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Chris Bolland

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Everything posted by Chris Bolland

  1. Can anyone explain why the BDArmory green bomb sight disappears above 4500 meters? Is there any way to fix it? I've been looking into high altitude bombing. like 7000-8000 meters.
  2. Is there any way I can target guns like the howitzers using GPS chords? My goal is to make artillery that can auto bombard from distance. If it won't work, then that's alright, I just hope spanner can update the mod to do that some time. Thanks! (PS won't it be awesome if this became a stand alone game?!?!)
  3. I'm having a problem in my save. I have a set up where the target is sitting in the KSC and I have a radar post on the hills above. I have 2 artillery guns using the 105mm Howitzer behind it, over the horizon and about 5 km from the target. I've made sure all AIs units ranges are set to 10km and the radar post is streaming it's signal to my guns. they receive it, and lock onto target, but they won't fire. Any suggestions for how to fix? I want my guns to fire over the hills, and the bullet drop should be sufficient to arc the shot properly.
  4. The start of a new cinematic Ww2 style news program. The basic gist is that the People's Republic of Kerbistan has aggressively pushed forward and landed a kerbal on the mun. The nations of Kerbainia and Kervic are ready to join forces to push them back.
  5. So, I've been having issues with NAS. The torpedoes won't explode upon impact with the ships. (this includes air and ship launch ones.) Impact speed for this Mark 15 torpedo was 35 M/s at a cruising depth of 1 (default), launched from a ship's deck. The torpedo will travel at the target a *boop* tap into it at 35 M/s and then just stop. And push against the ship. When the enemy MGs blow it up it shreds the ship like you'd expect.
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