Johnny005611
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[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
Johnny005611 replied to Johnny005611's topic in KSP1 Mod Releases
They are the Type 055 destroyer from China, still need to fix some little problems. You can expect to have them 24hrs later in MNWS version 1.7. -
[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
Johnny005611 replied to Johnny005611's topic in KSP1 Mod Releases
We're now having more ships and made more parts a bit more quality than before. Now, thanks to the Textures Unlimited Which you can find here: We made our weapon system to a new level. I gotta say it works perfectly with Scatterer and KS3P, and made MNWS much much more beautiful! And here's some examples: Hope you enjoy your game! -
[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
Johnny005611 replied to Johnny005611's topic in KSP1 Mod Releases
Thanks, and I think I may miss some describetions about the missiles. The reason why I set the x51a missile around 1500m/s is because in the game the atmosphere is different from the real world. I think after your experiment you'll find the same thing about it, Cuz in the real world X51 flies much more higher than that and can control itself in the sub-space, but in the KSP the normal missiles have no control if they go above 20000m. And noticed that the SM_ missiles are the prototypes missiles, I give the SM_ missiles a limit to test your systems reliability. -
What do you mean by independent turrets? Cuz no matter how much turrets I have they are only used by one weapon manager and lock only one target at a time
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Will it be possible to add more firing channels for the guard mode? Only one doesnt seem enough
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I did what you've said by giving them all a yawtransform & pitchtransform, and set to 0 degree so them wont move at all. But on my computer all VLS from series of mods wont work properly. I'm using steam version 1.4.3 with 20180518 BDAc.
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Can you give me some specific details how to get it set? I only want the VLS to be used properly with guard mode. Not the rotate missile turret, just the VLS. The legacy targeting will have the missiles fired with guard mode, but with no target lock on. And also I think we should add a firing channels for guard mode, as how many targets we can hit at the same time. This could be really useful to simulate a combat without manually click the knots on the radar to lock on.
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Thanks, Ive checked the collider of the tube. The tube is all right and there's no problem shooting missiles manually with clearance on. My thoughts is that if I only have anti-air missiles in my ships VLS system, how can I have them launched properly in the guard mode? Cuz they can can only be launched manually and the debug line is always display 'selected weapon: xxxx(the missile I have)' but not launch them. I even build a rotate launcher use the exact the same tube and it works perfectl fine. I assume it is because the VLS's launching FOV is too small, is that right and how can we solve that? Thanks again
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I have some issues with SAM missiles with VLS when guard mode is on. I set the missile radar guided with maxOffBoresight = 360 & lockedSensorFOV = 360 and make the missile active radar > maxlaunchdistance and the missile is set only to engage missile and fighter. And the VLS is always open. Once I turn on the guard mode, it seems that only the ship - ship missile can be launched. And ship - air missile wont launch properly. I can see the guard mode successfully lock on the incoming missile, and switch to the anti - air missile, but the missile will never be launched. The guard mode is setting like this: firing interval = 1 Burst lenth = 0 field of view = 360 visual range = 10000 guns range = 2500 missile/tgt = 2 And the radar is able to decetive 1000km with 0m*2 RCS(experimental) So, is that something with BDAc or with my settings? And how can I get it work properly? Thanks a lot !
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Should I put it with cfg I write for the missile? like: KSP_MODEL_SHADER { name = TEST2 model = Johnny/Part/AGM258/AGM258 TEXTURE { shader = SSTU/PBR/Metallic texture = _MainTex, Johnny/Part/AGM258/AGM258_DefaultMaterial_AlbedoTransparency texture = _BumpMap, Johnny/Part/AGM258/AGM258_DefaultMaterial_Normal_NRM texture = _MetallicGlossMap, Johnny/Part/AGM258/DefaultMaterial_MetallicSmoothness texture = _AOMap, Johnny/Part/AGM2588/AGM258_DefaultMaterial_AO REFLECTION_CONFIG { name = TEST2 enabled = true } } } And another thing is that I find a Reflectionsteup.cfg in your file, should I changed the reflection_config enable = true? Thanks a lot
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I got some problems with this mod. I use it the way that you told. But it just looks like this: I think it should at least be some where near whats its like in the Unity.Like this: And I almost check everything including the cfg part. Is there anyway to fix that? Or what should I do to cerrect it? Thanks man, really looking forward to use your mod. I'm the author of MNWS modern Navy Weapon System. I'm using gl mode in a version of 1.4.3.
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[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
Johnny005611 replied to Johnny005611's topic in KSP1 Mod Releases
Thanks! And there's more coming right away. -
[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
Johnny005611 replied to Johnny005611's topic in KSP1 Mod Releases
I got it, thank you guys very much! -
[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
Johnny005611 replied to Johnny005611's topic in KSP1 Mod Releases
BTW, I always wonder if there is any way or setup that PRE wont make the scene flash, I always wanted to make a nice movie about it. -
[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
Johnny005611 replied to Johnny005611's topic in KSP1 Mod Releases
There I see, my problem is with my SSN002, I'll work on that and Thanks to you AGAIN ! And I'll remember what you said and use my mod more efficient. I've been working on this for almost a year, and the understand and the concept of making a mod is being different . Lots of problems I dont meet with my PC, so it'll take time. But thanks and I'll take your suggestion -
[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
Johnny005611 replied to Johnny005611's topic in KSP1 Mod Releases
Well the .dll file is because I simply want to give MNWS a unique cetagory but I failed. And for the poly problem I will double check that. Thanks for your advise really. As you can see I'm still a beginner, so yeah maybe sth isn't what I thought about, but I will try to fix them ASAP. -
[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
Johnny005611 replied to Johnny005611's topic in KSP1 Mod Releases
I had reported the PRE issues last year, It seems that some times could cause shader problems and self-explosions. And there will be no such problems if I set only 10km in the PRE. There's no coding for my mods, its just simple mods and cfgs. Every single part in my mod is less than 8k poly. And last no affence with you guys, I think you made the greatest mods in KSP. If I'm wrong about it I would like to make an apologize and correct it -
[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
Johnny005611 replied to Johnny005611's topic in KSP1 Mod Releases
The problems not with either the size of this mod or the code. It is that the PRE within the BDAc wont surpport large single part very well. And if your laptop stock on the scene loading CVN003 or CVN004 , it is because it use 4k texture and will be improved in the next update. The solution is to wait a few minutes or using as I said DataSwitcher. If you want to use single part plane properly use Single-Part-Aviation as I recommended on the top. The plane has no IVA for now, but it did require one man crew to control. For the SSN002, I will test it and give you latest update. Thanks -
[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
Johnny005611 replied to Johnny005611's topic in KSP1 Mod Releases
That is because this is a huuuuge mod pack, so I strongly recommended the DataSwitcher which made by Icecovery. Still I recommend that when you using MNWS, be aware that the consume of computing is large, so maybe put less mods which you wont need when you launch KSP with MNWS. -
[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
Johnny005611 replied to Johnny005611's topic in KSP1 Mod Releases
That will be coming soon Using the right version of BDAc and you'll find them for in the catergory of Pods and Coupling. We can only wait for KJR 1.4.x to solve these problem. And for now carriers still have to stach a pod on it, in the next version all ships will build combine pods. -
Thanks a lot, It seems that the problem is that I turn on the "simulate world space", and turn it off all problems solved. Thanks again.
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I think the problem is with this cfg part: hasRCS = true rcsThrust = 20 Once I delete them it seems the missile can be launched but without RCS control
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YES I am looking at the newest version of HE-KV1 cfg. And I'm using it for my missile that only changed the name. But it doesnt work so I wonder how can I do to make it work. This is mt cfg part: name = MissileLauncher shortName = SM_KV11 thrust = 60 cruiseThrust = 0 dropTime = 0.5 boostTime = 800 cruiseTime = 0 maxTurnRateDPS = 25 //degrees per second decoupleSpeed = 20 decoupleForward = true hasRCS = true rcsThrust = 20 audioClipPath = BDArmory/Sounds/jet guidanceActive = true //missile has guidanceActive homingType = RCS targetingType = radar missileType = missile DetonationDistance = 0 activeRadarRange = 100000 maxOffBoresight = 360 lockedSensorFOV = 360 radarLOAL = true vacuumSteerable = true activeRadarLockTrackCurve { key = 1000 0 } minStaticLaunchRange = 0 maxStaticLaunchRange = 1000000