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Kvantovy

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Everything posted by Kvantovy

  1. Any plans for making ground unit AI? It could e.g. patrol area around place where it was activated and then make circles around encountered foe (if has chosen to use tower-based weapon) or just turn in the direction of the foe (if has chosen a howitzer-like weapon).
  2. It doesn't slow down the sound effects though. It can be an issue in some projects.
  3. Don't know, but I can list possible couses: - both craft are in the same team. - guard mode is not activated - target is out of the guard range - scan interval is too long - you are not in the craft field of view - craft doesn't have appropriate ammunition - craft can't turn it's turret towards you/has fixed weapon mounted in such way that it can't get a lock. - FFARs can't be used by AI afaik
  4. Ships yes, but not Kerbals AFAIK. It's called burn together.
  5. I'd like to, but there are a lot of issues, e.g. I don't think it's possible to have multiple Kerbals running at the same time, or turning around like the stormtroopers. It's tempting though. "The stupidity is strong in my family..."
  6. Thanks guys. You may also be interested in that:
  7. I've made two copies of .50 cal and modified them a bit to make Imperial and Rebel Blasters. Adequate sound fx included ) Enjoy! https://www.sendspace.com/file/y9wqqp How it looks like:
  8. As for the recording software, I recommed OBS. It's free, easy to use and can be used for both streaming and/or saving video to a file. I use it in all my yt projects. BahamutoD CameraTools mod is great for making nice shots in KSP. In his other mod, BahamutoD Armory, you will find weapons and for making oldstyle war machines KEX/Firespitter combo can be of help. There is also one mod with additional tank turrets (e.g. Challenger), but sadly I don't remember the name.
  9. Is there a way to precisely set the Yaw Range to e.g. "8"? Using the mouse I can only set it to 19 or zero, nothing between those two values. http://i.imgur.com/c68VnFd.jpg Also, how to decrease weapon's damage?
  10. The AI isn't able to use rocket pods at the moment, is it?
  11. @ColKlonk Thanks! @SuperWeegee4000 Yeah, in fact my first Millenium Falcon had that angular scanner, but I had to make a new one, becouse the old one didn't want to fly. The new one was smaller, and the angular scanner was too big for it. (and btw it didn't want to fly either ;-/ it's flying on the antigravity drives from the Kerbal Foundries )
  12. It's not the Light or the Dark Side... No it's not! It's Retarded Side of the Force! Long time ago on a Kerbin far, far away... A Star Wars trailer parody was created... Enjoy!
  13. Can the presence of "Procedural Parts Mod" parts affect the AI pilot? I've made a fighter that has wings made of those parts and it is perfectly controllable and flyable by me, but when I put it under the AI control it ascends slowly, and then descends slowly and crashes.
  14. Hello! I just wanted to make a battle of several aircraft using the BahamutoD armory mod, but I ended creating cinematic introduction and plot behind the whole bloodshed. Or, maybe oilshed, becouse I turned some of the stock aircraft into drones remotely controlled by Kerbals (plot-wise). ;-)
  15. @pwnedbyscope Do they have appropriate ammo? Is the WaponsManager mounted on the aircraft? Are there more than one Vulcans and are they placed on the wings? I noticed that the AI have problems with using guns if there are more than one and they are not mounted on the axis of symmetry of the plane. When I was making this video: I armed each Ravenspear with hidden Vulcan on its axis of symmetry and the planes were using them after they run out of missiles. (albeit not often, but it's because of their targets maneuverability ;-) ) Btw: once in my tests, the AI pilot fired a missile from under his wing while moving the aircraft nose downwards. The missile colided with aircraft and blew it up. It needs to be fixed somehow. Maybe the missile should be able to go through the aircraft for a second after launch? Only for the AI maybe? Or maybe it could move faster for a moment?
  16. Try to increase the minimal and standard altitude and increase the AI's control factor.
  17. I see. Is there an option for what I thought it does? To tell a group of units: "fire at will boys" after setting up the battlefield? I want to make a battle of several units and it's kinda impractical to begin the fight by manually switching one unit at the time to engage others.
  18. Thanks for this great mod, BahamutoD. It's so cool that the AI is using guns in dogfight now. It seems to me, however, that the "Armed/disarmed" button is bugged. It's enough to change the allegiance of one of the NPCs to other team for all to start fighting, even if they are all set to "disarmed". I also think it would be helpful to have sth like global "Arm/disarm" button. We could then set the stage for the fight and give the order to start fighting to all crafts at once.
  19. Thanks man, Module Manager was the thing I needed, now it works like a dream! Also, thanks for the link to latest .dll, i'll check it and do some more tests later.
  20. You mean with this, right? https://github.com/Crzyrndm/B9-PWings-Fork/releases It's not working. In fact, in today's test I've got entire universe erased after some relauches of the test vehicle. o_O Here is the output_log and screenshots. Hope they will be of some help. https://www.sendspace.com/file/ndjthz
  21. I probably didn't express myself clearly: the Procedural Parts mod is what I want to have working. My question was if I need FAR or anything else to achieve that?
  22. Hmm... I don't have any FAR version installed, I thought it's obsolete now, when the 1.0+ is out. Is there a version compatible with 1.0.2 that should be installed along the Procedural Parts?
  23. https://www.sendspace.com/file/jvynmq output_log, as you requested Czyrndm.
  24. Hello, I installed this mod on a latest KSP (1.0.2) together with Crzyrndm patch, and some weird stuff is happening when I try to use it. I cannot modify the wing, J does nothing, I can only modify control surfaces. Furthermore, while in hangar it looks like this: http://i.imgur.com/wFmeVpY.jpg on runway it looks like this: http://i.imgur.com/agDCC65.jpg I pressed "S" to also show the levitating part. Hope it can be fixed, this mod really looks like something that should be in KSP by default.
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