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TheKurgan

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Posts posted by TheKurgan

  1. This is a resurrection of  SMI Missiles and Launchers by the legendary @SpannerMonkey(smce)

    Spanner gave me permission to bring this part of SM Armory Group back to a release state, and also permission to bring the missiles and bombs from SM Armory over to SM_Missiles.

    Spoiler

    xJRWaSn.png

    3uDgpE9.png

    License
     

    There have been a couple of missiles removed that no longer function properly, and there may be one or two that were never released...
    I will continue to build upon and update this post in the near future, but for now, here it is!


    Download

    The heat seeking missiles have a new capability added for adjusting flare vulnerability... this has not been released by the BDA team yet. 
    I have not tested them on versions of BDA lower then the current (unreleased) DEV build.
    If the heat seekers give you any issues, PLEASE let me know, and I will comment out the modules until the next version of BDA is released.

    Requires the latest version of BDArmory

    Texture switching uses FStextureSwitch2 from Firespitter available here

     

    Before anyone asks...

    I do not have permission, and will NOT ask for permission to revive any other parts of the SM Armory Group.


    The upkeep required for the rest of the SM Armory Group mods is well beyond my capabilities and desires. 

  2. The browning and Vulcan variants were removed from KTech, as their ammo types are part of BDA now.
    You need to delete the old KTech before installing the new one.

    12 hours ago, Eli the Space Nerd said:

    Is there any way to change the colors of the tracer bullets, because I'm really hoping to create my own versions of other Sci-Fi weaponry.

    The newest BDA from SpaceDock, has the tracer color in the bullet def. The colors assigned in the gun are supposed to override this, but I am unsure if it actually does.

  3. I have been trying to create a KSPWheel patch for the Falcon Landing Gear Large (KRE-FalconLeg-L) without success. 
    Everything seems to be working properly, except I have no motion on the suspension itself... it is acting solid.
    I am 99% sure it's because I do not know what values to put into this area:
    MODULE
        {
            name = KSPWheelSuspension
            suspensionName = Rotator
            suspensionOffset = 0.0
            suspensionAxis = 0.5, 0.5, 0
            retractedPosition = 0
            allowLockedSuspension = true
        }

    The values currently there are nonsense, and are just a sign that I gave up and went with "Trial and error" ... mostly error.

    @Shadowmage , @EmbersArc or @damonvv Could either of you help me?

    I imported the model into Blender, so I could look at the various parts, but I am still unsure what part or group is the actual suspension.

  4. https://youtu.be/STQw1bODbDs

     

    3 minutes ago, oyster_catcher said:

    So you are saying you set the target then revert to launch, and the target is lost when you revert?

    lol no, :)
    Just to let you know, I am a very experienced KSP player, and have been testing mods for a few years ;)

    After each failed, or sketchy landing, I revert and launch again. Each time I have to set the target point before launching.

    Now, that is not a big deal, just something I noted.

    Also, I can't get a soft landing :( 

    after at least 2 dozen attempts... maybe more, I can't get a landing that is low speed enough to not destroy the legs.

  5. @Lisias
    I created a PR on your Github page for KAX.
     

    A couple of years ago now I guess, @SpannerMonkey(smce) created a long cowl version of the D-25 after I had requested it. 

    I asked Spanner quite a while back if I could give it to you to incorporate into KAX, as it's based off a KAX engine anyway. 

    He agreed to this, and I finally got around to fixing it up so it could be merged.

    I also tweaked the D-25 itself to balance it a little better compared to the BumbleBee engine in Airplane Plus.
    Anyway, have a look when you have time, see what you think.

  6. W O W.....

    ModuleManager.2.8.1.dll
    ModuleManager.3.1.1.dll
    ModuleManager.4.1.0.dll
    ModuleManager.4.1.3.dll

    I wouldn't even have the courage to even begin to try to help someone whos install has something like that in it...

    @steve_v I salute you, you are awesome... and soo much more patient than I.

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