King_komodo93
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Everything posted by King_komodo93
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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
I was thinking more of the thrown ensnaring device at first. Not sure what you're talking about now. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
So only the fire rate and general construction is different. I can see BD giving this a no for the same reasons he hasn't put in anything link a vehicle mounted M2 or other such MG's simply because we have the 20mm Vulcan which I won't say is a bad thing for that set up. Though I can see this being the 30mm version of the hidden Vulcan if he does decide to add it. Also we have the M230 chaingun that does the whole 'Boom boom boom' (also a 30mm). -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
We already have the GAU-8 30mm 7 barrel Gatling cannon, what's different between that and the one you want other than possibly ROF (since I have no idea about the one you're asking sorry)? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
So for some reason my 30mm and 20mm ammo boxes are missing from the parts list. I know other people have had it working (EnterElysium being one of them) and I have no idea as to why any help would be appreciated. Also for some reason neither rocket pod (Hydras or S-8) will fire no matter what method I try. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Mouse 0 is just the left mouse button -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
This is where you TOW idea is one I support as it would follow the mouse, it just doesn't make as much sense that laser guided would be based off the mouse, which is a more visual lock type of system, when laser guided munitions (at least IRL ones) are fire and forget for the craft firing them. As for locking on targets that's governed by KSP itself BD's simply piggy backing off of that system of locks. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
BD just got back patience he has yet to push out the quick update for the version number change. Though just going to say this before he does what's the difference between the SAM's you listed and using say a Sidewinder or AMRAAAM? On the FFAR rockets guessing they're BVR artillery rockets correct? Rather hard to do at his point because of physics range issues and such so until such time as there can be a larger physics range without bugs, such as the rendezvous velocity matching one, they're going to be a little bit hard to do. Same goes for the M270. I'm not sure how a napalm bomb would work in this game as there wouldn't bee much point to it in my eyes but not a definite no on that one. TOW missile would be the only missile guided by the mouse as the weapon manager act as a laser designator in all technicality so Mavericks and Hellfires which require a lock to fire wouldn't be guided with the mouse makes no sense. Vulcan makes sense, it's a minigun it fires around 2k to 3k RPM you can walk it in real easy plus accuracy increases exponentially at higher ROF's, M230 is new so he's probably working on that ones accuracy still, maybe. On the other ideas the BM-21 is a vehicle which I don't think BD includes in this so you'll need to build one yourself. W70 being nuclear, why you'd want one I have no idea, I would call a maybe at this point though I do recall someone working on that separately else where in the thread. Also BahamutoD an idea from my self the AS-6 Kingfish anti-ship missile seems like a good idea. The reason for it's suggestion is that it is unique among those types of missiles in that it does a "top attack" though looking at it further we may simply need an air launched variant of a Javelin to fill that role (fired, climbs to height X, flys over target, comes in vertically) due to physics range issues as the missile I've suggested has a range of about 430 mi. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Welcome back hope your flights were good and we've waited this long so a few more days won't hurt. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
I remember there being a warhead awhile back (was under command tab) not sure if it's there now but couldn't one use something like KOS to script it's flight so as to allow it, as a different craft, to act as a cruise missile -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
No effects on crafts outside of the mod without mod parts on them or other crraft shooting at them and BahamutoD removed the physics range extension as it was causing a bit of trouble with rendezvousing craft/kerbals, though you can extend it yourself if you would like. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Heard of EnterElysium? He uses this mod to do his World War K series with this mod. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Then sounds like a bug but not a horrible one unless your aircraft is on the same line of fire as your missile was and it registered any hits to it as hits to the craft. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Not a bug unless the vehicle in guard mode is set to target vehicles as there is the option to target missiles which you may have set accidentally. -
[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
King_komodo93 replied to ferram4's topic in KSP1 Mod Releases
Yes and no the most common cause of death after ditching would be hypothermia simply because of how hard it usually is to find lost crew and passengers. There were plenty of cases where WW2 pilots would ditch their aircraft in the water near aircraft carriers and survived the impact to be lost at sea. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Yes it does just make sure you have all of the parts as you may end up missing some bombs if this happens just go into the cfg and edit it by removing teh space designated by the arrow here> (partname^.cfg) I did see (quite a few pages back) that someone wrote a piece of code to make this mod (or at least parts of it) compatible with KAS and I know that there are 4th(?) party mods that have ammo boxes for the hydras that are KAS compatible. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Not sure here but people have been having problems with missing those parts specifically and it's possible the 2 could be related. If you have not done so try the thing listed in the quote below. If that doesn't work I have no idea. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Perhaps a quick switch to anti missile mode might be able to do that would be interesting to fire a missile at an old space station (sans kerbals) and then have some minguns clean up any scatter. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
King_komodo93 replied to sirkut's topic in KSP1 Mod Releases
From what I can tell it's the latest version of IR. I will test without other mods as well as stock but from as far as I could tell after simply removing the IR parts from the craft it performed fine. UPDATE: Tried it with just IR and could not reproduce it, will try with just stock. UPDATE: Tested stock still no result, new idea though will report back on results. And nothing can't reproduce it. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
King_komodo93 replied to sirkut's topic in KSP1 Mod Releases
So I've encountered a suspected bug and am reasonably sure, after some further testing and help from another mod thread, that Infernal Robotics is responsible for it. Simple explanation of the bug is that my point of focus on the craft moves back after some time and the aircraft does not like that and starts bobbing up and down at the nose. Drop box link for the output log if that helps any: https://www.dropbox.com/s/1zekkyj4ez...t_log.txt?dl=0 As well as an imgur link to an album to try and show what happened best I can using only screenshots. (not sure how to make it so the pictures show in post sorry) https://imgur.com/a/o4CO9#0 Also sorry if this is the wrong place for this but was the first place I thought of for getting help. -
Thanks I'll check if there's an updated version perhaps they've seen this happen and fixed it. EDIT: Also not sure what wrong here but the air brakes don't seem to be working but I have no idea as to whether they are as all that's happening is that there is no animation for them when I hit B or click the button at the top. Also no option to put them in an action group shows up in the SPH. Never mind forgot I had removed the firespitter .dll
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No real chutes and while it could be related to the center of mass shifting the main problem I'm seeing is that during flight the focal point (where the camera focuses) shifts back as well as the apparent point of control in either a slipping manner or jumping (usually 2 times with the craft in the album before it goes out of control)
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So I've encountered a suspected bug and am not sure which of the 4 mods I have is responsible, if any at all, and some parts from one of this one's mini packs, specifcally the air brake one, was on the aircraft at the time along with 2 other mods that could have directly effected the vehicle, those ones being Infernal robotics and Kerbinside. Simple explanation of the bug is that my point of focus on the craft moves back after some time and the aircraft does not like that and starts bobbing up and down at the nose. Now the reason I suspect this one is because right before it happened the first time I had hit B with the engines off just to test out if the air brakes worked or not and then bang things went wrong. Drop box link for the output log if that helps any: https://www.dropbox.com/s/1zekkyj4ez01kqz/output_log.txt?dl=0 As well as an imgur link to an album to try and show what happened best I can using only screenshots. (not sure how to make it so the pictures show in post sorry) https://imgur.com/a/o4CO9#0 Also sorry if this is the wrong place for this but was the first place I thought of for getting help.
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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
And why I also said after the new year, meaning as soon as possible after unpacking things and such. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Which is why i said a personal update, meaning something along the lines of; I'm back, alive and see all of these posts answers shortly type of post.