

XOC2008
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Everything posted by XOC2008
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From what I understand, the code chooses weapons based on what it thinks has the best chance to hit at that time. I assume this goes for what position the missile is in when it fires. Though personally what I've noticed is that BDA will choose missiles based on the order in which they were put on the craft. If you made it following the instructions, you need a decoupler in the bottom of the VLS tube to attach the missile to. But the missile should, yes, show up in the WM list.
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I'm going to say that from that explanation alone, you have installed something incorrectly. If you've got the Weapon Manager and it isn't working, that would be my first guess. What version of KSP and what version of BDArmory do you have?
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Excellent. Thank you. (By the way, the CLLS system is great on ski-jump carriers!)
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And the updated Spacedock version has the tiedown fix also?
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Well frankly you're in the wrong thread to ask for BDArmory assistance. You need to go here: Then you need to provide more information than "I installed it and it didn't work" to get pointed in the right direction.
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I am using whatever you linked to for @gomker to test with the tiedowns.
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I thought I read that this was working with KF-ALG, but the catapult just ignores the ALG wheels completely. Or did the update to KSPWheel make it not work now?
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@blackheart612 On the mk2 half parts, any chance of getting the mk1 to mk2 half piece that would be maybe double the length? It would give a smoother transition between the two.
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What he's telling you is not everything is updated yet. Also, CAL no longer works correctly with BDAc because BDAc has new bullet definitions to work within penetration and heat parameters.
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The real question is will the add-ons work with BDArmory, since it's the core mod, otherwise those wouldn't work at all. The basic answer is yes, though you may experience some things not working properly as all bugs are being worked out of respective mods.
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[1.2.2] Kerbal Aircraft Expansion (KAX) v2.6.4
XOC2008 replied to keptin's topic in KSP1 Mod Releases
Dude as long as the dependencies are up to date the parts should work fine. -
[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 modular nature of the parts for the ship gives a lot of leeway to make multiple vessels. I've made a Udaloy-esque ship out of it so just because all the parts are there for a Type 45 doesn't mean you can't make something else with the extras. -
Of course now it simply won't be repeated and everything is working fine. Such as it is with KSP.
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Let me check and see if I can recreate it easily. I think for the plane I'm using you'll need IR and the model rework and Fantomworks. (And BDA.) And maybe SM Marine.
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It might be the weight. I build real scale sized planes so it's possible they are just too heavy for the tiedowns.
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Well since I build large ships I won't be removing KJR. All I can say is that when I switch between nearby vessels and return to a tied down plane, it has severe compression and wheel stress. (And I note this is not happening when I tiedown tanks and smaller land vehicles in my LCAC) I give the tie downs plenty of slack, and preload is always zero. If I get around to it I'll post a video of it happening.
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This has happened to me a couple times. I use KJR too but I'm not sure it's affected by anything. I'll launch a plane and come back to the carrier, and some of the planes will jump as they load back in, specifically if I've traveled out of loading distance and then back in. They break their 'chains' and this has explosive consequences. I don't think anything can be done about it.. it seems to depend on when everything loads into the scene unfortunately. Certainly I don't think it's anything that @flywlyx can do since it is more related to the loading of vessels rather than the tiedowns themselves.
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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
To add to that, the LA Class (Dallesque) and Ohio Class (Omahesque) are both available at the KerbalX links above your post, they just need to be tweaked to your liking. -
[1.2.2] Kerbal Aircraft Expansion (KAX) v2.6.4
XOC2008 replied to keptin's topic in KSP1 Mod Releases
Just make sure you are using the correct IR and KJR if you have them both, and make sure you don't autostrut the rotatrons or the engines or nothing will move. -
[1.2.2] Kerbal Aircraft Expansion (KAX) v2.6.4
XOC2008 replied to keptin's topic in KSP1 Mod Releases
You just need to attach them to a rotatron. They don't rotate on their own. I assume adding that function would require a total rework of the model. -
https://spacedock.info/mod/406/NeverEnuffDakkaRedux It should work in 1.3 just fine, though @SpannerMonkey(smce) hasn't made any fixes for the new BDAc bullet defs yet. If I recall correctly he even made some improvements to a couple turrets.
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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
Posted by request of @SpannerMonkey(smce)