Natso
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
Natso replied to DocNappers's topic in KSP1 Mod Releases
And I also discovered that the guidance system is not effective when shooting at water surface targets (warships). When firing at warships using the guidance system (GPS, Radar), the missile often misses the target by 10-20m- 672 replies
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Does this mod require "Kopernicus" to work?
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
Natso replied to DocNappers's topic in KSP1 Mod Releases
I wonder if we can integrate radar display and target display into IVA and ASET?- 672 replies
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S-400 Air Defense in action
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[1.12.5] Restock - Revamping KSP's art (August 28)
Natso replied to Nertea's topic in KSP1 Mod Releases
It change my game... Awesome mod -
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
Natso replied to DocNappers's topic in KSP1 Mod Releases
ohh , I thought we could use code to adjust the effect..- 672 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
Natso replied to DocNappers's topic in KSP1 Mod Releases
I have absolutely no idea what you just said, is there any tutorial on this?- 672 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
Natso replied to DocNappers's topic in KSP1 Mod Releases
Exactly, I tried and the jet is facing the other direction, is there any way to fix this?- 672 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
Natso replied to DocNappers's topic in KSP1 Mod Releases
Can I replace the "exhaustPrefabPath" effect with the SRB booster effect in cfg file?- 672 replies
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Natso started following Modular Missile attached to BD Armory Turret? and Add FX effect code to missile
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Hello everyone, I want to add the code below ( this is the effect of SolidBoosterF3S0 ) // --- node definitions --- node_stack_top = 0.0, 0.5, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.5, 0.0, 0.0, 1.0, 0.0, 0.0, 1 fx_exhaustFlame_yellow = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_yellow = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running // fx_exhaustLight_yellow = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_medium = -5.0, 0.0, 0.0, 0.0, 1.0, 0.0, running Into the P-1000 missile ( from sm missile mod ) , i tried everything but it still doesn't work . Hope to receive help from everyone, thanks PART { // Kerbal Space Program - Part Config // // // --- general parameters --- name = P1000Vulkan module = Part author = Spanner MODEL { model = SMI_MissilesLaunchers/Assets/P1000VulkanC/P1000Vulkan scale = 1.0, 1.0, 1.0 } rescaleFactor = 1 buoyancy = 0 NODE { name = Node1 transform = Node1 size = 0 method = FIXED_JOINT //FIXED_JOINT, HINGE_JOINT, LOCKED_JOINT, MERGED_PHYSICS or NO_PHYSICS } NODE { name = Node2 transform = Node2 size = 0 method = FIXED_JOINT //FIXED_JOINT, HINGE_JOINT, LOCKED_JOINT, MERGED_PHYSICS or NO_PHYSICS } // --- editor parameters --- TechRequired = precisionEngineering entryCost = 12100 cost = 44950 category = none subcategory = 0 title = #autoLOC_SMIndustries_7000001 //= P1000Vulkan manufacturer = SM Armory Missiles description = #autoLOC_SMIndustries_7000001A //= P1000Vulkan Long Range Cruise missile . developed as part of experimental testing, // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,0,0,1 // --- standard part parameters --- mass = 2.250 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 5 maxTemp = 5600 DRAG_CUBE { cube = Default,7.644,0.46758,0.9653,7.644,0.46686,0.6627,7.361,0.43992,0.9182,7.361,0.40428,1.018,0.6773,0.48336,10.13,0.6773,0.44508,5.005, 0.0003665,-0.183,-0.08355, 1.131,1.007,10.18 } MODULE { name = MissileLauncher shortName = P1K thrust = 300 cruiseThrust = 265 dropTime = 0 boostTime = 13 cruiseTime = 720 cruiseDelay = 0 guidanceActive = true maxTurnRateDPS = 28 optimumAirspeed = 828 CruiseSpeed = 828 CruisePredictionTime = 15 CruiseAltitude = 100 DetonationDistance = 0 decoupleSpeed = 10 decoupleForward = true missileType = missile homingType = Cruise targetingType = gps terminalManeuvering = false terminalGuidanceType = radar terminalGuidanceDistance = 20000 activeRadarRange = 25000 maxOffBoresight = 180 lockedSensorFOV = 7 radarLOAL = true minStaticLaunchRange = 2000 maxStaticLaunchRange = 80000 rotationTransformName = rotationTransform maxAoA = 40 aero = true liftArea = 0.05 steerMult = 35 maxTorque = 1200 torqueRampUp = 80 //aeroSteerDamping = 1.5 engageAir = false engageMissile = false engageGround = true engageSLW = false deployAnimationName = P1000deploy deployedDrag = 0.011 deployTime = 5.0 boosterMass = 0.050 boosterDecoupleSpeed = 7 decoupleBoosters = true boostTransformName = BoosterTransform boostExhaustTransformName = boostTransform exhaustPrefabPath = SMI_MissilesLaunchers/FX/smallExhaustSmoke boostExhaustPrefabPath = BDArmory/Models/exhaust/mediumExhaust audioClipPath = SMI_MissilesLaunchers/Sounds/Jet2 boostClipPath = BDArmory/Sounds/rocketLoop } MODULE { name = BDExplosivePart tntMass = 1000 } }
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totm dec 2019 Russian Launch and Mission Thread
Natso replied to tater's topic in Science & Spaceflight
It is not a space missile , it is a 3-stage, global-range "RS-28 Sarmat" ballistic missile carrying a nuclear warhead that crashes into the target at a speed of 4000m/s. Unfortunately I don't have the ability to build a launcher vehicle like "Topol" -
I build it from BD Modular Missile , and B9 AeroWing , Produceral , BD Armory
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Hi , I wonder if there is a way to integrate the missiles from the "BD modular missile" into the BD Armory turrets? , it seems like they don't move with the turret When building I attached it to the turret in the hope that when selecting the weapon the missile would move in the direction of the turret. But in reality it doesn't move and just stands still. What do I have to do to get the missile to follow the turret? , edit cfg or something? thanks everyone