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Everything posted by Thatdude253
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[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
Thatdude253 replied to FreddyPhantom's topic in KSP1 Mod Development
Huh, didn't know that. Good to hear, but for now I'm sticking with 32 bit. Maybe sometime in the future I'll upgrade -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
Thatdude253 replied to FreddyPhantom's topic in KSP1 Mod Development
The problem with 64 bit is that historically it's so unstable that it can be almost impossible to run. I know that when I first installed .9 fresh from the KSP website (as opposed to steam) I went with the 64 bit version, but couldn't get it to run more than five or ten minutes without a crash, so I uninstalled everything and re-downloaded the 32 bit version which works fine. -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
Thatdude253 replied to FreddyPhantom's topic in KSP1 Mod Development
I'm looking forward to any additional fighter style cockpits. The skies over kerbin are severely lacking in Mirages and soviet era fighters! Also, this part pack allowed me to create an epic AC-130 back in .90. Haven't gotten around to rebuilding it though -
Follow up to that previous post, kind of not really. Does anybody know what kind of development we can be expecting for any boat mods? The oto melara and bofors naval guns would be perfect, as would prometheus' RIM-174 and RGM-84 for that development, and I wait for the day where I can have combat on the high seas of kerbin.
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Or the Gepard or Shilka maybe? A shilka would be ....ing terrifying to fly against. A leopard chassis would not go amiss either! And since I'm on a roll at the moment, a pre-loaded SAM turret such as the Russian SA-8 or the Euro Roland. Well, that's my roll for the time being. i could go on, but I don't want to throw too much stuff at you guys.
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P.E.W (A BDArmory Addon)Reactivated Development
Thatdude253 replied to LORDPrometheus's topic in KSP1 Mod Development
I imagine once the code for the armor panels is there, and the models have been made, that it will be comparatively easy to re-color the parts. That being said, I would assume we should wait for Lord Prometheus to get into his summer break before expecting large amounts of updates. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Thatdude253 replied to BahamutoD's topic in KSP1 Mod Development
General question regarding KSP physics. Is it possible to make un-powered guided bombs a-la the JDAM series, or various LGBs? I know if you make a player controlled bomb, or with an guidance module on it, its do-able, but it kind of constrains what you can do, as we only have a .625m warhead at the moment, and the parts aren't always conducive to making accurate replications of real world weapons. If it is, this could open up glide bombs such as the JSOW or the Small Diameter Bomb. -
P.E.W (A BDArmory Addon)Reactivated Development
Thatdude253 replied to LORDPrometheus's topic in KSP1 Mod Development
The AIM-26 seems to detonate on launch for me, maybe I'm just running into it, or maybe there's a bug. Will do further testing EDIT: I'm an idiot and was running into it before it could get anywhere. Question though, does it have a conventional explosion or a nuclear sized one that I simply wasn't getting? -
P.E.W (A BDArmory Addon)Reactivated Development
Thatdude253 replied to LORDPrometheus's topic in KSP1 Mod Development
I've asked BAHA about radar vs IR tracking, and he basically said "maybe sometime in the future, depends." For now it could just have AGM guidance, then give it anti-radiation guidance later on -
P.E.W (A BDArmory Addon)Reactivated Development
Thatdude253 replied to LORDPrometheus's topic in KSP1 Mod Development
I'm going to make an official request for an AGM-88 HARM, ALARM, or other anti-radiation missiles. If you chopped the booster off the RIM-174, you'd pretty much have the AGM-78, so anyhow, Wild Weasels away! -
P.E.W (A BDArmory Addon)Reactivated Development
Thatdude253 replied to LORDPrometheus's topic in KSP1 Mod Development
Hey question. Could you model a jamming pod like the AN/ALQ-131 or 99 but give it the same code as the flare dispenser? It'd be cool to have something else besides little pods to drop flares out of -
P.E.W (A BDArmory Addon)Reactivated Development
Thatdude253 replied to LORDPrometheus's topic in KSP1 Mod Development
Should be fun when it's done though! -
P.E.W (A BDArmory Addon)Reactivated Development
Thatdude253 replied to LORDPrometheus's topic in KSP1 Mod Development
Nice! And hey, when it comes to detailing, extraneous ........ lines of unreadable text always look good. And ground based countermeasures would be awesome. I recently asked Baha about some kind of constant passive jammer, but we'll see. -
P.E.W (A BDArmory Addon)Reactivated Development
Thatdude253 replied to LORDPrometheus's topic in KSP1 Mod Development
Yeah, I've noticed the textures seem a little plain. Not a complaint really, I don't notice the textures too much when theres a missile charging up my tail pipe, but maybe up the textures once all the models are released and working?