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Wulfle

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Everything posted by Wulfle

  1. Is there some way that other people could post missions on here for you?
  2. Anyway, the point is moot until 1.4.1 BD comes out. Anyway, I just understood the last part. Here's what I'm thinking for a spawner. You select a part of the work and that makes a waypoint. You are told to defend that waypoint. Around that waypoint, things spawn at a random angle and a set distance. If they get to the waypoint, mission failed. Thoughts?
  3. Can't we just config the Kerbal to read AS a weapon manager? Like MechJeb For All, to name one.
  4. True. True. At the very start, I'd love to see a single part spawn from an area. That's all that I need to say "This can be a reality". Yes. This absoloutly. I wonder if we could have it set to spawn in a craft with a weapon manager set to certain settings. As I've said before, ground/air, it doesn't matter. We can get to the complex stuff later. Ground-based combat would def be the way in the immediate future. All-in-all I like where this is going. I'm exited to see what we, as a community, can cook up.
  5. As stated. What about a bunch (maybe 6 or 8) of little 15-20 part planes that are basically garbage but keep spawning until you are shot down. You would need to design a boat that you could land on that would provide defense and rearmament. Then you would need to design a jet/plane/whatever to fight off the aircraft. Then what you could have is that if the player just sits on the carrier and does nothing, you have a few submarines torpedo the crap out of it. There's a lot of potential in this. Maybe even different modes where you defend an airbase using five or six SAM and AAA sites but limited to 30 or so parts. Maybe a ground assault/defense using no missiles or tank turrets. You would need to get inventive.
  6. What about a bunch (maybe 6 or 8) of little 15-20 part planes that are basically garbage but keep spawning until you are shot down. You would need to design a boat that you could land on that would provide defense and rearmament. Then you would need to design a jet/plane/whatever to fight off the aircraft. Then what you could have is that if the player just sits on the carrier and does nothing, you have a few submarines torpedo the crap out of it. There's a lot of potential in this. Maybe even different modes where you defend an airbase using five or six SAM and AAA sites but limited to 30 or so parts. Maybe a ground assault/defense using no missiles or tank turrets. You would need to get inventive.
  7. Checking now, will report back. The problem with the massive plume is in the unity export. It needs to be redone. Edit: Found a fix for the buoyancy! Does NAS have a Git or how do I push my fix?
  8. I too am having problems with the torpedoes. I have installed BDA, P.E.W., N.K.D, and a few other mods. I think that I might have narrowed it down to a miss-spelling in the torpedoes .cfg. I'll try it and report back. If it's not that, I'll try something else. If not that, then I have no idea but it might be a good idea to see if there's a certain combination of mods that cause this behavior. If it's not too much to ask, would it be possible, even tangentially, to estimate a completion date for the fixes to the torpedo system?
  9. So that means that after the part is baked, it is nearly impossible, as of now, to transform the part and have the armor go with it. Alright, well then. I guess upping the heat will be the best option. I remember that the old BD weapons were based on heat applied at the moment of contact to another part, spreading to surrounding parts. I assume that basic principle still applies.
  10. SpannerMonkey! (Don't panic) Tanks (<-see what I did there) for your reply. I didn't know about the Z issues but if that's the case, I'll probably just modify the procedural wings to have the armor value of other armors. This seems like the best option at this point.
  11. I love this game so much but I found one thing missing. I was wondering if there was a mod for 1.2.2 that has a structural plate that you can shift and morph like procedural wings. If not, if anyone would be kind enough to provice a step-by-step to modifying or adding the part myself. If not, pointing to something to help me do that, would be very nice. Thank you all in advance.
  12. Not complaining, just doing a little hunting to speed it up. Hey, you never know, someone might have not taken the time to do a full registry wipe to really get a fix on the problems.
  13. Hey B, I just wanted to let you know that on 1.1.2, your mod (I have tested the crap out of this) causes a HUGE memory leak, eating up 8 gigs of RAM in under ten minutes. I'm sure that you know this but I just thought that I'd help you narrow it in.
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