MatsSanders
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P.E.W (A BDArmory Addon)Reactivated Development
MatsSanders replied to LORDPrometheus's topic in KSP1 Mod Development
Quick Question: Did you find a fix for the FIM-92's aero yet? Or did I miss something? -
P.E.W (A BDArmory Addon)Reactivated Development
MatsSanders replied to LORDPrometheus's topic in KSP1 Mod Development
Honestly dude, your real life always comes before what you do here. It's completely up to you what you want to spend your free time on. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MatsSanders replied to BahamutoD's topic in KSP1 Mod Development
I tried it, and it seems that the problem lies with the Guard simply de-selecting the target on the radar. I turned guard mode off and it locks perfectly. The guard mode just almost seems to be stuck in Peace Mode. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MatsSanders replied to BahamutoD's topic in KSP1 Mod Development
Thanks. But it didn't fix it for me. The problem seems to be the radar not being able to lock on. It simply refuses to keep a lock after I select something. (Yes, i'm using the TWS) -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MatsSanders replied to BahamutoD's topic in KSP1 Mod Development
https://www.dropbox.com/s/732xck5ocio760s/output_log.txt?dl=0 Here's the output_log Here's a screenshot of the debug labels: https://www.dropbox.com/s/6379epqmophn1w4/screenshot213.png?dl=0 -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MatsSanders replied to BahamutoD's topic in KSP1 Mod Development
Even after deleting KerbinSide, putting on missiles, doublechecking Guard mode, and adding a Kerbal instead of a probe it still does not want to fire. Also, the guard mode DOES work on planes with heat seekers. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MatsSanders replied to BahamutoD's topic in KSP1 Mod Development
Well it seems I have a different problem, since I deleted KerbinSide and I still have the same problem. Thanks for trying to help though. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MatsSanders replied to BahamutoD's topic in KSP1 Mod Development
I've tried gun turrets and I've missiles. Even the Radar Warning System says it is locked on (This is after I've locked on manually) and it refuses to shoot. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MatsSanders replied to BahamutoD's topic in KSP1 Mod Development
My guards are simply refusing to fire at anything, even though I have a locking Radar, Weapon Manager, and guard menu on. Anyone else having this problem. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MatsSanders replied to BahamutoD's topic in KSP1 Mod Development
My apologies if this has been asked before, but my guns keep going inactive after I hit something once. Is there a known solution for this? The guns are the Vulcan Turret, M102 Radial Howitzer and the M203 Chaingun -
Per request of someone in a YouTube comments section, I'm requesting the AGM-86 ALCM Air-Launched Cruise Missile. Specifications are here: https://en.wikipedia.org/wiki/AGM-86_ALCM
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P.E.W (A BDArmory Addon)Reactivated Development
MatsSanders replied to LORDPrometheus's topic in KSP1 Mod Development
I think I just hit a weird angle, but repeating it is probably impossible since the missile takes a different angle of approach every time. -
P.E.W (A BDArmory Addon)Reactivated Development
MatsSanders replied to LORDPrometheus's topic in KSP1 Mod Development
Yup, the M31 bounced off of a tank. I shot it at the tank, expecting an explosion but it somehow bounced off and flew into the sky. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MatsSanders replied to BahamutoD's topic in KSP1 Mod Development
1. Yes it does 2. It does use it, but you have to set it up yourself first. The other questions I don't know the answer to -
P.E.W (A BDArmory Addon)Reactivated Development
MatsSanders replied to LORDPrometheus's topic in KSP1 Mod Development
Explosive power against vehicles is more than adequate, does great against my over-armored (so useless) tank QUICK EDIT: For some reason the M31 bounced off of the armor plating???? -
Here with a request for the Tomahawk missile, maybe with 2/3 versions of it's warhead? Namely the retired W80 Nuclear Warhead, and the conventional 1000 pounds warhead? (Possibly the BLU-97/B Combined Effects warhead, which is the cluster bomb)
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Managed to turn 60 Frames Per Seconds into 30 Seconds Per Frame. 9.4/10 Do recommend
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MatsSanders replied to BahamutoD's topic in KSP1 Mod Development
Is this for 1.0.2? Because if it is I'm downloading the f*** out of this -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MatsSanders replied to BahamutoD's topic in KSP1 Mod Development
I'm not sure, but you could try looking in the .cfg file of that weapon, and look for how much heat it adds (heat adding is how it does damage) -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MatsSanders replied to BahamutoD's topic in KSP1 Mod Development
Yup, you can have dogfights. You'll need the AI module AND the Weapon Manager, otherwise you can't set opposing teams. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MatsSanders replied to BahamutoD's topic in KSP1 Mod Development
I think you need to use action groups (1-9), at least that's how it works for me. -
When I try to launch any craft, it sinks into the ground for a split second and then i get a black screen. If I then proceed to open the orbit map, Kerbin has disappeared ( I can look around 360 degrees and it isn't there) Picture of my space center when I access it Can anyone help? It happens everytime I open it, and every save I create