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Sidestrafe2462

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Everything posted by Sidestrafe2462

  1. BDA does support ARH missiles, the AIM-120 is an example of one. Ballistic missiles are by nature ballistic and are therefore not particularly capable of committing evasive maneuvers- although to be honest, it's not like many missiles are actually smart enough to do so in the first place.
  2. oh so now the embed works! Quickie I tossed together in the middle of the night
  3. https://www.youtube.com/watch?v=eGcjvivvXqg Mirage 2000C things I'm going to assume it's the server weirdness that's borking the embed
  4. yeah, simultaneous lock doesn't work very well under player control. You'll have to do one at a time to get consistency.
  5. Lock your first target, fire an ARH missile, unlock the first target and lock your second target, fire your second ARH missile. The AI is a lot better at this than a human can be.
  6. Not at the present moment, but there's some parallel development going on on that front. there's a Github link in the description.
  7. Well, originally it was a normal fragmentation shell, but I decided to have a little bit of fun… no one said the things I make have to be “performant” or “reasonable”
  8. The gun (.50 turret in this case) will draw resources from the ammoName line ammoName = 50CalAmmo whereas bullet type is set on the... bulletType line, so resource draw and shell fired are separate from each other ammoName = 50CalAmmo bulletType = 12.7mmBullet; 12.7mmAPIBullet So, if you set the .50cal to shoot nuclear ratshot it'll still draw from those nice little .50cal bins, as long as you don't change the ammo drawn to something more reasonable
  9. for even more fun BULLET { name = 18inchISIJN caliber = 25 bulletVelocity = 805 bulletMass = 1360 //HE Bullet Values explosive = True tntMass = 1 fuzeType = Timed projectileColor = 254, 185, 0, 160 //RGBA 0-255 fadeColor = False startColor = 254, 185, 25, 120 beehive = true subMunitionType = 18inchFRAGJN apBulletMod = 0 bulletDragTypeName = AnalyticEstimate } BULLET { name = 18inchFRAGJN caliber = 25 bulletVelocity = 1600 bulletMass = 4 //HE Bullet Values explosive = False tntMass = 1 fuzeType = Timed nuclear = true incendiary = True projectileColor = 254, 185, 0, 160 //RGBA 0-255 fadeColor = False startColor = 254, 185, 25, 120 subProjectileCount = 600 apBulletMod = 0.5 bulletDragTypeName = AnalyticEstimate } add this to a CFG, and then give your desired gun 18inchISJN nuclear ratshot
  10. For fun, pick any shelltype you like in bulletdef, and add this line nuclear = true
  11. You can, of course, just copy the part folders instead of overriding the CFGs if you want to have both parts available you would have to change the edited part’s name from say “bahaclusterbomblaser” to “verywittytitle” or some other unique title to prevent overwriting
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