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kspplayer2469

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    Weapons Master
  1. I would like some help on how airDetonationTiming works; I could not find any documentation online. I would like to create a CIWS that either has proximity detonation or time fused rounds that detonate at the calculated trajectory. EDIT: Upon some experimenting, it appears that airDetonationTiming and proximityDetonetion set to true does cause detonation near the target, but the proximity fuse range slider setting does not persist when launching a vessel; it gets reset to 0 regardless of what it was set to in the SPH, which defeats the purpose of proximity detonation. The shells only explode after failing to achieve a direct hit with the target vessel, at which point the blast radius isn't even effective.
  2. I think it would be pretty cool if there was a plugin to integrate BDArmory modules such as the targeting cam and radars to be displayed in RPM or ASET MFDs, like using the targeting cam through an MFD and displaying radar information and locking targets on it. Weapons display would also be cool. Instead of a plugin that alters the functionality of the current MFDs added by the aforementioned mod, a separate MFD prop that could do all described above would work, too. This is what I'm looking for. I do not know how to do this myself as I only make models. This could be very useful for me as I'm currently working on a realistic A-10 Thunderbolt model with detailed internals.
  3. First of all, I would like thank you for keeping this mod alive; this is one of my must-have mods, and I appreciate all the work you put into it. I just have a minor complaint: dumb-fire missiles are extremely hard to aim. Therefore, I have a request: can you add an impact indicator crosshair (like the crosshairs displayed by a Hydra-70 rocket pod) to dumb-fire rockets? I'm working on a project to add various WW2 ordnance such as the HVAR dumb-fire rocket, and it's really hard to aim without crosshairs. Thank you!
  4. First of all, I would like thank you for keeping this mod alive; this is one of my must-have mods, and I appreciate all the work you put into it. I'm super excited for the stable release of v1.1. I just have a minor complaint: dumb-fire missiles are extremely hard to aim. Therefore, I have a request: can you add an impact indicator crosshair (like the crosshairs displayed by a Hydra-70 rocket pod) to dumb-fire rockets? I'm working on a project to add various WW2 ordnance such as the HVAR dumb-fire rocket, and it's really hard to aim without crosshairs. Thank you!
  5. @C7 Aerospace Dynamics At this point, I feel like the only explanation is that you do not have the v1.1.0 beta version of BDAc, which you can find here; you may, instead, have installed the v1.0.0 stable release. This is the only way I can explain the lack of damage at this point. Could you double check that you have v1.1.0 beta instead of v1.0.0? Try to redownload BDAc from the link above and reinstall it if you do indeed have the beta version. Also, make sure that you have one and ONLY ONE version of each mod installed. Other than that, I do not know how to help you. Maybe you can show me your GameData directory so I can check that it's all installed correctly. I myself have this mod along with the beta version of BDAc, and they function flawlessly.
  6. If you have downloaded the latest version, which is intended to work with BDAc v1.1.0 beta, then this is not your problem; blastRadius and blastPower are deprecated in this new version. What you should see following the lines you posted is this: This is how the damage (which is now based on a hitpoint system rather than heat) and blast radius is calculated with BDArmory beta. To clarify, damage is no longer based on blastRadius and blastPower parameters, but rather on the tntMass value, which is the TNT equivalent mass of the explosive, in kilograms. As for your mushroom cloud issue, make sure that you have installed both BDArmory and North Kerbin Dynamics properly; both folders should be installed under GameData. If your problem persists, look into previous pages (I think somewhere between pages 30-50 here) of this thread as this problem has been mentioned numerous times. Hope this helps!
  7. Are there any mods that add C-130 Hercules parts? I really would love to play around with it. I've created my own modpack that effectively converts KSP into a combat simulator, and military cargo planes are just what I need. Maybe I can even convert one of these into an AC-130 Gunship. EDIT: I currently made my own placeholder that functions fairly well. However, I would love to see a detailed plane parts pack dedicated to this beast of a plane. Check it out! https://imgur.com/a/RJI7V
  8. Part request: Could you, if you have the time and are willing to, add a 40mm Bofors autocannon to be used on an AC-130 gunship? A 25mm gatling gun for such use would also be great and appreciated. Just two radially attached parts, not like a full-sized turret (I know, it's not easy. I make my own models, too, and have a bit of modding experience. I understand the pain ). I love your work! Thank you for all your contributions.
  9. I think it would be pretty cool if there was a plugin to integrate BDArmory modules such as the targeting cam and radars to be displayed in RPM powered MFDs, like using the targeting cam through an MFD and displaying radar information and locking targets on it. Weapons display would also be cool. EDIT: Instead of a plugin that alters the functionality of the current MFDs added by the aforementioned mods, a separate MFD prop that could do all described above would work, too. This is what I'm looking for. I do not know how to do this myself as I only make models.
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