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TheKurgan

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Everything posted by TheKurgan

  1. I'll try at closer ranges. I am used to firing them at targets over 50km away like in the video I made earlier, it was 100km. and I just did a test from a plane at 12000m and took out a satellite orbiting at 100km weird... The bad thing is, if they are not performing well at low ranges, I can't fix it. also, it does make a difference if they are fired prograde or retrograde... if you are firing them retrograde at close range, they start off decelerating, and likely will not work well until it's speed is positive with reference to it's direction.
  2. Understood, maybe a note needs to be added to the HE-KV-1 letting people know it's a space only weapon, and does not function properly in the atmosphere. Well I went ahead and tested it in space anyway, it's in the spoiler below. Still works good! And here is an older one of the HE-KV-1 beating my Photon Torpedo into space... launched from the ground. Yes the textures are all messed up, this was before PRE got updated.
  3. @Alex33212 edited my post a little. watch the video... it's cool IMO you'll need a powerful radar to lock anything beyond 40km. There is a space radar in KTech, in my signature. I'll also test it tomorrow, just to make sure it's all good.
  4. I tuned it. Last time I tested it, it functioned PERFECTLY It's a space missile... doesn't work in the atmosphere Check video in spoiler.
  5. Everything seems to be working fine in 1.6.0... no complaints... lol then again not many use this I guess.
  6. It's for 1.6, we can't edit the opening page of the post until @Papa_Joe gets back
  7. @dundun92 Oh I also wanted to mention that instead of using rescaleFactor to resize the weapon, in the model node, you can do this, and it will not mess with the weight: MODEL { model = BDArmory/Parts/50CalTurret/model scale = 0.45, 0.45, 0.45 } rescaleFactor = 1 This is how I resized the 50cal turret with special ammo I just added to KTech. special .50 cal bullets I hope gets added to BDAc
  8. It's ok... no need to be sorry. It's technically not wrong, and it's perfectly legal... (as I found out) BUT, doing it by linking to the models and such instead of including a copy of them in your mod, will make your mod very small... and this is always good
  9. @dundun92 So I have been informed that it isn't a violation at all, so all is good. BUT Like I sad above, because BDAc is already installed for your stuff to work, using the example I provided: MODEL { model = BDArmory/Parts/mk82Bomb/model } Would make your mod MUCH MUCH smaller, and this is good And please edit your Author and Manufacturer. Cheers.
  10. @dundun92 You have copied several models and textures from BDAc to your mod!? I do not think it's proper to copy the actual models and textures... but I am unsure if it's a violation. I will ask about it. Why do it anyway? I use the BDAc models in my mod too, but I do not copy them into my mod... Do it like this, it will make your mod MUCH smaller... you have to have BDAc installed for your mod to work anyway. For example, in your "mk83Bomb" replace mesh = model.mu with: MODEL { model = BDArmory/Parts/mk82Bomb/model } If you do this for all the parts you have copied and modified, you can delete EVERYTHING except for the .cfg files.
  11. I am curious, why do you have this in your weapons? author = BahamutoD manufacturer = Bahamuto Dynamics Aren't you the author, and shouldn't the Manufacturer KWS?
  12. Awesome, thanks I am still new, so I had no idea. Cheers.
  13. Hello all, I'm fairly new at creating/modifying/maintaining plugins, but I have a self inflicted responsibility to maintain a couple of mods in the absence of their original authors. One of these mods I am trying to keep up to date is HullBreach. in the line below, part.RequestResource is obsolete, and I can't figure out what it should be. Any assistance would be GREATLY appreciated. if(config.ecDrain) part.RequestResource("ElectricCharge", 1000); //kill EC if sumberged Warning CS0612 'Part.RequestResource(string, float)' is obsolete HullBreach E:\Mod_Compiling\HullBreach\ModuleHullBreach.cs 209 Active
  14. @Xd the great Do the changes I posted above, and try this in the spoiler, I used the cfg from the model you are using, and implanted your values:
  15. The only thing I see weird, is that your bullet name and ammo name are the same... Try this: RESOURCE_DEFINITION{ name = 88mmAmmo title = 88mm Ammo abbreviation = 88mm density = .0001 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true}BULLET{ name = 88mmBullet caliber = 88 bulletVelocity = 1300 bulletMass = 30005 //HE Bullet Values explosive = true tntMass = 30000 blastPower = 10000 blastHeat = 100 blastRadius = 1000 apBulletMod = 0 bulletDragTypeName = None } Then up in the gun, do this: ammoName = 88mmAmmo bulletType = 88mmBullet RESOURCE { name =88mmAmmo amount = 1800 maxAmount = 1800 }} Not sure if that will fix it, but it's an oddity I have not seen, so I do not know if it's an issue. Edit: Nope... don't think that's the problem... I have the bullet type and ammo name the same in my own mod KTech.
  16. My pleasure! I really love this contract pack.... I have since you first released it. I'm not done yet, in the next couple of days I'll look through and tweak some of the other missions and crafts, and send them to you for approval of course Killing 2 birds with 1 stone below... thesting something in BDAc and something in KAF at the same time!! https://youtu.be/kfqo6j31DL8
  17. The guys tried that before I joined the team... didn't work well at all. Like I said before guys, BDAc is a weapons CAPABILITY mod... BDAc provides a weapons capability, and 99.9% of the time an example part... the rest is up to mod makers and BDAc addon creators. BDAc will never have a massive variety of weapons... usually a single example that shows the functionality. Xd, there are autopilot mods out there for that kind of stuff
  18. Testing Mission KAF7 "Intercept SU 25T" Looks good now
  19. Awesome! I modified the one from my mod... just renamed it and it's short name for KAF
  20. HAH! I see you're putting my revived HE-KV-1's to use. Did you ever think of including a few parts in your mod? I could give you a space radar https://www.dropbox.com/s/pl568jx2bvj8g2q/SpaceRadarKAF.cfg?dl=0 Description - Omnidirectional space radar with an 250km max range. Completely non functional when atmospheric pressure is above 6.75500 kPa
  21. What do I have to change, so I can switch to one of the planes and fire a missile? owned = False to owned = True? When I try now, I have no control.
  22. Searching through the code I noticed under VesselData, there is a public float height = 0.0f; Try adding height = some number above the terrain level to each of the contracts with planes. Just a thought. I'll try it myself later when I get home.
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