

KranSmith
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Everything posted by KranSmith
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
KranSmith replied to DocNappers's topic in KSP1 Mod Releases
Is there any way to edit the file to make the guided missile more accurate? , missiles often miss targets at sea or on the ground about 10-15m away- 694 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
KranSmith replied to DocNappers's topic in KSP1 Mod Releases
Everything works fine and I found a way to fix what I just asked above, thank you for this great mod- 694 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
KranSmith replied to DocNappers's topic in KSP1 Mod Releases
I contacted him on Discord and Youtube 1 month ago and got no response, maybe he is no longer active I tried add this code to cfg file MODULE { name = ModuleDecouple ejectionForce = 200 isOmniDecoupler = false explosiveNodeID = top } And it didn't work , i don't know how to make it work..- 694 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
KranSmith replied to DocNappers's topic in KSP1 Mod Releases
Can we add "Decouple Speed " into this code? , it from BDModular missile- 694 replies
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Hi everyone, I want to add a "Decouple speed" feature so that the rocket will launch into the air extremely strong when I press fire, I tried everything but it still doesn't work. Here is code PART { / --- general parameters --- name = proceduralMissileCore module = Part author = jrodriguez CrewCapacity = 0 // --- asset parameters --- MODEL { model = ProceduralParts/Parts/cylinderTank scale = 1,1,1 } scale = 1 rescaleFactor = 1 // --- node definitions --- node_stack_top=0,0.5,0,0,1,0,1 node_stack_bottom=0,-0.5,0,0,-1,0,1 node_attach=0,0,0.5,0,0,-1,1 // --- editor parameters --- cost = 0 // 4000 TechRequired = advConstruction entryCost = 4000 category = Pods bdacategory = Control subcategory = 0 title = Procedural Missile Core for BDArmory manufacturer = Carto Militar Tech description = Procedural missile core system for your BDArmory custom missiles // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size1, srf vesselType = Probe MODULE { name = ProceduralPart textureSet = UrbanCamo TECHLIMIT { // Make everything unlimited for start name = start diameterMin = 0.01 diameterMax = Infinity lengthMin = 0.01 lengthMax = Infinity volumeMin = 0.01 volumeMax = Infinity } } MODULE { name = ProceduralShapeBezierCone displayName = Smooth Cone techRequired = start selectedShape = Round #1 length = 0.250 topDiameter = 0.00 bottomDiameter = 0.200 } MODULE { name = TankContentSwitcher useVolume = true TANK_TYPE_OPTION { name = Electric // Dry density for the battery banks for Z-200 and Z-4k is 0.163, // and the Z-1k is 0.184. We want to keep this to some 'roundish' // number so the max volumes don't end up as weird fractions of // pi, so will round it a bit. dryDensity = 0.1875 RESOURCE { name = ElectricCharge // All stock parts are the same. This translates to 3500 U / kL unitsPerT = 20000 } } } MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.020 } hasHibernation = False } MODULE { name = ModuleSAS SASServiceLevel = 3 standalone = True RESOURCE { name = ElectricCharge rate = 0.03 } } MODULE { name = BDModularGuidance ForwardTransform = UpPositive UpTransform = ForwardNegative } MODULE { name = BDACategoryModule } } I wanted a bar that could modify the " Decoupler " force like the missiles available in BD Armory , and I found this code decoupleSpeed = 0 decoupleForward = true How can I add this feature to the above code? . Thanks!
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
KranSmith replied to DocNappers's topic in KSP1 Mod Releases
The missile using " Modular missile " cannot keep a constant low altitude ( I set cruise mode to 30m ) and the missile continuously increases and decreases altitude which causes it to be detected . Can active probe radar be added? , just fire the missile and it will automatically lock on the target and rush in- 694 replies
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Someone contacted me and provided a solution, please delete this topic. Thank you management team
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
KranSmith replied to DocNappers's topic in KSP1 Mod Releases
Hello, are there any torpedo weapons that work with this version?- 694 replies
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
KranSmith replied to girka2k's topic in KSP1 Mod Releases
https://kerbalx.com/Kerbalyst/Kyphoon , This craft file uses " UbioZur Welding Ltd " to weld the ship, but I have no way to install it. Does the author have any way? -
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
KranSmith replied to DocNappers's topic in KSP1 Mod Releases
It seems I have a problem with the GPS navigation device, when I press the GPS coordinates I can't fire the GPS guided missile, but when I clear the GPS coordinates "X button" I can fire- 694 replies
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Hi everyone, i have downloaded a craft file but i can't load it because it's missing parts from very strange mod " UbioWeldingLtd ". I cant find this mod or it is expired is there any way i can load this craft file in the latest version which is 1.12.5? thanks. https://ibb.co/ZYgksyG Link from file craft : https://kerbalx.com/Kerbalyst/Kyphoon
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
KranSmith replied to DocNappers's topic in KSP1 Mod Releases
I suggest the author add radar-absorbing materials to reduce the plane's ability to be detected, or anything similar.- 694 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
KranSmith replied to DocNappers's topic in KSP1 Mod Releases
Can i lock multiple targets and attack at the same time? Being able to hit only one target at the same time make it quite difficult to intercept- 694 replies
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We can only attack 1 target at the same time by radar locked , how about if we can lock and attack 2-3 target at the same time?
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I can't found it!
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Please
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I'm using mod booster but it thrust too strong ( 2000 - 10.000KN) i can't down to 100 - 200KN , i view CFG file but i dont know where to edit it....
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Wing For Missile
KranSmith replied to KranSmith's topic in KSP1 Technical Support (PC, modded installs)
Thanks you , and how i can make two engine for missile like The main engine of the missile and auxiliary engine, when the auxiliary engine runs out of fuel it automatically detaches and activates the main engine (fully automatic without human intervention). I wonder my self is it impossible?? it will increase and speed missile -
I install B9 Wing like mod request but i can't found wing like picture for my missile , and how i can save missile for simple spawn i need tutorial. https://imgur.com/a/S4gID