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XOC2008
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Everything posted by XOC2008
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@SpannerMonkey(smce) To be fair, the M60-2000 is not the one in that picture, and wiki reference says it does use an Abrams turret and gun. But this can be done easily with the BDA turret or the SMA M1 turret. I echo (and had prior requested) the M60 hull, and knowing you, you will have greebles and armor pieces to make it 'modernized' so I'm not worried.
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No one is insulting you or your mod. But why should Spanner and other mod makers have to edit hundreds of cfgs to "opt out" when you could more easily add in that MM patch that @monstah posted, and adjust it for other mods that rely on buoyancy that has been carefully and painstakingly adjusted to give the best results?
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I think what you need to do is work backwards here. Create the mod, but by default it is disabled for everything except stock, and allow other mod makers the decision to add it in as they see fit rather than it encompassing everything and making it so they have to disable it by doing more work. Even provide the MM patches, but leave them in a disabled state.
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Do you have a weapon manager on your craft? Did you install it correctly? It sounds like you have installed a second BDArmory and they are competing for resources and therefore have broken everything.
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I'm not sure what's "locked" it to 50, but 30000 Seawater isn't nearly enough to sink a massive carrier I'm sure.
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I agree with this. Or at the very least, ask him to have a look. I would love some specific Hercules gear. (And if it gets working you can use that example and make 14 wheeled Galaxy gear. )
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I can say that "stuff is in the works" for some of what you mentioned, though I cannot say how, where, or when it will be released. As for the datalink, there's a lot of new coding that will have to happen. Right now sonar only shares the radar window, but it is a totally separate entity. And the radar datalink is coded to use radar data, so the sonar data can only be used right now by whatever vessel it's on. (I checked this early on with a dipping sonar helo, and then an accompanying torpedo armed helo, and there was no shared uplink available.)
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When it's green hit the brakes.
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It's actually stated on the first page and has been mentioned with every update since PRE was made a dependency.
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[1.4.X] SM Marine, Version 0.9.9.3 KSP xx PSA important
XOC2008 replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
The type 45 hull. -
I'm guessing with a "fuel switch" module you could have different ammo types in the sph, but you likely couldn't switch on the fly in the main scene.
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Not presently. I have a custom engine on some of them so I'd have to change it out before I could upload them.
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It'l be nice for some ICBMs that are yet to be available, to break that 75km barrier!
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I don't care which.. but now I have to build a MiG-31 for that R-37. Need much Russian ordnance. Soviet/Russian bombs too? https://en.wikipedia.org/wiki/Category:Aerial_bombs_of_Russia
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Yep, plus a pair of razorback MiG 21 cockpits.
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Soviet/Russian missiles(Because we need them!): https://en.wikipedia.org/wiki/R-23_(missile) https://en.wikipedia.org/wiki/R-33_(missile) https://en.wikipedia.org/wiki/R-37_(missile) https://en.wikipedia.org/wiki/R-40_(missile) https://en.wikipedia.org/wiki/R-60_(missile)
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I could swear I got the door to open when I made that modular cruise missile, but I can't for the life of me remember how I did it.
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Well you should try that, and also make sure you have physics range extender installed as BDA needs it to work properly.
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I'll be honest, I haven't seen any of this behavior. And I can't see why that craft would behave this way unless it's just choosing what to fire based on it predicting which had a better chance to hit. Have you tried deleting bdarmory and reinstalling it?
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Not if you have no patience. People don't just sit here waiting for questions to answer. Hell man, you only just asked this question and it hasn't even been an hour.