King_komodo93
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KSP2 Release Notes
Everything posted by King_komodo93
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
King_komodo93 replied to SuicidalInsanity's topic in KSP1 Mod Releases
For some reason the module manager doesn't want to load the game past the RONTGEN atomic engine, not sure why. I'm using version 2.6.5 of the module manager and the most recent version of the mod any ideas what's causing it to hang indefinitely? EDIT: Switched to the latest version of the module manager still stopping there.- 1,508 replies
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Rocket pods and missiles yes. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Throttle Controlled Avionics handles VTOL balancing quite well though I don't know how you would get past the transition to forward flight with the AI without separate engines. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
It appears to be a bugfix update though who knows what they may have broken in the process that could effect BD Armoury. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Someone did write a KAS script before (and it should be linked in the OP iirc) not sure how it works with KIS but it did allow you to carry bombs/missile/ammo. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
First off check if you're firing while in physics range of the target with the missiles (default 5km with the mod), if that doesn't work you should check if it's installed correctly. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Now all we need is a space capable version (unless the one on the far left is that one) and we're golden. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Nice job on the video, only 1 point the awkwardness was obvious to me, but definitely a nice job. Also the ending was pretty good. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Better to feel like genius for a minute than a fool for a second, and in all honesty you helped me because I didn't quite understand the problem 100%. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
I've had the same problem before not sure what caused it but re-downloading the mod did fix it. Also to Bahamuto this is going to probably need to be something you need to fix for the .90 version of the mod. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
I had that problem as well a short while ago. Still not sure what caused it, but I re downloaded the mod and it was fixed so i would suggest trying that. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Yes and no. while you may have downloaded incorrectly could you describe what you're seeing so we can either tell to look for the answer 3 pages back in exasperation or if we could help you, all joking aside if it's missing Bombs there is a space in the .cfg files for them (part_name .cfg) and once you remove it you should be fine. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
In the .cfg file labeled settings. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
The fire button is the same for turrets and static guns and to set the fire button to the joystick I believe you change it from that to "joystick button 0" though don't quote me on this. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Basically it takes the "IFF" from BD's weapon manager and give you a "priority" list of targets to pick from instead of the current point and hope you're targeting what you want or clicking about 6 times to get the target you want. Though it was just a random thought off the top of my head and I was a little tired this morning when I typed that. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Hmmm very interesting (and nicely done) but 1 question, is there a way to differentiate between air a ground targets? Also perhaps an "option" to set targets manually off of it's tracks would be a nice idea though I think that would be a separate thing. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
I have a similar problem but my rockets won't fire for some reason and I've yet to get a response on it. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Kerbal foundries has some great things in it in terms of tracks and such though I'm not sure how BD might feel about linking it since it's not exactly relevant to this thread. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
I'd put it at about another month since BD's only recently gotten back from vacation and he's also working on a game of his own as well (check about 2-3 pages back) but don't hold that as a solid timeline in any way just going off of how he seems to work the next update may be after 1.0 releases for all I know. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
I made a space plane using the 3 set thing worked ok outside of running out of oxidizer halfway to a full orbit. I made it work, with stock Aerodynamics so may or may not work for you, by shifting the side portions down and in and a strategic use of struts. (oddly you can fix any problem with the right amount of struts no simply more) Screenshot of the spaceplane. I think the shift was 2 down 3 in. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Side by side bays? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Decouplers? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Perhaps you're not in level flight? I know if you're rate of ascent/decent is over a certain number the indicator won't show. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
I tend to disagree with you on the sidewinder/AMRAAM, Abrams/howitzer, and GAU-8/M230 thing. The guns biggest differences are swiveling versus fixed and the difference in caliber for the Abrams and Howitzer. As for the sidewinder and AMRAAM I think they have differences in turn radius and I know they have different ranges based on fuel amount. That being said I could definitely see the use of the bushmaster as the other 3 30mm cannons are primarily meant to be used for air-to-ground or Anti-air (everyone seems to forget about the CRAM) though I would prefer something along the lines of a Mk 19 or other 40mm grenade launcher, that we can put on vehicles. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
So can the GAU-8, 30mm is 30mm is 30mm when it comes to ammo.