = #autoLOC_8012026 // #autoLOC_8012026 = Monoprop INPUT_RESOURCE { ResourceName = Ore Ratio = 0.5 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = 20x102Ammo Ratio = 1 DumpExcess = false } } This is just copying the code to produce the LF, but sure it could be improved. Also, I'm not a good coder, so I sorta had to just guess how this works, but I think it should work. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted August 7, 2020 Share Posted August 7, 2020 21 hours ago, Jeb_Needs_A_Parachute said: Hi Random thought of mine: Shouldn't there be a way to produce more ammo, as it's considered a resource? Looking at the code it should be fairly easy to just cut some code from the convertotrons, e.g. Reveal hidden contents MODULE { name = ModuleResourceConverter ConverterName = #autoLOC_502029 //#autoLOC_502029 = 20 mm Ammo StartActionName = #autoLOC_502030 //#autoLOC_502030 = Start ISRU [20 mm Ammo] StopActionName = #autoLOC_502031 //#autoLOC_502031 = Stop ISRU [20mm Ammo] AutoShutdown = true TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 resourceOutputName = #autoLOC_8012026 // #autoLOC_8012026 = Monoprop INPUT_RESOURCE { ResourceName = Ore Ratio = 0.5 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = 20x102Ammo Ratio = 1 DumpExcess = false } } This is just copying the code to produce the LF, but sure it could be improved. Also, I'm not a good coder, so I sorta had to just guess how this works, but I think it should work. The code if from .cfg I assume? If so, you can add it to a new part yourself. I do not see much reason to add it. Quote Link to comment Share on other sites More sharing options...
Jeb_Needs_A_Parachute Posted August 7, 2020 Share Posted August 7, 2020 2 hours ago, Xd the great said: The code if from .cfg I assume? If so, you can add it to a new part yourself. I do not see much reason to add it. Well, maybe this could be redone into a different part (such as a ammo factory with a texture similar to that of the science experiment storage unit) ? Also, although it is .cfg editing, it is a really easy part to add. And I thought that I wanted it to be a part of this mod, rather than just a concept. I mean, if we're going to build things like ground bases with anti-air, why not give them a way to make their own ammo? Just a thought. It's not really necessary, but an easy to implement idea. Quote Link to comment Share on other sites More sharing options...
Manul Posted August 11, 2020 Share Posted August 11, 2020 On 8/7/2020 at 10:13 AM, Jeb_Needs_A_Parachute said: I mean, if we're going to build things like ground bases with anti-air, why not give them a way to make their own ammo? Nope! The idea is good but you can't just make explosive projectiles out of rock and dust, an ammo factory should be a huge facility vulnerable to bombs and missiles and it also requires tons of various resources (ammonia, copper etc from community resource pack should fit nice) , the resource supply routes are also vulnerable to attacks ... because war is hell Quote Link to comment Share on other sites More sharing options...
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