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TheKurgan

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Everything posted by TheKurgan

  1. Yes, put 2 rail guns on a craft and choose salvo instead of barrage in the weapon manager gui... then both will fire at once.
  2. Hey all, I'm pretty sure I am going to reintroduce recoil on the railgun. I removed it because the projectile it fires is heavy enough, and is getting fires SOOOO fast that even 1% of normal recoil was too much, and would flip a tank over But, I have changed it to 0.01% and it seems reasonable. If anyone wants to try the recoil on the railgun, here is an MM patch: Railgun Recoil MM Patch
  3. KTech v0.94 Released. New custom category for KTech, no more searching by manufacturer. Changes to the Railgun Turret; Rate of fire decreased from 60 RPM to 30 RPM and a new custom fire sound installed. No name changes or path alterations have been made, so this update will not be craft breaking. SpaceDock Github Dropbox
  4. Thanks for the feedback, I do not believe the energy weapons should have kick, but I do agree on the slower firing railgun. There will be a custom category released tonight or tomorrow. Thanks @SpannerMonkey(smce) I'll see what I can do for a custom railgun sound. The photon torpedo works the same as any BDAc radar guided air to air missile. The space radar has extreme extended range within the orbit of the planet you are located. The radar starts to get glitch at very high orbits exceeding 1000km. This space radar does not function at all in atmosphere lower than 25km ish.
  5. Sorry, I honestly do not either... I don't make the models, I just do the config, and sometimes a simple paint job. It can be done, but would require a new model. My pleasure!! Please let me know what you think of the weapons. Yes, they are OP by design
  6. Thank guys, this means a lot to me. I was told I deserve this, all I did was reconfig a few missiles and plant a few ideas Cheers guys, I really appreciate it!
  7. Any thoughts put into GPS guided missiles? I see nearly all the missiles are radar guided.
  8. I also just found out that the orientation of the craft indeed has an effect... so if you are travelling towards or away from the radar, presenting minimal cross section, then the radar detection and lock range are dramatically decreased. The rcs analysis is done as an average.
  9. @Hojoz I am no expert on this, but from experience, here is what I gather from the pic, and what I have seen in game: 1. the max range this craft could possibly be detected at is 10km (Key = 10 5) 5 being less than the base cross section of your craft. 2. max range a lock could possibly be made (but highly unlikely) is 8km according to the analysis. 3. lock/track is not guaranteed at 8km... it's the absolute max 4. Below is the radarDetectionCurve and radarLockTrackCurve of the radar you are using: radarDetectionCurve key = 0.0 0 key = 5 0 key = 10 5 key = 20 20 key = 30 30 radarLockTrackCurve key = 0.0 0 key = 5 5 key = 10 7 key = 20 25 key = 30 35 As you can see, your base rcs cross section is just over 6... so if you extrapolate from the radarLockTrackCurve (key = 7.5 6) it could be locked/tracked at 7.5km, the analysis probably rounds up to 8. STILL lock is very unlikely at 7.5... again it is the MAX... That is why you are seeing locks happen at 6km. I think Someone shoot me down if I'm way out to lunch lol.
  10. @StumpySequoia My suggestion is to check here: Kerbal Space Program\GameData\BDArmory\craft There is a craft called BDA - Test Plane - AA.craft or BDA - Test Plane - AG.craft, copy one or both of those to your - Kerbal Space Program\saves\ {whatever your save name is} \Ships\SPH folder and load it up. Try it out, and see if it exhibits the same behavior. If it does, then you may need to reinstall BDAc, making sure to delete the Kerbal Space Program\PartDatabase.cfg file and the Kerbal Space Program\GameData\ModuleManager.ConfigCache file. If you still have the problem, try starting a new save file and test with that. GL Also, (this may sound silly) but before you launch the craft that is giving you problems, check to make sure that the root part is the command pod or drone core.... make sure it is facing the right direction, and you could even right click it and choose control from here before you take off.
  11. Not sure what you mean there. If it involves blender, 3DSMax, or unity, count me out lol. My expertise lies in weapon cfgs... especially missiles (Or so I'm told) Exactly what I was hinting at
  12. Hello, I'm just checking out your mod, and I would like to make a simple easy to implement change to your folder structure. Under your parts folder, if you had a few sub folders like: Ships, Planes, Guns, and Missiles, it would make it much easier to tell what is what.
  13. If you have it installed correctly, they are under the ground tab. See image in spoiler:
  14. @Virtualgenius Could you describe "wigs out " a little more? Do you mean they turn to their full limit and back really fast? If that's the case, turn the steering response all the way down to 0.05 and try it again.
  15. Yeah my mistake, the AA10 was a bad choice, it's a heatseeker. I have been trying the Malfunct VLS tubes, and I am not able to get them to work with the AI and anti air missiles either. We are looking into it.
  16. @War Eagle 1 Unzip this into your KSP root folder (as long as you have SMI_MissileLaunchers. Then try the Aster 15 and/or Aster 30 missiles in the VLS. https://www.dropbox.com/s/a1qpu27zt8xw2ul/Aster 15 and 30.zip?dl=0
  17. From SM_Armory, try the UGM-109B Or from SMI_MissileLaunchers: the 3M54T Kalibr Anti-Ship Cruise Missile AA10 AlamoD R27ET Air to Air Missile
  18. the RIM162ESSMs missile only has a maxOffBoresight = 90, no good for VLS. Let me find one for you to try.
  19. If I knew exactly what missile, and what launcher you were using I might be able to help.
  20. only 99% LOL... @SpannerMonkey(smce) know's for sure. I'm a missile guy, so I'll stop talking now lol.
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