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Nagho

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    Bottle Rocketeer
  1. Would it be possible to allow the GAU-8's fire to be controllable either via a separate action group or be integrated into the weapon manager as an alternative option to left clicking? Since the GAU-8 is fixed, I would really love to be able to fire it from my joystick buttons rather than having to put one hand on the mouse to fire. ... unless I'm missing something or have screwed up some config somewhere, in which case if someone could point out my mistake I would much appreciate it, it really is my one and only gripe.
  2. As someone else also said on the YouTube comments for your preview video, it would be great if the missile cam could linger for a couple of seconds after impact so you could see the explosion and result of the impact.
  3. This mod looks absolutely incredible. It has pretty much exactly everything I've wanted in a weapons mod. Since you have the GAU-8 in this mod, have you considered adding the AGM-65D as well to round out the A-10 arsenal? I'm not educated too much on the technical aspects so I don't know if there's any real practical point (in KSP terms) to adding the Maverick when the Hellfire already is in, but it would be quite awesome. If you need some convincing, it does have a similar configuration as the AIM-54 Phoenix, so there may be some time-saving measures there if you decide to add both. Also, someone mentioned rocket pods some pages back. I have to voice my support for that, it would be dishonest of myself not to.
  4. I tried to post this message earlier but it apparently somehow didn't go through. The first issue I posted seems to be getting addressed regarding the internal machine guns hitting itself. The other thing that I want to mention is some kind of issue with the Procedural Wings mod. The Damage system in Skillful for some reason, fairly consistently, registers the procedural wings as damaged. It seems to have something to do with the procedural control surfaces that are part of the mod as well, possibly. They still mostly work but the control surfaces can't be used as flaps and the procedural wings will highlight yellow upon launch which is a bit irritating. I haven't tested if this is also an issue with procedural fairings, but if it is it would likely be much more of a problem as you'd quite likely not be able to decouple them. Also, while playing I found that I would very much like to have an expansion of action group functionality of the weapons, mainly to allow the "Control This" to be toggled by action group which as far as I have been able to see isn't currently possible. It would make dealing with activation of weapons much easier. Thanks for taking the time to read this. EDIT: I found my post again. Apparently there was a huge delay with it actually showing up, and it got a little buried before I checked the thread again. Sorry for reposting this.
  5. I've been using the mod for the past few days and just wanted to say a few things. As a couple of other people have been saying, there seems to be some kind of issue with the machineguns with shooting themselves and other parts of the craft, causing damage or total destruction of parts. I've tried putting them in multiple positions but it seems to happen nearly every time, usually when the aircraft maneuvers slightly. Another issue I've found is one with the Procedural Wings mod. The damage system seems to fairly consistently label the procedural parts as damaged immediately upon loading in the aircraft. This happens most but not all of the time and I wasn't really able to figure out what the conditions were. The procedural control surfaces that are also part of the Procedural Wings mod might somehow be involved. As far as I can tell it doesn't actually affect the functionality of the wings except in using the procedural control surfaces as flaps. Finally, a suggestion I have for an improvement is expanding the action group functionality of the parts. The feature I would most like to see is the ability to toggle the "Control This" of particular weapon parts using an action group rather than needing to individually click them on the craft, simply to make it easier and quicker. Thanks for the awesome work you've done so far on the mod.
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