

King_komodo93
Members-
Posts
112 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by King_komodo93
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
You think of everything don't you? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Ok really liking that new function on the bombs. Also that video of the B1 gave me an idea. Would airburst ordnance be a viable thing to add as well? I could understand if it's not and I just thought of another idea as I was typing this, how about a cluster bomb just for kicks. Drops off the craft as 1 bomb then at a certain height, say 50-100m, it splits up into 4 or 5 smaller ones you could even combine it with the airbrakes to slow down the main body of it. And I'm going to stop now before I get too complex. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
I'm pretty sure he could do something like that, it should only take a code adjustment in terms of the fire command for the current rockets as well as a "transfer" of the missile guidance code. Not saying it would be easy by any means as I have no experience with modding but definitely doable They do still track after switching to them and as for the thrust all I can say is that I'm usually shooting a stationary targets, though I have taken shots at the flying debris with pretty good success, so the missiles don't need to deviate from their target. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Perhaps an idea for the jdam would be to give them a higher lift value instead of a thrust value as all the JDAM kit does is add a guidance chip set and little vanes along the body of the bomb to break the airflow a little more allowing the control surfaces to effect the air more. An other than the addition of a guided bomb and the railgun I can't really think of anything not on your todo list that I would want. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Could you just release what you've done so far as 0.5.15 because 0.5.2 seems to simply be taking forever. *Note" This is only made in jest, take the time you need to to make the next update just as good as the rest. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
As this guy said, pretty much, he's on the case. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Overkill is only subjective to the number of targets and since there only seemed to be 1 yes that was a little bit of overkill. Also you "inspired me to try that with my, mostly, stock KSP build (Spaceplane + is the only other mod I have). Here we go the fruits of my labor 608 hydras, 56 Mk. 82's, and 30 Maverick's (if it shows up in my first try) http://imgur.com/a/VpCEz#0 Only 2 shots because while flying it before it didn't turn too well. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
I didn't say use cubic octags I said use the small white hardpoint (labeled small hardpoint) that comes stock with KSP shouldn't slow you down too much and if you must you can leave off the structural plates/I beams and fit 4-5 hellfires on there (you can do the testing/math for the rest my mind's a little foggy at 12 at night sorry if it sounds rude). the other guy used the grey ones which aren't quite as good as their attachment points are more limited for some reason. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Doesn't stop the military IRL why should it stop you here. Though Far's one big drawback is that because of KSP's original aerodynamics it can't quite model real life ones perfectly. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
If you use the small hard point, the white stock one, and add 2 1x1 structural plates to the side of it so they're flat you can hold either 7 Mk. 82's, 5 Mavericks, and 9 Hellfires, of course if you use the really wide I beam (M-beam 650's) in the same manner you should subtract 2 from each of those numbers. Also they all fit quite nicely inside the Spaceplane plus bays for concealment/accuracy if you want a bomb bay. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
I would say just toss hydras or a fixed M102 on your tank but yeah the ranges on those are pretty extreme. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Yeah went looking and as for the work sounds good so far and weight shouldn't be too much of a problem this is KSP we're talking about after all where people. at least attempt to, launch massive space stations using 1 stage. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Only one I know of is Infinite Dice's skillful but there was someone in this thread that talked about making some about 5 pages ago not sure how it's turned out so far. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Found a very small problem having been able to out pace a ground launched sidewinder in a craft using only 4 turbo jets (re purposed space plane attempt that failed). Although fixing it is not a concern just a funny thing and I'm pretty sure someone out there would do it again even if you upped it's burn time. That plane does not even come close to overkill as there is no such thing. Nice tank by the way, where did you get the tracks from. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Idea for a part that I'm surprised I forgot to mention before, also surprised no one else seems to have, but some 3x1 16" battleship cannons would be awesome. Also if you could give the bottom of the Abrams turret an attachment point (as well the battleship guns if you add them) it would really make adding them to most craft much easier. But great mod so far and getting better with each update. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
It's 2 separate mods 1 the one attached to the thread you're typing in and the second is Dark multiplayer (plugin not mod) http://forum.kerbalspaceprogram.com/threads/79111-DarkMultiPlayer-0-1-5-0-KSP-0-24-2-Alpha?highlight=Kerbal+Multiplayer -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Found something fun and was also funny to me at the time. First is the plane I made which might I add does quite well as an attack craft. http://imgur.com/6AaICO4 http://imgur.com/mytNGLM Next a thought comes to my mind of lets see what happens when I drop the Mk. 82's from a landed craft http://imgur.com/eIvVbep http://imgur.com/phq6fH9 http://imgur.com/bR8IcFq Note: That out of place bomb started like the rest. And the final result FLYING KERBALS!!!! http://imgur.com/ubtSL94 -
That fixed it thank you. Should've figured that it would be something that silly (silliness being my fault).
-
DL'd from all of them have had the same problem regardless of location.
-
Good point didn't notice that I only put part of it there (second dumbest thing I did yesterday) here you go. https://www.dropbox.com/s/1zekkyj4ez01kqz/output_log.txt
-
The module maneger is saying there are 103 hidden parts so that may be the problem why it's doing so I have no idea. Output log looks like alot to go through but cursory look I think I'm seeing problems. Initialize engine version: 4.5.2f1 (9abb1b59b47c)GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 9.0c [nvd3dum.dll 9.18.13.2741] Renderer: NVIDIA GeForce 820M Vendor: NVIDIA VRAM: 1994 MB (via DXGI) Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0 Begin MonoManager ReloadAssembly Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\UnityEngine.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Assembly-UnityScript.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Mono.Cecil.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Mono.Cecil.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Mono.Cecil.Mdb.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Mono.Cecil.Mdb.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Mono.Cecil.Pdb.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Mono.Cecil.Pdb.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\xmldiffpatch.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\xmldiffpatch.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\XmlDiffPatch.View.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\XmlDiffPatch.View.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\TDx.TDxInput.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\TDx.TDxInput.dll into Unity Child Domain - Completed reload, in 0.281 seconds <RI> Initializing input. <RI> Input initialized. desktop: 1366x768 60Hz; virtual: 1366x768 at 0,0 Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\System.Core.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\System.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\System.Xml.dll (this message is harmless) Shader 'AtmosphereFromGround': fallback shader 'None' not found [Versioning]: Windows 64-bit Build Detected. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Launcher Settings File doesn't exist (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Launcher after checking file: True (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Load(Assembly): BDArmory/Plugins/BahaTurret (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) AssemblyLoader: Loading assembly at C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\BDArmory\Plugins\BahaTurret.dll (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
-
No I can't, Game data, All of them, and I meant with and without the firespitter mod (not the folder from this mod) as I figured they would be linked.
-
Anyone able to help me with finding my missing parts which include wing surfaces, the LFO tanks, Twin engine adapter, long adapter, and open bays. I look at the .cfg files and see them but they don't show up in game. Also looked with firespitter installed and not installed and Downloading from curse nothing has worked so far.
-
Ok having a problem where parts are not showing up in the list. downloaded the mod via drop box and mediafire as internet explorer doesn't like Curse for some reason. If anyone would be able to help me it would be much appreciated.
-
[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 the other part of my wall of text from before comes in where when you toggle the turret on or off you see the navball display as if you had stuck a probe body or capsule onto the top/back/side of it. You would then have the current missile guidance system to show you where to point the barrel using a marker of some kind on the navball but doesn't turn the barrel or fire it or guide it, so you can fire it off the wall if you want and completely miss or line up the shot carefully and obliterate what ever it was you were aiming for in order to keep as much fun factor as possible. As for the penetration I can see a problem there being that if it's impact tolerance is too high it will break the game/kerbin and awake the kraken if it hits nothing except the ground, but on the other side of the coin too low and you won't achieve the desired effect as it will disappear o contact. So I say take to where you do break the game and then work down from there.