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Everything posted by SpannerMonkey(smce)
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Well in that case chaps I stand corrected, its is indeed possible to beat the AI in a dogfight , but then it's been many years since my reaction times were faster than an oak tree. It's a given of course that the AI has limitations and stupid things like the roll to turn 2 degrees are easily exploitable I suppose
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[1.2.2] PEW continued R14 122 Beta
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
I'm having much fun with missiles right now so will definitely add those to the research list , currently in testing Aster, Meteor and an old tech Bloodhound( cos it looks awesome) -
BDArmory tab not showing up?
SpannerMonkey(smce) replied to NIBARR's topic in KSP1 Technical Support (PC, modded installs)
Hi BDA is updated a different way these days and the new releases etc are to be found on github for the latest and greatest KSP 1.22 version see the link below https://github.com/PapaJoesSoup/BDArmory/releases/tag/v0.2.1.0 BDA now features the ability to massively extend the physics range, to use BDA at it's best also install the following https://github.com/jrodrigv/PhysicsRangeExtender/releases/download/1.2.0/PhysicsRangeExtender.1.2_30042017.zip -
Hi all, while it's all quiet in forum land production has continued on the aforementioned Type 45. It finally hit the water a couple of weeks ago and has been through the full range of abuse, sunk, set on fire blown up and defended itself against ten heavily armed AI aircraft. The ship is fitted with a removable 24 cell vls unit (cover provided for deck when VLS not fitted) and will come with the correct missiles for class. The Aster 15's and Aster 30's have been very successful in tests with an exceptional hit rate. The missiles differ in range and physical size. the Aster 15 is short range and carries a short booster, and the Aster 30 is very long range and is capable of speeds in excess of Mach3. A bonus missile will likely be included as it's also proved devastating as a ground launch weapon as well as Air to air, the BDA meteor is another deadly accurate radar guided missile with an outrageous top speed and exceptional hit rate Also the ship will come with the closest approximation I can get of a Seagnat system this is very similar to the CM units fitted to aircraft but much larger, and deploys smoke flares and chaff, although the chaff element needs another way, some kind of airburst which is, I believe how the real thing works. Other points to note, the radar are appropriate to type and extremely effective in the new BDAc long range environment. The foremast is cfg in two forms, a bare without antenna and a full rigged version, the full rigged version carries a communication and heavy ECM array The hull is one part similar to Cekay and has a large removable deck section, this gives access to a large dry underdeck area for ammo storage, or as I'm favoring lately large special APU's that provide all the power for the vessel, rather than a hand wavium generator . There;s likely more, but that can wait, it looks like the 1.3 update will be an epic one with new ships and toys galore.
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That's not quite true, they can be very maneuverable, don't forget all the missiles in BDAc are getting quite old now. I've started investigating and modelling the raft of new missile variants, and without exception they're considerably more effective than 20 or 30 year old designs . With the correct mass boost, thrust and tuning in the cfg, Anti missile missiles are very effective and getting close to and occasionally surpassing the hit probability that is expected from a modern interception missile system and in pure anti aircraft mode are lethal. To quote one of my testers " they're lethal to anything they get a lock on and relentless in pursuit" It's quite amusing to watch the AI desperately trying to escape when it's run out of CM's. Turning an running is a bad idea when the thing chasing you can exceed Mach3 ~~
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Hi generally in that situation the AI will use guns, given that head on engagements, like for example a dogfight using the default BD AI competition mode setting (8km) will be very close and closing range, and very likely well within the minimum firing range of most missiles. Missiles have a minimum fire range because almost all go through several stages after launch, from drop , boost staging to radar guidance then finally in the case of active guidance missiles to internal seeker( that's not exact of course because we're dealing with code controlled features not real tech). Within this range there's not enough time for the missile to fully perform all these functions, so the likelihood of a kill is minimal. The AI is quite smart sometimes and generally if it chooses X weap over Y weap then it's calculated that the best chance of a hit using X weap. Come to think of it has any player ever actually beaten the AI in a dogfight? Using matched aircraft I doubt it's possible, so let the AI choose the best way to go, he's a better fighter pilot than we can ever hope to be
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
Well old chap you certainly do get a move on when you set your mind to something. nice work, and features Just had a thought while passing and grabbing download, would the flag module fail if there were, for example multiple flag transforms with the same name? the stock module does, each one needs unique name. Of course just a passing thought, not even tried yet I fancy a big rotating sign on top the VAB Feel free to ask anything related to the above desire, ( there's no stupid question if you do not no the answer)always have time for new (and not so new) mod makers -
Show off your awesome KSP pictures!
SpannerMonkey(smce) replied to NuclearWarfare's topic in KSP Fan Works
Hi all, didn't know this shot existed until i was pulling out a couple of mod demo pics, but it just has something I very much like -
Nope not really, it's very easy and trouble free creating as many installs of KSP as you want, Many of us run multiple installs, with various combinations of mods, as no one install can have ALL the best mods, there's so many. It's also very handy come update time as you can keep a constantly working version while you wait for mods top update. Go for a multiple installs, and keep all your long time favourite mods.
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How did you learn to play ksp?
SpannerMonkey(smce) replied to Shadow Wolf56's topic in KSP1 Discussion
Initially stacks of trial and error, never been one for video tutorials much and back in 0,16 they were in short supply . Though I truly learned how to play while teaching someone else the basics, I've always found that explaining things to others helps to clarify and refine my thoughts and skills. It's been a while (months) since I last went to orbit, but it's still a breeze to do, don't give it much thought now -
Hi it's all good, good luck with your project Turns out 0.16 was the first version i bought (which I still have also)
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Hi, if the forum hadn't eaten the original BDAc I could check, old age you know etc etc, anyway IIRC 1.20 was the version with shader troubles. Pre 1.2 versions will not work on 1.2 due to code changes in KSP1.2 and post 1.2 versions have changed things in such ways that 0.1.2.2 is not going to work correctly on 1.2 In an ideal world you'd use v0.11.1.4 which was compiled for ksp 1.20 but even that's not perfect, as all the required fixes for shaders had yet to be assembled. Be warned that even if it appears to work, using a version of BDAc not compiled for a particular version of KSP will spam your log with code related errors and diminish the performance of the game and provide a less than representative example of BDAc's awesome functions
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Must say you've lost ,me here, if you know how to convert MBM to DDS what do you need tips for? Isn't KSP 0.16 the demo? Are you aware that unlicensed mods as you will find for versions of such age are considered by Squad to be ARR all rights reserved and as such cannot be legitimately revived and promoted on the forum . You would need to track down the author and get explicit permission in order to make this project viable for the forum, something after such a long time has passed will be extremely difficult I've done my fair share of necromodding and you have to be very very careful to observe the rules and conventions if you are to avoid the attention of mods and or grief from mod makers
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
Hey, I think it's more noticeable when the models are scaled but if you place a series of long objects the steps really show, I'd not mentioned it as I put it down to the actual surface mesh, as I've encountered similar situations in other game engines . -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
Hi that was by @Eskandare iirc and he has been reworking it for some time, and indeed it would take a good deal of effort to optimise it as he intends. So maybe one day -
What you have failed to mention here is that you are using KSP 1.02 and the BDA for 1.05. AS mentioned in the problems thread supporting such old versions is not possible as the code base has changed dramatically since that version in both BDA and KSP. As suggested there create an updated install and use the latest BDA for best performance and most importantly full rather than NO support.
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Hi by editing cfg files you can swap one plume from one engine to another engine, and you can change the strength of emission (how much smoke, when) You cannot create plumes by altering cfgs only use pre made one, First you want to familiarise yourself with editing cfgs and the modules in them. To create custom plumes you will need to make them yourself in unity the hotrockets tutorial is a good place to start . You don't need to install hotrockets or any other mod in order for them to work in game, just follow the instructions
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stock re tex
SpannerMonkey(smce) replied to horace's topic in KSP1 Modelling and Texturing Discussion
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
Nice feature, which I'll find extremely useful. I though I'd take this opportunity to share some modding info on the addition of flags to statics, as already mentioned they need to be added at part creation, BUT there's no reason at all why you could not just make a set of static flags that could be placed on the static model after it's been placed And of course the most important bit of all without which it's all an exercise in futility -
How to create/rearrange categories in VAB
SpannerMonkey(smce) replied to Waxing_Kibbous's topic in KSP1 Mods Discussions
Hi this mod does pretty much what you require. -
The Shipbuilder's Guild
SpannerMonkey(smce) replied to Triop's topic in KSP1 The Spacecraft Exchange
Something new from SM Marine