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Everything posted by Combatsmithen
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What kind of ammo does the AK230 take? I cant get it to work with 30mm
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Introducing the P-3 Biplane! A very very basic biplane. Sadly it cant compete because it was built without FAR installed and needs the Aerosport at 100% so it can actually fly and not stall Height: 4 meters Width: 15.2 meters Length:8.9 meters Weight: 4 Tons Part Count: 65 parts Fuel capacity: 36 units Max speed: 57.3 M/s Armament: 1x M2 Browning pod from aviator arsenal Engine: Aerosport A7 at 100% thrust Takeoff speed: 30 M/s It has a well armored open cockpit that can withstand a crash and have the kerbal live. I pretty much just threw it up here to show you guys lol. EDIT: Might switch out the M2 browning for 2 7.7mm machine guns because the slow firerate and only having 1 of them makes it hard for them to hit each other and even when they do it isnt enough hits to cause damage - - - Updated - - - no no no no no! The 50mm was used only on a few Me262's that were used to snipe B-17's from long ranges. Normally the 262 had 20mm and/or 30mm cannons! READ IT https://en.wikipedia.org/wiki/Messerschmitt_Me_262#Variants
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YES! for the longest time i was using Hyperedit and guessing coordinates. And it will help with tweakscaled maritime parts for ships! because moving a ship with hyper edit would tweak the size of a hull section back to its original size and therefor ruining the ship. We need an option to freeze vessels in the air and have them start engines and stuff when im within 10km or so. That way i can easily set up dog fights without having to fly the enemy planes into the air then switch back to my plane on the ground and take off. So then i could do dogfights easier.
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P.E.W (A BDArmory Addon)Reactivated Development
Combatsmithen replied to LORDPrometheus's topic in KSP1 Mod Development
Yes the AIM-7! I was just about to suggest that lol! -
Performance.
Combatsmithen replied to Combatsmithen's topic in KSP1 Gameplay Questions and Tutorials
Thanks guys -
I have noticed with crafts larger than 150 parts i start to get a rather large performance dip to around 20-25 FPS which is not normal. Granted I am running a lot of mods but it shouldn't really be an issue. I have had to turn down some of my settings because of it. I have a good PC that can run Arma 3 king of the hill on standard settings at 30 FPS with 30 players and that is a VERY intensive gamemode. I have been playing this game for 1 1/2 years on this PC and longer on my old one but haven't really had any performance issues until 1.0.4 came about. The big mods I am running are: BD Armory, B9, KAS, the Maritime boat parts pack, Kerbinside, KAX, and various BD armory addons. EDIT: PC specs can be found at this link: https://www.google.com/shopping/product/7990139190446126498/specs?q=Asus+M51BC&oq=Asus+M51BC&ie=UTF-8&aqs=chrome..69i57j0l5.2732j0j7&sourceid=chrome-instant&ion=1&espv=2&bav=on.2,or.r_cp.&bvm=bv.105841590,d.dmo&biw=1920&bih=940&dpr=1&tch=1&ech=1ψ=M5gqVoWHKIS1etLHmuAD.1445632048357.3&sa=X&ved=0CIcBELgvahUKEwiTxZuIt9nIAhUDJB4KHaWCB_s
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Can you make a video explaining the MGM tubes? Because if i put an MGM cap over the MGM tube the missile explodes when i fire it instead of breaking out like a real missile would
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Combatsmithen replied to BahamutoD's topic in KSP1 Mod Development
but then it holds too little fuel -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Combatsmithen replied to BahamutoD's topic in KSP1 Mod Development
It would be sleeker. Smaller, lighter, and cooler looking. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Combatsmithen replied to BahamutoD's topic in KSP1 Mod Development
I would also love to assign certain weapons to certain duties. I don't like it when i have a Oerlikon millenium and my goalkeepers engage the missiles automatically instead of that. maybe have it like you said. Set the engagement distance for each individual weapon, have the oerlikon open up at 3500 and then the goalkeepers open up alongside the oerlikon at like 2000 meters. It would be cool if they could use multiple weapons at once. For example i have a plane coming in, the plane launches missiles at my ship and there is an enemy surface contact, my ship would launch an AMMRAM to kill the plane and open up on the missiles with goalkeepers while simultaneously firing the mk45 5 inch at the enemy surface contact. -
Post screenshots of your naval vessels here and what they are armed with! For example here is the "Kerman Class Destroyer Mod. 2" "It is armed with 1 mk45 5 inch, 8 RGM-84 Harpoons, 4 vulcan turrets, 8 AMMRAM missiles, 8 ESSM missiles, 2 goalkeepers, and a light recon helicopter with 5 hydra rocket pods and a vulcan." The ship must contain at least 1 BD armory weapon, any other mods you want can be used.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Combatsmithen replied to BahamutoD's topic in KSP1 Mod Development
The Kerman Class Cruiser Mod. 2 is complete. Armed with 1 Mk45 5 inch, 4 vulcan turrets, 2 goalkeepers, 8 AMMRAMS, 8 RGM-84 Harpoons, 8 RIM-162-ESSM Missiles mounted in a rotatable SAM launcher and 1 light recon helicopter for marking GPS coordinates and light ground attack with a 20mm vulcan and 5 Hydra missile pods. This ship can tackle any foe. It will be featured in Kerbal War Program Season 2! -
Can you make the rate of fire more like this? EDIT: i just went into the settings and made the rate of fire 20 RPM and yaw traverse to 30 DPS. It matches the real gun that way . EDIT 2: Actually, changing the config didnt seem to make a difference in traverse speed or fire rate.
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[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
Combatsmithen replied to Diazo's topic in KSP1 Mod Releases
I installed the mod. I took the Diazo folder and dropped it into my gamedata folder, and unbound Z from set throttle to max and when i press Z in game it does NOTHING, its not even on the stock toolbar or blizzy's toolbar. EDIT: i think i got it to work -
The triple bazooka wouldnt be hard. Re-texture the hydra. And make rocket count max of 3, and adjust the damage and blast radius higher. 1 problem with the s-5 is the lack of aiming reticle.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Combatsmithen replied to BahamutoD's topic in KSP1 Mod Development
Im pretty sure within a month -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Combatsmithen replied to BahamutoD's topic in KSP1 Mod Development
He is gona wait until after 1.1 unity changes -
Any chance you will make the 5 inch HVAR rockets and the M10 triple bazooka underwing rocket launchers?
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Combatsmithen replied to BahamutoD's topic in KSP1 Mod Development
Ok so i had a change of plans. im not making the N-37 im making the 75mm gunpod that is on the HS129