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KSP2 Release Notes
Everything posted by jrodriguez
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Hi all, I have release a new version of Destruction Effects. Changelog v1.6 Fixes Autostrut issue. Issue #12 and #16 You can download it here https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.6.0
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[KSP 1.10.1] Destruction Effects v1.12.0 (09/23/20)
jrodriguez replied to jrodriguez's topic in KSP1 Mod Development
Hi all, I have released a new version of Destruction Effects. Changelog v1.6 Fixes Autostrut issue. Issue #12 and #16 You can download it here https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.6.0 -
[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
jrodriguez replied to jrodriguez's topic in KSP1 Mod Releases
Hi all, I'm glad to announce that I have released a new version of PRE fixing a critical issue, besides several improvements have been implement in order to prevent possible issues when the range is extended. Changelog: Fixes de-orbit vessels when entering Global Range distance. Unload landed or splashed vessels to prevent its destruction when the active vessel is about to change its reference frame (from rotation to inertial). If the user decide to increase the range while there are orbiting vessels unloaded. The new range will not be applied to these vessels to prevent de-orbiting. The game should be saved and loaded again for safety. A new toggle button has been added to the UI allowing to "Force" the ranges, overriding all the safety checks. (This may cause undesired effects like orbiting vessels de-orbit or landed vessels destruction) New screen messages have been added to inform the user about events. PRE icon visible in all scenes Download: https://github.com/jrodrigv/PhysicsRangeExtender/releases/tag/1.5.0 -
[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
jrodriguez replied to jrodriguez's topic in KSP1 Mod Releases
Thanks for the feedback. This issue has been already reported and I'm working at the moment on a fix for it. I will send a testing version as soon as I have something working. -
Hi all, I just published a new release of the Modular Missile Parts for BDArmory: https://github.com/jrodrigv/BDModularMissileParts/releases/tag/v1.1 v1.1 Adding the Mk1 Launch tube for Modular missiles (Thanks SpannerMonkey!) If you want to know how the tube looks like, you can watch this video I recorded some weeks ago.
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Missiles become more maneuverable with time, in order to simulate fuel burning. On the other hand modular Missiles don't need to simulate this. I suggest to add this enhancement proposal to GitHub
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---EDIT--- I just noticed that we already opened one! https://github.com/PapaJoesSoup/BDArmory/issues/256
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You are talking about Modular Missiles right? Engagement Options are disabled by default for MM. The reason is because you don't really need it, it is enough with the Static Launch ranges and max radar ranges. But as I said before, if you want to report an issue or you have a proposal. The best place to report it is on the Github Issues section, it is very easy to forgot about threads comments. I will check this
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Missiles Radar targeting have a maximum 'resolution' so yes, there is a limit. I think We need to rethink that because It makes no sense to define a range and then be limited by the radar resolution property. As work around you can try RBDA I increased this radar range there.
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That is very strange...only those parts child of the modular missile core and between a decoupler should get the resources locked.
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Hi! This was done on purpose Some jet engines can drain your liquid fuel for all your tanks at the same time even when using decouplers. The best way to keep the missile isolated is locking every single resource it has until you fire it. And that is the way I have implemented it. But If you have found an issue or you have an enhancement proposal you can add an entry on github explaining it
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I don't see any picture on that link. But regarding explosives or bombs, you don't really need to arm them. Missiles once they have fired they will explode on collision And the same for bombs (Bombs are also considered a type of missile in BDA). For modular missiles, if the missile has a explosive part(procedural or warhead) these explosive parts will be Armed once the missile is fired.
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Hi BDArmory fans, this is just a dev video I have recorded today testing a new ballistic guidance for ICBM missile types. On this video I'm using KSP 1.3: RSS, RSSVE, FAR, SM Marine, dev version of BDArmory from my RBDA branch and a custom modular missile with two stages : 1st stage: 4 x Procedural SRBs, 2nd stage: liquid engine. The circular ballistic guidance try to follow a circle until apoapsis. Then it uses SAS Prograde and it will calculate and compensate the horizontal speed needed to reach the target. Finally it will change to a AGM terminal guidance when the atmosphere is dense enough to use the missile ailerons for final corrections. This is a work in progress, currently it only work with modular missiles but I will try to port the code to make it compatible with standard missiles (SCUD,etc)
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You should see a button on the typical tool bar on the Right.You should have at least the BDArmory one and PRE one
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I got it to show up in weapon manager and put decouplers, but when I click on "unnamed', no VLS door opens, thus making it so I cannot launch the missile. Am I doing something wrong or has this feature not been implemented? (Custom missile) I don't think the door will open with Modular Missiles. As far as I know only Cargo Bays will be opened if you click the option 'In Cargo Bay' for the missile. To fire the missiles I always use Guard Mode but I'd expect that you can use the same process used for standard missiles to fire it.
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The tube is not mine lol. There is a mod called SM Marine with some interesting parts for boats
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You don't need the tube launcher to launch a Modular Missile. You need to read this. https://github.com/jrodrigv/BDModularMissileParts And this tutorial https://github.com/jrodrigv/BDModularMissileParts/wiki/1.-Building-your-first-Modular-Missile
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Well, if you want a fix for it the best you can do is to clone the repo and get your hands dirty playing with the emitters. Otherwise, You will need to wait for some of us to get bored enough from our adventures to start working on a fix for it. Of course if you are willing to pay for it I might reconsider my priorities