Wulfle
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Everything posted by Wulfle
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Is there some way that other people could post missions on here for you?
- 114 replies
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- bd armory
- contract pack
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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?
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Can't we just config the Kerbal to read AS a weapon manager? Like MechJeb For All, to name one.
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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.
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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.
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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.
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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?
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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?
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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.
- 4 replies
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- bdarmory
- proceduralparts
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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.
- 4 replies
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- bdarmory
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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.
- 4 replies
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- bdarmory
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Wulfle replied to BahamutoD's topic in KSP1 Mod Development
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. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Wulfle replied to BahamutoD's topic in KSP1 Mod Development
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.