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Taris

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  1. I would like to use Keyboard input as well since I don't use gamepad when operating Naval or land units.
  2. One request, would you mind implement secondary binding? I would like to use a joystick and map its trigger to fire gun button. Thank you.
  3. I know that and I am already running my War business the same way. Please, I have brain!! Problem is, Kerbals who made up BD Armory parts 'Know' what GPS is and it seems they already mapped Kerbin completely with their own GPS coordinate system. So, it just doesn't make sense to bring TGP every time they update GPS database.
  4. I got a few questions and suggestions: 1. It seems guard mode AI selects weapon whatever it likes. I've made a ship with abrams cannon, .50 turrets, and AIM-120 but guard mode AI selects the Abrams cannon when I tried to sink it!! Also, my tank has the Abrams cannon/.50 turrets and approaching enemy AAA position with AI guard mode on: the tank selects .50 turret instead of cannon to engage the AAA gun site... Maybe we can implement a function to prioritize weapons for guard mode AI per vehicle depending on its purpose? 2. Would it be possible to access the GPS target list from external menu? i.e. Alt+B? JDAM bombing runs usually pre-program target's GPS coordinate before take-off (refer Falcon 4.0 games, Free Falcon or BMS mods). Of course, it's cool to manage GPS coordinates from TGPs but it makes a bit tedious to use cruise missiles since TGP visual distance is already minimum firing range for cruise missiles anyway. Also, cruise missile tanks (like SCUD missile) might benefit from additional GPS coordinate manager. 3. Optional. In reality, AGM-65 is a TV image guidance missile except a few models. Sure, a few variants have laser guided tracking system but they are supposed to be paired with ground forces who are supposed to paint targets with a laser designator. I guess legacy targeting mode may be compatible to the TV guidance model. 4. Super optional: Ground scan radar would be nice.
  5. Craft Download: http://ge.tt/4d6vdf22/v/0?c Tiny space fighters for compact carrier operation. Combustion fuel version. F-100A Mini Long range scout. F-100B Mini Oolar corp. was founded by Dr. Oolar Kerman who was discharged from UKSF avionics laboratory due to raising safety concern against the lab organizer. The goal of the Oolar corp. is simple: provide affordable, safe, and reliable spacecrafts for private sector.
  6. Craft Download: http://ge.tt/5kehHf22/v/0?c Ok, I'm not sure whether they meet your restraints or not, but let me share some of my crappy designs. The archive contains a document with craft history and specifications as well. Both of them are configured with BD Armory Weapons Manager System. UKSF L-1 Lambda (Resale refit) Mods: MechJeb, BD Armory 0.6.1 UKSF M-4 Hellrazor (Resale refit) Mods: MechJeb, BD Armory 0.6.1 Since I'm mostly playing on a laptop, I cannot make a huge craft with over 200 parts at all.
  7. Hi, I was trying to apply Vanguard Ejection Seats to all the command modules but remote controlled ones. But it's quite troubling to select only manned modules. I tried using @PART[*]:HAS[@MODULE[ModuleCommand]:HAS[#minimumCrew[1]]] but ended up selecting all the command modules. Also, I tried, @PART[*]:HAS[@MODULE[ModuleCommand],@MODULE[ModuleCommand]:HAS[!RESOURCE[ElectricCharge]]] But some mods(example: Computer Core from KSP Interstellar) doesn't define the ElectricCharge resource in the MODULE{name=ModuleCommand} node. Would you kindly show me some hints? Thank you.
  8. I got a small request... Would you kindly make a turret mount tied to the Lazor system? I guess we can use such mount to mount guns like DYJMisc vulcan or AKST.
  9. I'm using 3.1(active texture) aggressive one. But it works without problem without Active Texture 1.5. I can use everything fine with Active Texture 1.4.X version.
  10. Sorry for late reply. Unfortunately, I cannot find any abnormalities in the log file. I'll attach it anyway. https://dl.dropboxusercontent.com/u/711793/KSP.log And... here's how the LAZOR looks like after installing 1.5.0 version. https://dl.dropboxusercontent.com/u/711793/ksp_oops1.jpg It was working fine with 1.4.X.
  11. 1.5.0 crashes with LAZOR systems and JSI RasterProp Monitor(with KSI extension)... LAZOR: changes UI textures to Unity stock version. Mod is functional and usable but feels awkward. RasterProp: Every screen becomes plain texture, shows nothing on screen. No buttons work. Is there any way to solve those problems?
  12. I fixed the problem editing 'Squad.tcfg'. config_enabled = true NORMAL_LIST { texture = Squad/Spaces/mk1CockpitInternal/model002 texture = Squad/Spaces/mk1CockpitInternal/model004 texture = Squad/Parts/FuelTank/RCSTank1-2/model001 texture = Squad/Parts/Aero/winglet2/model001 texture = Squad/Spaces/PodCockpit/model000 texture = Squad/Spaces/PodCockpit/model001 texture = Squad/Spaces/PodCockpit/model003 texture = Squad/Spaces/PodCockpit/model004 texture = Squad/Spaces/PodCockpit/model005 texture = Squad/Spaces/PodCockpit/model006 texture = Squad/Spaces/PodCockpit/model007 texture = Squad/Spaces/landerCabinInternals/model000 texture = Squad/Spaces/landerCabinInternals/model005 }
  13. Got a problem with Mk. 2-3 pod (that 3 man cockpit)... with Rasterprop mod. Most part of the cockpit blacked out and I cannot see through the window either.
  14. Problem is, that is NOT POSSIBLE with Turbo Jets!! Yeah, I'm talking about space planes. Also, adding such unnecessary parts move centre of mass confuses design. Moreover, why do you need to tax PC with such unnecessary parts?
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