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Everything posted by Toonu
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Hi @Crzyrndm, as you have this patch inside your default configs Also, how to change order of main categories? Because the green categories jumped behind my created categories. Any idea? EDIT: Also, how to do double check? When I've tried the check bellow, it didn't worked(it was like no check was there...) CHECK { type = check CHECK { type = folder value = Firespitter, AviatorArsenal } CHECK { type = path value = AirplanePlus\Parts\Engine\Early } CHECK { type = title value = biplane, Biplane, Biplane_ } }
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Thanks a lot. I'm actually trying to make few missiles for use. But that wasn't the issue. I had problem with PEW UGM-109 Tomahawk anti-ship missile, because when launched from VLS, it went just up until burnout. I had to change its type to AAM to work, because at AGM, it didn't target the other ship and just fly straight. maybe it was because boresight, but when in VLS Mk41, it is pointed up. Locked radars didn't worked. Thus I looked at MFI VLS missiles and saw AAM instead, so I changed it and it works now. Still was curious what other types do. Maybe @SpannerMonkey(smce) should change the type for it to work? I can send pictures if he wants... Thanks again! Have a nice day! Toonu
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It wasn't meant ironicaly. Not at all. I meant it that way I appreciate your work even if its not working yet. Yeah, I also opened one with use of FAR voxels to calculate stealth. But it will be even harder than other ways featuring it I guess. It was at time of Bahamuto, so looong ago
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Same problem here, but with ship. Its targetting incomming missiles with heavy guns instead of defence laser system integrated into ship... Guard mode should differ it, but it would be hard to code I think...
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I've made medium Red vs Blue bays... Look into their forum post It fits 4x GBU bombs or one AMRAAM... But now, question for BDA team. The homingType = AGM targetingType = radar activeRadarRange = 6000 maxOffBoresight = 50 lockedSensorFOV = 5 OffBoresight is in degrees in front of rocket, right? And the SensorFOV is? Also what RadarLOAL is? Ok, + what is AAMPURE, AGMballistic and AAMlead or STS guidance modes?
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Ok, got it. I will place hangar part from this mod inside the hull. Thank you both for efforts guys.
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You can see it there I guess... or directly ask the author.... Couldn't find source Git though...
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Of course I can Hangar from large ship parts, carrier hull (50x160m) and biplane from firespitter - here's the pics I found only not VAB pictures, I hope that is enought. The hangar part is the middle one, with different colour. The biplane is...biplane...10mx7mx3m I will edit post soon and add better pictures, just can't launch game now...hangar has this config in the mod folder: ADDED
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I would post my craft here, but it have more mods (SXT, B9, BDA, WWI weapons, etc). SOo I don't bother. The main problem is the AoA is still higher even if set low...
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Hi, is someone here expert for AI autopilot? I did many planes flying good with autopilot, but this plane keeps extending its AoA over limit I've set. And my plane is unstable over 17 degrees AoA and set 12.5 to autopilot, but it still gets over 15 to 17 and ... spinning into the ground. I'Ve tried lower turning factor and limiter, but still not much better....
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Toonu replied to Shadowmage's topic in KSP1 Mod Releases
No, I mean, not align to the ground but to the Z axis. Axis from front to back of plane... -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Toonu replied to Shadowmage's topic in KSP1 Mod Releases
Hi, is there good old alignment guide as was in ALG for ALG wheels? I can't find it under any of Fs F1 F2, etc... nor in wiki... -
Does anyone know why it says: Insufficient vessel clearance for safe docking? Can't find it in documentation... It says in editor when trying put small plane into a hangar with 56x150m area... @allista or @0111narwhalz?
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Its not stock, its Large Boat Parts ship with some from SM Marine and NAS, BDAc of course plus some utilities. Still wanna craft file? There it is! Oh...no...I deleted it because the ship didn't worked xD and logs are rewritten from that time Delta time is set default, cause I've never had many problems with that. If you want, I can partially rebuild the ship but, you know...it won't be exactly same.
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So this is maybe because both bays have same stats, try lower the max and min drag in the config. Or I will do it for you if you want later...
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From the config, it seems it has same drag as small bay, are you using FAR?
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Yes, I have KJR as essential (Always on modpack) mod, so that'S no problem there. And I also see that only that ONE turret is causing it. Other works like a charm...
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Yeah I know it does, but isn't it too much overpowered for such small warhead? 150kt... That's why I post it there and not PEW
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Yeah, I experienced same problem before a 2 months, I fired cruise missile armed with nuclear warhead (Tomahawk so W80) and flew away. And it hit me 80km from the impack instantly destroying my plane. No idea what happened that day. It was Tomahawk from your PEW mode btw.
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Thanks for suppoer over Red vs Blue Any other requests about the mod?
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The bay is done, just trying to convert textures to DDS, but when I do it, the part isn't loading the texture Final tests and link here edited soon. Ok, there it is. Have fun! https://www.dropbox.com/s/6js8in39t4n0acv/GameData.zip?dl=0
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So, aligment and textures fixed, bay is opening. everything fine, just tuning last details.
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Oh c'mon, I've never done this...anything for KSP...so you are bit a ... I'm doing my best and wanted just show small advance, because I had to first learn everything about how to and..you know...Thanks for support...
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Hello guys, I dig deeper into it and am developing bigger bay for AMRAAM. Stay tuned, testing in progress... Textures need fix and animation isn't working yet, so unclosable bay for now... @njmksr @XOC2008