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War Eagle 1

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Everything posted by War Eagle 1

  1. Lol good luck. Rifles: M4/M16 AK-47/74 Tavor 21 SCAR-H G-36 SMG: MP-5 Mac-11 (thanks Spanner) UZI UMP P90 LMG: M249 M60 PKP L86 RPD Pistols: (add a reload feature to make it semi auto) M9 Glock IWI Desert Eagle Anti Vehicle launchers: (For the most part the AT-4 has that covered but if possible) FGM-148 Remodel the 40mm grenade launcher to look more like the Milkor MGL Anti Air Launchers: FIM-92
  2. So now that this has a new spark lit again, what ideas are turning in your head?
  3. Hey BahamotoD Would you consider adding this to the list of add ons in the OP?
  4. Would you consider adding it to BD FPS with turret functions? Also Jester...you should consider asking BahamotoD to put a link to this mod on the front of his page.
  5. I can see where you are going but for this mod we are trying to get it to function in guard mode. So really i guess its just two different ideas of looking at how to use it. Interestingly enough. The Stern in still somewhat in use. When my dad was in Iraq (LT Col. so he didn't actually fight), he got to fire many of the weapons the terrorist use which included the Stern. To quote my dad "It was a fun gun!"
  6. I have but unless you have updated it lately it doesnt have a turret factor in it. Its stationary like the BD m2 .50 cal LMG Also i can't check to see if you have until my new computer charger comes in as mine has a short in it. But it should be in today
  7. Mac 11 sure does fill the void of a SMG. Now we don't have to lug around those bulky 20mm vulcans Only thing i would suggest is move the gun back a bit more so it looks like the kerbal is holding it by the grip rather than the stock
  8. HEY ZEKES glad you re back. Hey do you have a 1.0.5 working copy of the mig-31?
  9. Awesome. Will that also work with Air to Air missiles? I keep thinking this mod can't get much better but you keep proving me wrong.
  10. Thanks to the recent update gunships are now much more user friendly. That said I have noticed something The 105 howitzer may need some recalibrating to work better with the slave turrets setting on the targeting ball. In the pic i posted you will see that the debug lines show that its accuracy is off by quite a bit.
  11. It was my attempt at making a private company back when you could do that. Failed miserably but the name stuck so when i play ksp i play as my company per say.
  12. I think the idea is if you want to have a group set up at a certain position you send them to one area. Then for the attack one you can have them break off away from you. For example if you say got to position. They go there and wait so you can form up with them. Then say you got two enemy ground units 10km apart you can tell the ai to attack one unit while you attack another. Im still learning it myself so i may be wrong
  13. so far my only grips are that the TOE launcher, bombs and fixed rocket pods for aircraft (still) don't work for guard mode. Also that the 5000 load range is now set and can't be increased so long range cruise missile strikes from aircraft are just about impossible. That said all of those pretty much have some form of alliterative (like just using laser guided missiles for AI Airstikes and ground based cruise missile launchers) Other than that this update is spectacular.
  14. I may have found a slight bug. If a craft has multiple turrets it won't activate guard mode I made a quick thrown together AA turret consisting of 5 millennium cannons but when its in guard mode nothing happens. However if its only one cannon it works fine edit: ignore this…i got it working
  15. But can it be airlifted in a MK3 Cargo bay and ramp?
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