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Posts posted by Ya_Boi_Assault
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These Look amazing, I can't wait for the Next update, F-4 Phantom Possibly?
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Gets Bacon
Inserts mail
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Request to change my name to Ya_Boi_Assault, If too long use Mobius_Actual
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Banned for not banning user
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10 hours ago, harpwner said:
??? This is odd, you say it was working before but doesn't now? I'll have to look into it. I think the problem may have something to do with me accidentally leaving experimental Napalm code in with the nukes. O_o
Yes. Yes it can.
Make sure you are dropping the bombs within the green circle dropzone thingy, if you drop them outside of it or without a GPS target they have a weird glitch. I've tried to fix that but it's been abusive to me so for now you must mark a GPS target and drop it in the circle.
I do drop it in the green circle from a good distance away and high up but they just fall and not guide them.
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is anyone having issues with the GBU-39 not gliding down? I drop it from a high enough altitude but it just retards and falls way short.
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Anyone else have some issues with the control surfaces not moving correctly but still provide proper control? Here I'm pitching full down but only one half of my craft is doing the proper animation.
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So I did the Game Data Install correctly like any mod and this error pops up? Assistance please?
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I see many users have taken photos with new parts and they have a transparent canopy that shows the interior view of the command pod through the windows. What do you do to enable this setting?
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I have tried installing the fork that you provided and it says that it is incompatible. Do you have a version that works in 1.1.2 ?
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The new rafale cockpit is glorious! I just have one issue. Did you forget to add a hatch to the command pod? Just wondering. Also what mod do you use to get the in cockpit views while in flight while not in IVA?
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On 4/3/2016 at 2:07 PM, Mallikas said:
I think this is caused by bad colliders, i will look at them for the next release.
I've been making models and textures this whole time, the new cockpits are starting to look quite nice. Hopefully when the patch comes it wont take me too long to put them in game since they'll be all ready.
I'm not sure how side by side seat cockpit would work in Mk1 form, and i already got some pods planned for the future. I might still consider it.
Also, since the Bearcat cockpit is radial, this mod will stop being Mk1 Cockpits and will need a new cool name, "Fighter cockpits" is bit too generic i think.
Anyone got any ideas?
Why don't you name it something that is Unique like Mallikas Aerospace Defense Manufacturing? Idk I am just spitballin rn.
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So we got a fellow Acer in here? I am willing to learn modeling and coding to help you ship out some special weapons from the ace series. Maybe the TLS is a good one
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I am using the GPS targeting properly. I laze target, send GPS and select the cords and missle then I fire. It just ends up rolling 90° to the left and falling
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Anyone else have a issue when cruise missiles either spin out of control or fall sideways/not flying towards target?
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3 hours ago, Mallikas said:
Hi guys, sorry for not responding to the thread for so long, i've been a bit lazy in that regard
I've mostly worked on the new hud lately, but i ran into some problems making it work and i'm away from my main computer so i cant show you any pics of it right now.
Meanwhile i made progress on some new cockpits to pass the time:
Obviously WIP (like the everything else i've made so far!)
The bubble canopy will indeed be radial, based on f8f bearcat, it's the most finished of the lot.
L-159-like 2-seater tandem cockpit.
Inline pod, inspired of Panavia Tornado.
No progress on ASET internals, though they should be pretty quick to do when i get around to it.
Still a loads of work to do before next update.
The New Cockpits will add to a new variety to the command pods. Good Job!
Will you add more of the Tandem Seats in the future? I have a nack for two seat fighters such as the Phantom.
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3 hours ago, harpwner said:
The explosion values will be tweaked, but the minimum safe distance depends if you are going faster than sound or not. If you are going supersonic, if the bomb explodes more than 500m away you'll be fine. However if slower, you'll probably be safe detonating a couple kilometers off?
Ah, because I have been testing with subsonic aircraft, the Castle Bravo, it requires minimum 10km safe distance. For the B61, I belive 5, then for the B83, maybe 8 idk, and for the TSAR, 17 km or 20 km is what I have received.
Anyway, thanks for this mod and thanks in advance for tweaking the blast values of the WMDs. Keep doin what you are doin.
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On 3/9/2016 at 9:46 PM, harpwner said:
So it appears I have got the progressive explosions/shockwaves to work on the nuclear bombs... so here's a video to demonstrate
It's not much but something I just kinda threw together... couldn't help put a few cinematic elements in of course.
Do you know the Minimum Safe Distances when dropping each of the Nuclear Weapons? I see that the B-83 has almost a exact same blast radius as the Castle Bravo, even though the Bravo is a 15 mt and the 83 is 1.3 megaton.
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2 hours ago, Aegrim said:
How'd you like my work?
You've ruined about of a week of my life btw, i've spent days sitting building accurate fighters and then making them fight each other.
The Su seems to murder everyone though. Also I don't know what sort of Su it is, lots of different Su numbers have a canard model.
Also this:
What mods do you use to create the fighters? B9?
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Granted, but slowly the squid start taking a liking to human flesh and then start attacking humans
I wish for Ace Combat 7 to come out already.
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I know this may have been answered, but if you place a inline radar module then offset it inside the aircraft, will it still be able to scan or will the plane interfere?
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On 1/7/2016 at 6:55 PM, martinezfg11 said:
The engine is being textured, progress is a little slow right now. I also have a mess of configs to fix, I just hacked together a .cfg that will not work for release.
And as for the MK1 profile well...
Texture is still WIP, I also configured it with an internal vulcan cannon via the BDArmory plugin.
Do I see someone going into.... The Danger Zone?
The cockpit looks amazing! Gives me nostalgia of Top gun. I can't wait for the new update. Maybe as a Idea, add some Ground attack looking cockpits.
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dis gun get gud
on the 16th day of Kristmas my kerbal gave to me: 16 massive mods, 15 Manley videos, 14 reaction wheels, 13 broken songs, 12 SSTOs, this video https://www.youtube.com/watch?v=4exaXdPKS3Y, Ten Blueprints, Nine replicas, Eight Kraken reports, Seven Drill-O-Matics, Six Science Jr.s, Five parachutes, Four solar panels, Three hitchhiker pods, Two SRBs, and a copy of KSP!
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A little something for all you PWLA people.
Rules
1.Only aircraft are allowed (so no rockets, cars or stuff like that)
2. Be fair and give them a honest rating on a scale of 1-10
3. Experimental Aircraft and other categories of aircraft are allowed if they had a built prototype, sorry blueprints.
to start this thread off.
NEW SURVEY [WIP] Carcharoth Aeronautics-BDArmory expansion and more-V0.08
in KSP1 Mod Development
Posted
Finally a Tsar that will give us a possible chance to escape. Keep up the good work.