Natso
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Everything posted by Natso
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
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- 658 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+) v1.8.0.0 [2024-11-30]
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?- 658 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+) v1.8.0.0 [2024-11-30]
Natso replied to DocNappers's topic in KSP1 Mod Releases
ohh , I thought we could use code to adjust the effect..- 658 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
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?- 658 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
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?- 658 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
Natso replied to DocNappers's topic in KSP1 Mod Releases
Can I replace the "exhaustPrefabPath" effect with the SRB booster effect in cfg file?- 658 replies
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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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- fighter plane
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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
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I built the Python, R-27ER, MICA, from BD Modular missile parts. It has a speed of 1500m/s, faster than any missile in BD Armory, and a range of 50km, it can turn 180 degrees to shoot at the target. Basically, you will be locked at 50km, and you will be hit before you can react.
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- fighter plane
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
Natso replied to DocNappers's topic in KSP1 Mod Releases
Does bd armory support active radar seeker for missiles? , and is there any way to make a ballistic missile change its trajectory? , a fixed trajectory makes it very easy to intercept- 658 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
Natso replied to DocNappers's topic in KSP1 Mod Releases
Al still restricts the use of missiles made from "Modular missile", is there any way to fix it?- 658 replies
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Buffalo 2 Modular Space Exploration Vehicle
Natso replied to Angelo Kerman's topic in KSP1 Mod Releases
Thank you for sharing about nuclear reactors, now I have finished making "Poseidon" torpedoes equipped with nuclear warheads and nuclear reactors.. -
Nuclear warhead can't detonate while underwater..
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- nuclear weapons
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totm sep 2024 The Ocean Program : Explore the Ocean Floor
Natso posted a topic in KSP1 Mission Reports
The Ocean Program : Explore the Ocean Floor Inspired by the Titan submersible project to discover the Titanic Hello, and welcome to a new project that I am doing called the Ocean Program , inspired by the "Titan" ship project, dive deeper than 3800m to explore the Titanic shipwreck . This project includes a main submarine and an auxiliary submarine, the main submarine is converted from a submarine carrying ballistic missiles and torpedoes. Therefore it has a nuclear reactor that allows it to operate for a very long time in the deep sea. As for auxiliary submarines, due to space limitations, they can only carry 2 small generators. It cannot dive to the bottom of the sea on its own because it lacks enough power, so the main submarine will help it do this. LET'S GO! We (scientists) started approaching the middle of the ocean at 5 am The First photo of the Ocean Floor ( 1300m ) And started the auxiliary submarine. Scientists began to explore Inside the submarine there is no water leakage and stable/balanced operation But it's time to return to the main ship because the electric is out And let's go home! We surfaced at 1am And scientists, Equipment remains safe, Ready for further discoveries! Scientists are planning further exploration to find the deepest part of the ocean. Going further, exploring the oceans of other planets... -
Buffalo 2 Modular Space Exploration Vehicle
Natso replied to Angelo Kerman's topic in KSP1 Mod Releases
Is there a way to charge while underwater? , my submarine ran out of power so quickly -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Natso replied to Gameslinx's topic in KSP1 Mod Releases
I was diving to the bottom of the sea, why when I pointed the camera towards the front of the vehicle did the "leaves and coral reefs" on the bottom of the sea disappear? , and when I pointed the camera behind the vehicle they appeared again- 3,137 replies