-
Posts
473 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by bartekkru99
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
How do you like a targeting pod on my VTOL? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
This would be great! I hate when 4 goal keepers all try to shoot down one god damn hellfire, while five other missiles are coming toward the vessel. Maybe if there was a way to assign weapons to different managers. Also what's going to be next after new targeting system? Better AI, new parts or something else? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
I'm waiting for those targeting pods not only becayse they will... well target stuff, but also will look great as nose cones for my gunships. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
I don't think, that BDA projectiles would be affected in any way. But even if they would it propably won't be hard to add some kind of exception. Also I'm not interested in guns, I'm interested in something, that can be customized (by customizing I mean assembling in VAB rather than changing part.cfg flie) and launched from the orbit which automatically excludes guns, since BDA projectiles can't be controlled or even followed to ensure, that it hits the ground without disappearing after crossing physics range (and sorry, but I don't want to set my physics range to 200km, it causes problems at 40km). Maybe tweaked missiles would do better, but it kinda doesn't go along very well with the thing I said about customizing stuff. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
Baha can you add a piece of code making all parts explosive when traveling at high speeds? It would be very helpful when making rods from god and other types of custom kinetic weaponry. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
Also GPS targeting will propably be necessary for cruise missiles to work. Also Objects coliding at high speeds should also create explosions, no matter if they have warheads built in. Energy would depend on mass and velocity (E=mV^2/2) (I need it for my "ZEUS" project, you can propably guess what it is) It won't work, but you can always increase physics range in bda settings (Alt + . -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
I didn't notice... Baha, can you make night vision view a bit blurry for extra taste? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
Also targeting screen should be black and white, it'll look a lot cooler than colored. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
What parts to exact? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
I'd rather like surface to surface missiles and rocket artillery, because there are no such weapons in the game yet. - - - Updated - - - Finally I won't need to aim my whole VTOL to shoot satelite dishes with hellfires. And how do you plan to make radars working? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
This game is largely about aircrafts too, that's why C7 has made so many spaceplane parts and then porkjet started to overhhaul them in 0.25. - - - Updated - - - Have you turned guard mode on? You need to turn both AI and guard mode on. And in case if you did you set the teams up and armed weapon managers? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
I totally agree with you, better targetting system is a base for other major features such as contracts and better AI. -
[1.x] 5dim Military Contract Pack [v0.4] [2015-05-3]
bartekkru99 replied to odin_spain's topic in KSP1 Mod Releases
Can you add some kind of random air raids, that you need to fight off or they will destroy KSC buildings? Their strength would depend on you current tech level. -
5dim Military Contract Poll (What´s next)
bartekkru99 replied to odin_spain's topic in KSP1 Mod Development
Can you add some kind of random air raids, that you need to fight off or they will destroy KSC buildings? Their strenght would depend on you current tech level. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
bartekkru99 replied to ferram4's topic in KSP1 Mod Releases
I have uploaded some pictures from SPH on the repository.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
Official FAR Craft Repository
bartekkru99 replied to tetryds's topic in KSP1 The Spacecraft Exchange
And there it is... -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
bartekkru99 replied to ferram4's topic in KSP1 Mod Releases
Hello, I've got a problem, my plane starts to roll and yaw on itself when doing a loop on a horizontal plane and doing barrel rolls.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
bartekkru99 replied to ferram4's topic in KSP1 Mod Releases
Cuz my new PAK-FA replica is able to make 6-7G vertical loop and 10-9G when doing a horizontal one, all at 200m/s- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
bartekkru99 replied to ferram4's topic in KSP1 Mod Releases
Got a question, how many Gs (sustained) a fighter needs to give off at about 200m/s to be considered maneuverable for you? How high do you rise your bar?- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
That's what I'm doing right now,, but it's really hard to shape something using parts, that are now in game. - - - Updated - - - I was looking a bit into x-plane a bit, but still not sure.
-
Does any of you knows a game about building aircraft, with reasonably realistic aerodynamics?
-
P.E.W (A BDArmory Addon)Reactivated Development
bartekkru99 replied to LORDPrometheus's topic in KSP1 Mod Development
I've got a question for you... I've made a model (no textures) for rocket pods in blender, do you want to implement it? You can PM me in case I forgot to check this thread. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
This is my SAM turret design -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
I think, that both things would be nice to implement, since Goalkeeper takes a lot of space and it would be nice to attach some ammo boxes to it. And it would be also nice to have few AA missiles placed on rotating platform, that could track enemy aircrafts, so the missile itself doesn't need to make 180 turn, when something comes from behind -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
So can someone make a plugin for Infernal Robotics, adding mouse tracking?