Spectre111
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Posts posted by Spectre111
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How can i say this with out sounding gay?... hm I can't BD i love you for the mods you make
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Hey BD
I have been playing around with sub assembles trying to make a pylon with a few missiles on it,
but when I place the missiles on to my craft with symmetry on, the weapon manager will fire off the missiles under one wing before firing the others.
Here is my question could you add a option in the missile right click menu that would allow me to tell the weapon manager in what order to fire the missiles?
For example just give me a text box where i can type a number and when i switch the weapon manager onto that missile type it would fire them in the numeric order i have assigned.
Thanks
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Hey BahamutoD, first off great mod having a great time playing around with it.
But i am trying to set up a target with the 'ICU light' (from BDynamics) on it so that it would point the light at my plane for the rest of the turrets,
but the 'ICU light' isn't a module the 'Weapon Manager' can use. Could you make it so (or tell me how to do it myself) pretty please
Thanks for the mods
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The cluster bombs are so cool, sounds like firecrackers
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Maybe it is because you have different weapons. The WM might be getting confused.
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Perhaps the solution to the flare problem could be that each flare has a CHANCE, rather than a flat 100% within conditions, of defeating the missile? And perhaps the more flares you launch, the better the chance? Obviously the detection cone would have to increase. This could also give value to each CM pod eventually carrying a limited number of flares. This solution was suggested and massively supported for flares in Planetside 2, but admittedly it is difficult to define.
Whether you use my suggestion or not, I'd say that if you want missile mechanics to be fully developed, it would definitely be a good idea to find a solution. IRL, as I'm sure you know, the method for avoiding IR missiles generally is to maneuver in as many planes of movement as possible, i.e. start rolling, pitch hard, and dump flares around your turn. It wouldn't be very exciting if the avoidance method ingame is to fly away from or towards the missile while periodically tapping your CM button. That said, you've already achieved far more than any other weapon mod developer has so far, and with a higher mod quality in general, so massive props for that. I just want to see this project go on to be the superior, permanent weapon mod for this game.
This is such a great idea, I second this very much.
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IMHO I don't see a problem with the 'new' weapons manager, it works just like the 'old' one and that is just fine by me.
And I must say the tweak ability with the guard mode is just right, I have all the options I need, no more no less.
So it is just perfect
Keep up the good work.
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@BahamutoD I have been trying to replicate the plane that you used in your latest videos and... well failed... would you be so kind and upload the craft file? Pretty please?
By the way, love what you are doing with this mod it is everything I has always wanted in ksp
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Yeah I figured it out.
Turns out I was installing the mod in a old KSP folder I had lying around
Thank you for the help guys, it is great with a community that responds so quickly!
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Here is a pic of my 'Gamedata' folder and as you can see I have tried everything I can come up with.
My version is 0.24.2 and I'm using steam.
Got any ideas?
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Hey guys would you mind answering two questions for me?
1. What is your KSP version?
2. Are your KSP the retail or steam variant?
I'm trying to get this mod to work and have to see if my game is the problem.
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Thanks for the quick reply Hodo.
But it still won't work. I'm starting to think my version of KSP is wrong for this mod, I'm running version 0.24.2.559 and it is the steam variant.
Got any ideas?
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Would someone please give me a quick installations guide?
It seams that no matter what I try it just won't work.
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It seems that no matter what I try I can not make this mod work, so can someone who has this mod installed and working please upload their part.cfg file? Pretty please!
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I seem to have a problem with the railgun ammo, when i fire the ammo at a target it doesn't collide with any part of the target except the command module.
I am using version 0.31 of this mod with version 0.21 of KSP.
If there is anymore information that might be helpful in solving this problem i shall do my best to provide it.
[1.10.0] NanoGauges - tiny ana1og gauges for kerbalnauts -1.10.0-3463
in KSP1 Mod Releases
Posted
Hey Nereid
Would it be possible for you to make a download with just the trim indicators?
Don't really want all the other stuff slowing my game down.
Thanks.