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Posts posted by Waristheonlyway
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2 hours ago, TMasterson5 said:
See the required dependencies.
i have the mods for it
is it possible to have to many mods?
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I got your mod but it doesn't show the category
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12 hours ago, TMasterson5 said:
Unfortunately most of them arent my craft or I dont have the craft file for the, anymore sorry man
thats fine
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2 hours ago, Xd the great said:
Yep, whatever it is called, you do not need a modular missile guidance attached to your plane.
You attach it to the missiles.
And do refer to the github wiki.
i don't have it on the tu-22 but i'll check the wiki
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2 hours ago, TMasterson5 said:
Do you mean can you have the craft files? for what? Some of them dont belong to me so I would have to track them down.
Yes you don't have to track them down
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2 hours ago, XOC2008 said:
Are you using modular missiles?
What is that do you mean the modular missile controller or is it something else
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Ok guys i need help
I'm trying to create Kh-15 missiles https://en.wikipedia.org/wiki/Kh-15
I made the missile and mounted to a Tu-22 but when I fired it i lost control of my plane
That's when i realized I turned the plane into the missile by accident
How do i fix this problem?
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4 hours ago, TMasterson5 said:
There is far too many to list.
I expected that response but thanks anyways!
BTW can i use some of the craft in the screenshots
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What is all the weapons in the mods
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20 hours ago, FahmiRBLXian said:
I might think of either situations :
- If DMP is still alive, players might do some crazy shenanigans inside a cargo plane, just like what some groups of GTA Online players do.
- Some players might make Heavy Lifters as a part of movie sets.
- If players are pro enough, they can even turn a Beluga into an SSTO.
Anyways, this should be in my previous post, but I've accidentally closed the tab containing the post being edited, hence I decided to put those here :
- Beluga's cargo hold fuselage should be 5m in diameter.
- Beluga's cargo hold fuselage should have a passenger variant; 1st variant has only one floor of passenger cabin, the rest is Cargo Hold. 2nd Variant is double decker just like the A380. 3rd Variant is triple decker.
- Beluga's cargo fuselage should have a door on it's ceiling so it can be converted into a bomber. One could be smart enough to fly a Beluga bomber inverted during bombing run or building an inverted Beluga.
- Beluga's entrance is both at the right and back of the cockpit. I recommend the A300 / A330 to Beluga / BelugaXL fuselage adapter being hollow, just like the Size 2 passenger door.
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Beluga's fuselage (Both cockpit and cargo hold?) should have several texture variants;
- Empty stock white.
- Kerbal Standard livery, that if you wish to.
- Older Airbus Super Transporter livery.
- Older Airbus Super Transporter "Liberty Leading The People" Special Painting Transport livery.
- A-bit-old (Aka A380 era-style Italic livery) Airbus Beluga livery.
- Current Airbus Beluga livery.
- Current Airbus Beluga "Think Mobility" livery. Noteworthy that both sides have different text.
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- Newest Airbus "Beluga Whale Face" livery. Note that the gear bay (Or central wing tank?) also have a livery on it.
- The 5m to MK3S4 Adapter should have two variants : One being a mere fuel tank (LF), another one being a hollow adapter for cargo bays.
- A380 (Both passenger & freighter) should be a Mk3-fied 5m fuselage.
- A380 cockpit should have two variants; one has a nose door under the cockpit, the another one didn't.
- A380 tail connector sould have two variants; one with cargo ramp, one without the ramp.
I don't think its alive anymore sadly
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On 12/6/2017 at 10:23 PM, qzgy said:
Is this Steam? In that case I can't help. But from the normal store, its as simple as just making a new folder for the rolled back install.
Its not
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I don't know what folder to put when it asks for a "valid game path"
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When will this be available for 1.3.1
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Could you give me a list of all the missiles?
I have some suggestions for more missiles
Aim-4 Falcon
AGM-12 Bullpup
AGM-62 Walleye
AGM-78 Standard ARM
AGM-45 Shrike
Dumb Bombs
- Mk-81
- CBU-55
- Mk-77
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Mk-82
- Mk-82 HDGP
- Mk-82 500 LB Bomb
- Mk-83[5]
- Mk-84
- Mk-15
- Mk-20 Rockeye (CBU-100 Cluster Bomb)
- Mk-22
- Mk-38
- Mk-117
- Mk-118
- BLU-82 Daisy cutter
- M-121
Guided bombs
- AGM-62 Walleye
- BLU-3 Pineapple
- BLU-18
- BLU-17/B
- BLU-26/B
- BLU-24/B
- BLU-36/B
- BLU-66/B
- BLU-59/B
- BLU-61A/B
- BLU-63/B
- BLU-77/B
- BLU-24/B
- BLU-85/B
- BLU-86/B
- BOLT-117
- GBU-10
- GBU-11
- GBU-15
- GBU-12 Paveway II
- GBU-27 Paveway III
Fuel Air Bombs
I know doing all this is impossible but its a list of everything
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On 7/3/2017 at 9:25 PM, The_Cat_In_Space said:
Quick question, how do I install the mod? There's no installation instructions, just to let you know. Do I put the files in the KSP folder, the Gamedata folder, or the Squad folder? How do I install it?
Put it in the gamedata folder next to the squad folder
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2 hours ago, goduranus said:
I may have noticed a few features not documented, or are they documented somewhere I never noticed?
1.Radar module displays relative altitude, if the target is significantly higher it will show up as blue on radar, and if it is significantly lower it will show as brown on radar. Targets shown in blue can be locked on earlier than targets in brown it seems, simulating effect of terrain clutter?
2.Targets can become less visible by going perpendicular to the radar, seemingly because the air radar is modeled after the F-15 radar from DCS? Maybe the target has to be lower than the radar for this to happen, but I've definitely noticed targets turn invisible once they turn perpendicular during missile evasions.
I'm not sure but
1.Probably,that means we can use terrain masking!
2.Yes,because it has a smaller cross section
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12 hours ago, XOC2008 said:
I usually avoid reaction wheels except with rockets/spacecraft and choppers.
Reaction wheels for reacting to rocket failures
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Could you make a engine like the Rolls-Royce RB.23 Welland on the Gloster Meteor?
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For P.E.W 2.0 Could you think of adding Vietnam Era Weapons?
1.AGM-12 Bullpup
2.AGM-62 Walleye
3.AGM-45 Shrike
4.AGM-78 Standard ARM
5.AIM-4 Falcon
6.K-13 (NATO reporting name AA-2 Atoll)
7.Kaliningrad K-5 (NATO reporting name AA-1 Alkali) Yes it's actually a missile
8.RIM-2 Terrier
9.The S-75 Dvina (NATO reporting name SA-2 Guideline)
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Could you think of adding Vietnam Era Weapons
1.AGM-12 Bullpup
2.AGM-62 Walleye
3.AGM-45 Shrike
4.AGM-78 Standard ARM
5.AIM-4 Falcon
6.K-13 (NATO reporting name AA-2 Atoll)
7.Kaliningrad K-5 (NATO reporting name AA-1 Alkali) Yes it's actually a missile
8.RIM-2 Terrier
TMasterson5 Mod Family
in KSP1 Mod Releases
Posted
Yep
https://imgur.com/a/M49m5Dh