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BahamutoD

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Everything posted by BahamutoD

  1. I limited the landed vessel unpacking distance to about 11km because beyond that distance, the terrain collider seems to be disabled, so landed vessels fall through the surface into the abyss.
  2. There's no limit. Follower's oscillation seems alot worse than in 23.5 though.. I'm going to try to fix it. Also, I found a bug where the rcs velocity kill is calculated incorrectly for vessels that have decoupled or changed their 'control from here' point. I've fixed it, so that will be in the next update.
  3. Yeah it didn't work at all in .90 because of the way SAS got rearranged with the addition of the new autopilot. Nope, sorry. The plugin is relatively simple - getting a craft to move into the correct relative position would be pretty tricky.
  4. Yeah eventually I'll get it to do that. Not sure what you mean..
  5. Beautiful! I didn't know there was a 747 pack.. gonna have to see if I have space to jam it into my modded install. Yes, and.. hm very interesting, I'll see about that.
  6. The one with wings? its based on this http://fas.org/man/dod-101/sys/smart/agm-86c.htm If you mean the other one, its this:
  7. That Mk1 without intakes (but with the smoothed connection) would be perfect in my eyes.
  8. Heh good thing.. It was more of a headache than I thought it would be.
  9. Update v6.0 -0.90 compatibility -a bit of code clean up Notes: Just attempted to bring it back to previous functionality - nothing new. Let me know if anything doesn't work. Follower SAS still oscillates on medium to heavy weight craft.
  10. That reminds me, I need to get the "bomb clearance check" to work with missiles that have a long drop time.
  11. Thanks. Squad changed the SAS a bit with the addition of the autopilot. I took a look at burn together and initially it seems I just have to change vessel.vesselSAS to vessel.autopilot.SAS, but I haven't tested it. I think I'll give it a try soon. From now on though, keep the burn together questions in the burn together thread . *goes to check bt thread to read everything I didn't read*
  12. I was hoping I could do that, but unfortunately vessel load/unload distances are global - not per-vessel.
  13. I've never heard of this.. please send me your output_log.txt from the KSP_data folder. -- I saw another comment about cruise missiles not working from my youtube video, so I'll paste my reply here: The target unfortunately needs to be within physics range at the time of launch. If you want to fire on far away targets, the physics distance needs to be at least that large. It sucks, I know, but its how KSP works. A future change could be to let you fire on targets outside of physics range, even though the missile would unload when out of range unless you switch to it - but then if fired from a plane (which one of them requires) the plane would unload if you switch to the missile and it flies out of range.
  14. If you just want to clear debris and don't mind over powered weapons, try turning on 'Instakill' in the settings menu. edit: Correction.. instakill only affects bullets, not explosives. I'll fix it. For now you can just turn up the damage multiplier in the settings config file. Can you elaborate? I should mention that the target still needs to be within physics range...
  15. Update v0.7.3 - Cruise missile guidance (still needs work) - AGM-86B Cruise Missile - RBS-15 Cruise Missile - Optional separate particle and sound effects for boost phase of missile - Removed seismic charge assets (to be released separately) Notes: The cruise missile guidance still oscillates a bit when it's trying to hold an altitude sometimes, but I'll work on it more later.
  16. I haven't tested yet, but there's no reason they shouldn't. The only possible difference would be the thrust to drag ratio - they might be faster with FAR. I fixed the fins of the AGM-86 to be more like the real one, so it should be compact enough to fit in that plane. Those are both atmospheric but I was planning to make a larger space missile with more dV than the HEKV-1.
  17. Cool, looking forward to it, tetryds. Here's some test footage. The sound is kinda bad.. Unity's doppler effect sounds weird when the camera is following the audio source.
  18. Interesting radar ideas. I think I will reserve development on that extra stuff (communication, varying radar effectiveness, etc) until we get to the point where there's some kind of campaign or mission set. Which brings me to another idea - people could make missions by sharing save files with enemy stations already set up with guards and what not. The enemy crafts should be only stock+BDArmory so that they're compatible with everyone. A player can download the save file, which should come with some sort of mission description, and you have to build your own crafts to try to complete the mission. Last night I stayed up late to write some cruise missile guidance. These should be ready soon: I know the agm-86 folding fins aren't exactly like the real thing.. its okay.
  19. Hotfix Update v0.7.2.1 - Further increased packing distance leeway to fix rendezvous bug - Merged Yskinator's laser damage model Edit: sumghai and tetryds - I'm noting your ideas and will ponder on them.
  20. Great job, man! I was going to make those vtol parts and a stockalike version of the cockpit myself, but you beat me to it!
  21. Yeah apparently the rendezvous bug is back... I'll try to fix it soon.
  22. Right, I should have mentioned that. This also brings up a question: Do you think the weapon manager's targeting should (a)only target enemies, or (b)target anything that is not debris, or ©target everything (the way it is now)?
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