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Everything posted by minepagan
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Also, I found a really cool-looking gun turret that I think would be neat to see. It is similar in use and purpose to the IJN 10cm High-Angle gun, although in a much smaller mount. Really good resource: http://3dhistory.de/wordpress/3d-models/dkm-bismarck/bismarck-high-res/4/
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P.E.W (A BDArmory Addon)Reactivated Development
minepagan replied to LORDPrometheus's topic in KSP1 Mod Development
They are in the BD category. -
All I can say is yes, the turrets are heavy. Like, I can't make an Atlanta class.... Although making a ship, that works, with these guns is not impossible....you just have to keep the CoM low by using weights and keeping heavy turrets at the bottom. - - - Updated - - - So....I can't tell if this guy likes landships or not.....
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[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
minepagan replied to tetryds's topic in KSP1 Mod Releases
Yeah...we need a small turret to put on dive bombers/heavy fighters. -
YES! Although, if you did, you would have to add the PROP-M rover. Because.
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- totm march 2020
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Yeah....I tried placing one (!) of the smallest turret I could find on a submarine......which had previously had difficulties submerging. It dropped like a constipated rock. Also, bug report: (I also posted in the vessel mover thread, no response yet) I made a ship, and moved it to the water with [vessel mover]....when I tell it to drop, the TWS radar falls off......and clips through the ship to.....[about 50m below where it was.] I can still use it, but...... (BTW, it is the TWS radar from NAS, the big dish on top of the bridge)
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[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
minepagan replied to BahamutoD's topic in KSP1 Mod Releases
No, but the parts work fine. Just a few attachment nodes are backwards. -
I was thinking along those lines, but for low speeds - an air duct. The Germans experimented with using them in WWII, but......too loud, and how do you get em' off the ground? But I was thinking they would be neat since they can operate in any atmosphere, and would provide thrust relative to the air pressure and speed.
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What makes it funny is they are all based off of actual ships or seriously considered concepts.
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- totm march 2020
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Any chance you could make 'retro' versions of the IVAs? Using old radial & tape dials? (Like Mercury, Apollo, ect.)
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
minepagan replied to BahamutoD's topic in KSP1 Mod Development
It is placed near the targeting pod. I think. - - - Updated - - - It is called the 'AN/ALQ-131 ECM Jammer' -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
minepagan replied to BahamutoD's topic in KSP1 Mod Development
The ECM pod. -
What's going to be in the bottom? I mean, between the capsule itself and the base/heatshield.
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- totm march 2020
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So....what are you planning on putting in the bottom of the lander?
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
minepagan replied to bac9's topic in KSP1 Mod Releases
What new memory leak?- 4,460 replies
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I vote for a UR-700 - - - Updated - - - If anyone wants more materials on the UR-700, PM me. No reason to clutter up Beale's thread (unless he makes one )
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
minepagan replied to BahamutoD's topic in KSP1 Mod Development
PEW has a few turrets you can use. There were a few more, but they have not yet been updated. -
http://forum.kerbalspaceprogram.com/threads/85209-1-0-4-BDArmory-v0-9-9-1-%28-AI-improvements-DLZ-2-new-parts%29-Dev-Thread-Aug-31/page590 Look on the bottom half of the page.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
minepagan replied to BahamutoD's topic in KSP1 Mod Development
Get a weapon manager, select a missile, arm the 'trigger', and use the button used to fire turrets/guns.