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odin_spain

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Everything posted by odin_spain

  1. This weeks I´ve been studing because of my exams, I´ll finish it soon. Then I´ll continue working with this mod fixing some issues and with the next pack of missions. Thanks
  2. You have to control planes from crew cabin. I have to make a "computer core" inside the planes in a specific orientation to spawns it correctly, that why you have to control it from the cabin. - - - Updated - - - I already test it and this weapons are available, notice that I changed the required tech to obtain it (relative to stock BDarmory).
  3. Hi !, was not really a bug, but because I was reading my code again did some changes so it´s better for you to donwload it again. The problem is that He-3 is not really common. You can see a big spot of He-3 and land there, but when you run surface analisys maybe it would be dissapear, because He-3 in the same Bioma but in other part of the planet. It was not my foult, Kerbal 1.0 is in this way. You have to use Narrow band scanner map to search for He-3 again after surface analisys. I did it minutes ago and it´s work.
  4. It´s a good idea !!, but I don´t if it´s possible. I´ll think about it
  5. Yes, in the next release I´ll include air-to-air missions !! About do my mod in career mode.. it´s difficult because the game not allow contracts in sandbox mode. If you have some idea about that tell me please,
  6. I´m glad to say that "Ghost ship" issue was totally solved in 1.0.3,. thanks nightingale!!
  7. "Ghost ship" issue was totally solved in 1.0.3,. thanks nightingale!!
  8. NightIngale is working about the problem of "ghost vessels", and it wil be solve soon.
  9. Thanks all!! I tried IA module, but is still a bit stupid, but I can use it for air combats. Usually the problem is about to spawns "actived vessels"
  10. Please, I need your oppinion about new military missions for my mod: http://forum.kerbalspaceprogram.com/threads/119770 Thanks
  11. Thanks, but FASA for all contracts or only my mod? And please, vote in this poll about future addons in my mod: http://forum.kerbalspaceprogram.com/threads/119770
  12. Hi all!! I want to add more mission to my mod 5dim military contract pack but I want to know what people like more. Please, give me your ideas and commentaries about that. Thanks !!
  13. Have you more contracts in your game? maybe other ones tajkes more priority. Try to reject some kerbal deffault missions. I tried my own mod a lot of times and it works, but without more contracts.
  14. Hi, some bugs are not really mine. Some vessels are lazy and start shoting later. The other problem is "ghost ship" near you when start, I cant find this error neither, but I´m working in both. Ok, I´ll see PAC-3, but the you can play with this because can donwload last version of BDarmory
  15. I´m glad to say that a new version of 5dim Military contract pack has been released, list of changes: - Added a new missile (ASM-135) for space battles. - Added a new bomb (ASM-135 bomb) for space bombard. - Weapons are now distributed in differents technologies. - Compatibility checked with BDArmory 0.8.0.
  16. Hi, I´m glad to tell you that I was working in techtree changes, and NOW the new version has been released adding 2 new missiles. About the ghost vessels...I can´t find the problem Enjoy it!
  17. Anyone knows how to create a new tech in 1.0 version? I tried edit TechTree.cfg but it was imposible to create a new technology, anyone know how it works? can someone give me an example? Thanks
  18. Finally I did it with Interstellar fuel Switch, so a new version of the mod has been updated. Thanks to FreeThinker
  19. Yes, I know I'm doubling the space for both in a same container. But when are you going to use xenon and He-3 at the same time? in a minning probe? Xenon is for ion drives and it can't be loaded with drills or take off the Mun. Anyway, I'll try to solve it. I tried your code +PART[xenonTankLarge] { @name = He-3_TankLarge..... but it duplicated me the part.
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