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KSP2 Release Notes
Everything posted by BahamutoD
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Update v1.1 -added 1.25m 'Vector' jet engine -added mouse-aim spotlight -rescaled ILX-40 -fixed ILX-40 collider -fixed ILX-40 center of mass & attach point (may break crafts) -fixed TRR engine causing rotation -fixed Mini-vector thrust gimbal -fixed RCS rescaleFactor typo -fixed mini-vector offset -balance tweaks -added Gimbal toggle button to vector jets -reduced mini-vector thrust -set prices and techtree locations -updated BDAnimationModules.dll I hope everything works.. Note: Some rescaling/repositioning of a couple parts may mean you need to reattach them to your crafts. Existing crafts might look a little wonky. Sorry about that but it had to be done.
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Dude, I love it! Thanks so much! You picked the right color and everything. Off-set in what way? The gimbals were necessary for having the little flaps move independently. In the next update, all the buttons will be hidden and there will be a single button/action group that toggles them all simultaneously.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
BahamutoD replied to ferram4's topic in KSP1 Mod Releases
Is there a way to modify the following MM config node to exclude parts whose name contains "rotor"? @PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[@PROPELLANT[IntakeAir]]]:BEFORE[FerramAerospaceResearch]:NEEDS[!AJE] { @MODULE[ModuleEngines*] { @maxThrust *= 0.5 } } Cutting the thrust is fine for jets, but it makes most mods' helicopter rotors un-usable.- 14,073 replies
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
No problem - enjoy! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
CWRules, its because you installed it incorrectly. The BDArmory folder in the zip file should go directly into the GameData folder. According to the log, you put the parts, plugins, sounds etc folder into GameData, but the whole folder itself should be there. For the bomb aimer to show, you need to have a bomb selected with the weapon manager, have a vertical speed less than +5m/s (basically either fly straight or go into a dive) and have an altitude greater than 200m. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
You need the weapon manager attached, and enable camera tools in the options. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
BahamutoD replied to ferram4's topic in KSP1 Mod Releases
Thanks ferram4!- 14,073 replies
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The stow-away
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[WIP Plugin] BDAnimationModules - v0.6.1
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Getting back to work on this along side BDynamics. DMagic, thanks for pointing out the bug in the loop module. I'm going to try to fix everything that's wrong first before putting new modules. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
You may have missed the posts by other, and the one I posted a few minutes before you, but yeah, that's on the todo list. Ohh okay. Yeah when I get around to figuring out cluster bombs, I'll be sure to add a rocket version. If you have a bunch of tanks, just activate the turrets on each of them, and they will all shoot where you aim. Then, you can use BurnTogether to drive them all. -
Epic KSP Theme song + Space theme (update 3)
BahamutoD replied to BahamutoD's topic in KSP Fan Works
Since its a cover, I think all rights go to the original artists. I'm sure they are aware of it, and haven't complained to me since it was featured on kerbal daily a while ago, so I think it is okay to use as long as you give credit. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Hidden/faired vulcan will be fixed (no mouse-aim). "The bombs' explosion force stacks with multiple bombs..." Should they not? Gun auto-targeting - I will do it eventually if I decide I want to have some automated anti-air similar to ID Skillful's. Melfice, the bombs shouldn't need thrust for the guidance to work. Try giving them a boost or cruise time, with thrust 0, and a little bit of turn rate. The guidance only tapers off after the end of the designated boost and cruise phases, regardless of thrust. Also, my guidance system doesn't use actual aerodynamics or forces, just some cheap trickery (rotating the velocity vector). Whoever asked about the M230 chaingun - That will probably be the next gun I make, since I've already made two types of gatling guns. I see there's interest in Russian/non-American weapons. Eventually. I'm more interested in difference of function, so if you can point out a gun that's significantly different (not just appearance or slightly different calibre/rate of fire) then I'll be more likely to do it. I don't think I'll be doing lead markers for where to fire on moving targets for several reasons. Wolf123 "Two planes both shoot if their turrets are enabled" - That was intentional; I might make it optional. Damaske: I do want to make the MLRS, but what is a submission rocket? Also, about the AGM shooting your wing off - I'm having issues with getting a consistent decoupling force for the missiles. Hopefully I'll get it fixed. Thanks everyone for all the comments and support! Its hard to keep up with everyone so sorry if I didn't reply to you! I also want to add: If you make weapons using this mod and release them in your own packs, just make sure to credit me and subscribe to this thread so you can update your packaged BahaTurret.dll when I update it. Or, don't include the DLL and just link to this thread. Thanks. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
BahamutoD replied to ferram4's topic in KSP1 Mod Releases
I was playing around with my fighter jets shooting AMRAAMs at each other, and when I destroyed one plane, I got this spam in the debug log: ArgumentException: Value does not fall within the expected range. at ferram4.FARControlSys.OnDestroy () [0x00000] in <filename unknown>:0 at ferram4.FARControlSys.OnGUI () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at RenderingManager.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) If its not a known issue, I'll try to recreate it and investigate further.- 14,073 replies
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I forgot to delete some debug logs from the fly-by cam... Sorry for the spam. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Update v0.4.1 -added infinite ammo option in settings.cfg -added bomb aiming reticle -added in-game settings window (leftAlt- -added 'Camera Tools' (Numpad) -reduced Vulcan heat-up rate -increased m1Abrams RoF from 8 to 10rpm -fixed 30mm ammo box description -tweaked missile guidance some more ----missiles gradually lose lift and maneuverability after thrust cuts out -----this gives them a limited/optimal range ----missiles fired from a strafing craft behave better Notes: - Bring up the Settings GUI with leftAlt - B (in-flight only) - Changes made to the settings in the in-game GUI do not save after you exit the game. For now, set defaults in the settings.cfg file. - Camera tools is off by default; it can be turned on in the settings. - Weapon Manager needs to be on the craft to use camera tools - Cameras for keypad numbers 0 through 2 require a target to be selected (target cams) --The first two target cams only work well for ground targets. - Camera for keypad number 3 requires a missile or bomb to be fired (missile nose cam) - Camera for Keypad number 4 is Fly-by camera. Let me know if the zoom is too much, I'm tweaking it. - Sorry, button remaps not available yet - Air to ground missiles are now much less effective at tracking airborne crafts. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
If you have only BDArmory installed, GameData should have BDArmory, Squad, and NASAmission. All of those other folders (Parts, Models, Sounds, etc) should stay inside BDArmory. Everyone else, I'll respond to your questions, comments tomorrow. I've been working on 0.4.1 and it should be ready tomorrow but I'm about to go do stuff today. Working on this stuff is keeping me cooped up in my house! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Yeah I plan on Hydra 70 pods, unguided of course. I'm not sure about a gun sight though, since it would depend on how you mount the gun. Btw, anyone have a suggestion for another camera angle? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Heres some stuff that I worked on in the last few days. No new parts but some new features for the upcoming 0.4.1. ('Camera tools' and bomb targeter) https://www.youtube.com/watch?v=wZ6sf6VZyp0