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Everything posted by Anister
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
Parts by other members: Direct any questions about these to the respective authors, not me - Naval Artillery System by Acea et al. - P.E.W. by LORDPrometheus - Heavy Ordnance Pack by Harpwner - Acea's Hydra-70 resupply box -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
I know I'm likely asking a lot, but what about having AI airstrikes? Perhaps it can be done in 2 ways: ARMA II Simple Support Style: You target a location (GPS Or laser) and a plane spawns a distance away, approches and strikes the target, then flies away and despawns. The plane can be either a pre-made solid model, or you can set one of your planes, and it wil attack with the crafts weapons AI Bring along: Perhaps simpler. You just have a plane on standby in the area (either orbiting or landedà, and when you call a strike, it moves in and strikes -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
Realy? Huh, musta missed that. Shame, I realy want the Seismic Charge (Even though I read you wont add it) -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
Say Baha, whats next on the agenda for BDA? Perhaps you might want to consider making a new poll for the next major update? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
You could try and post the question in the steam group. Bigger chance he'll see it -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
Oh lawd Baha, this is why I check this forum every day! I absolutly hate to ask, but do you have a ETA? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
The Maverick has bigger payload and range, the Hellfire has higher speed and smaller size, making it a more difficult target for AMS -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
They are working on it, dont worry Also, no AWACS dish Baha? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
Gentlemen, I would like to remind you all that a steam group is made for BDA: http://steamcommunity.com/groups/BDarmory With forums for sharing craft, discussions, craft requests, suggestions and finaly a Dev Updates -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
Those are external seats I assume? Unless the turret allows it, the seats wont move. I'm no modder, but im pretty sure it needs colliders so the seats stick and Infernal Robotics stuff so the seats move -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
Yoink, steam group is made. Gimmie a PM with you steam name Baha and ill add you as a officer, and a new avatar if you want one. http://steamcommunity.com/groups/BDarmory -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
Oh wow, this mod is getting better and better! We REALY do need a AWACS dish that only scans in a downwards hemisphere, and marks the contacts for friendly vehicles (like the IR and laser lock marks a target). Also, can a TGP be set to autotarget anything in range and detected by local/friendly radar? Oh noes, I use a emulator. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
I only played HAWX 2. Never enjoyed AC. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
I read a lot of Dale Brown, does that count? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
Also, can you add the Seismic Charge in the next update? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
Say, how far can a howitzer, or any gun for that matter, fire? Because now I want to make a orbital bombardment sattelite... Laser guided death from above! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
Aye! Especially if it can auto lock targets with control (Pods, seats or probe core) modules! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
Hey Baha, love the way the targeting pod looks like, but perhaps you can add some 'random' text to make it look more 'awesome'? Kinda like this Also cool would be if that camera view also showed what weapon is loaded and how many of those are left (or incase of the turrets, how much ammo). Perheaps even a 'OVRHT' warning when the selected turrets overheat -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
Hey there, and welcome to the forums! You might want to attach the log file. Perhaps you can store it on dropbox and then link it here? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
Perhaps a RPM screen that acts like a scope, with colors designating FoF (Red = Enemy, Green = Ally, Blue = No IFF) and rough, vessel view like shapes showing how big they are. Outside, you see a large indicator on any detected craft. What realy would be awesome is a AWACS style radar dish, with huge range. Also interesting to have would be radar detectors, that designate detected radar emitters and if they can track you, and the option to share data to other craft. That way a single AWACS can guide fighters to a intercept, or guide SAM or even SSM sites to targets -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
Thats why I offerd that the radar adds his own icon over a target, one that doesnt go away with F4. (If thats possible, i dont know much about the inner workings of KSP) -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
Ooh oooh! Idea! A simple way to add a radar: a module (in-line, radial (think AWACS) and nosecone) that adds a marker on any target within its range. Then we just hit F4 to remove any KSP markers et voila! Perhaps even add jamming (invisible for radar unltil you get close) and data sharing. Then you can have a big AWACS flying around while jets take out ground targets -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Anister replied to BahamutoD's topic in KSP1 Mod Development
Hey BaHa, I love the pack. But when are you going to release the Seismic Charge weapon? -
Ask a stupid question, Get a stupid answer back.
Anister replied to ThatKerbal's topic in Forum Games!
Tin foil men that some dude stuck to fireworks Who was phone!?