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Everything posted by jrodriguez
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Thanks. Haha I don't mind to do more videos. About the music I'm using Spotify. The artist is "Audiomachine"!
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Next match! g00bd0g the unbeaten, father of VulcaRaptors and lord of the hill! with 5 wins by KO! against Draconiator! KSP: ASC II KOTH Draconiator vs g00bd0g (Full Match) BDArmory AI Dogfight Battle
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Sorry, KAX is not needed. Only Firespitter is. KAX has not been updated yet (but it seems to work just dropping the KAX 1.0.5 folder with the latest version of firespitter)
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And here is my squad! Carpocalipsis-FX-M4 (manned) 2 x Carpocalipsis-FX-D4 (unmanned) (My squad has been tested in combat several times against 3 x VulcaRaptors) Note: Firespitter required for tail wing.
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KSP: ASC II KOTH gag09 vs g00bd0g (Full Match) BDArmory AI Dogfight Battle Check it out! @gag09 Swift III shows their teeth on the 2nd assault.
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Well, Maybe I'm wrong. I'm going to test it again. Sorry, you are right...I did not see the Swift III firing just because a constant flow of Aim-120s is keeping the Swift to focus on dodging instead of locking targets.
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@gag09 Is your Swift-III ready? You are fighiting today and I just did a quick test and Swift III is not firing missiles because you missed the radar! If you don't fire missiles your chances are close to 0%
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[1.0.x]Destruction Effects (flames and smoke on joint breaks)
jrodriguez replied to BahamutoD's topic in KSP1 Mod Development
Yes -
[1.0.x]Destruction Effects (flames and smoke on joint breaks)
jrodriguez replied to BahamutoD's topic in KSP1 Mod Development
Your welcome Let me know if you find bugs or any ideas to improve it -
Hi guys, I just released a new version of Destruction Effects mod fixing the issue when the effects are triggered when a missile is fired. https://github.com/jrodrigv/DestructionEffects/releases
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[1.0.x]Destruction Effects (flames and smoke on joint breaks)
jrodriguez replied to BahamutoD's topic in KSP1 Mod Development
Hi all, I just released a new version fixing this issue: https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.0-beta -
Hi all, I have a question regarding some strange behaviour with onPartJointBreak events. If a part is decoupled from a Vessel and that Vessel has 1 or more landing gears (tested with SmallGearBay) then the event OnPartJointBreak is thrown for every landing gear joint. Even if landing gear parts are not linked with the parts decoupled. I'm thinking that this can be an issue.
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[1.0.x]Destruction Effects (flames and smoke on joint breaks)
jrodriguez replied to BahamutoD's topic in KSP1 Mod Development
Official released here http://spacedock.info/mod/213/BDynamics%20Mk22%20Cockpits?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E -
[1.0.x]Destruction Effects (flames and smoke on joint breaks)
jrodriguez replied to BahamutoD's topic in KSP1 Mod Development
Thanks. I need to know which parts are triggering the destruction effects. I'm going to test the stability enhancers. -
[1.0.x]Destruction Effects (flames and smoke on joint breaks)
jrodriguez replied to BahamutoD's topic in KSP1 Mod Development
I will review this thanks. Regarding the smoke lag the most urgent is to fix the lag of the PAC-3 missile, I have noticed a extreme lag with that missile and I think it is due to the particles emission. Currently, I have found a bug (I think is a KSP 1.1 bug) where if you have a plane with landing gears and you try to decouple something from the plane (e.g fire a missile) you are seeing "destruction effects". This is because we are receiving events (wrong events) from the Landing Gear stating that their joints with other parts are broken..and this is not true! But If you remove the landing gears no effects are shown. -
[1.0.x]Destruction Effects (flames and smoke on joint breaks)
jrodriguez replied to BahamutoD's topic in KSP1 Mod Development
I'm just helping out, trying to fix some bugs that we are finding, etc. Currently, I'm looking for bugs for Camera Tools and possible improvements on the Competition Mode for BDArmory. -
KSP: ASC SERIES II. King of the Hill inigma VS g00bd0g (Round 3) Exciting round 3! Final Score 1-2! Long life to the new King of the Hill! @g00bd0g and the VulcaRaptor!
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KSP: ASC SERIES II. King of the Hill inigma VS g00bd0g (Round 1 and 2) Extreme combat of these two powerful planes! Note: I've found that scatterer is not working properly with Camera Tools in 1.1 (ocean layer..)
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Also one question for @inigma It is KAX allowed in this serie? Firespitter has been released for 1.1 and I have tested KAX with it and it suffers from the same problem with landing gears ( I didn't find any other issues yet). But, I like the KAX wings and I'd like to use them if it is possible
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FAR is ready for 1.1.2. I was wondering which ASC series will be for "Realistic" modern air combat! (Maybe RealFuels too!)
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hahaa. I like asiago cheese bagels. Regarding jammers, I think is better to use the SAS action, that way it will switch on when Competition Start button is pressed ( AI module activate). But I have concerns too regarding the effectiveness of ECM Jammers. I will like to see something like Battlefield jet fights you have to wait around 5 sec to lock someone with ECMs switch on. I'm thinking that maybe ECM are not meant to be always active?
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Stressing KSP 1.1 with a big fight of 18 planes! @Draconiator you are going to like this! BTW: KAX seems to work - at least the props.
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I like the Wildhorse! Can you send the craft file? I will record a video against my plane with the old fixed cal .50