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736
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Everything posted by 736
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
I wish that there were different size naval guns, and you could change the amount of guns per turret. I want my Yamato! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
I made this a few weeks ago, before this was released, and decided to arm it today. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
Could you look into adding more sizes of guns, and more that can turn (20, 50, 70, 102, 150, 200, 250 mm) without the tank cockpit thing or naval turret? Also adding a standalone part that acts like the anti air, and another that acts as the naval turret, which you can attach a part, like a gun. I was wondering if I could have long range artillery. I would also request rotary machine guns, of 7.62, 12.5/50 cal, 20, and 30mm sizes. These would contribute to tanks, artillery, close air support, or even a Spectre My work in progress AC-130h. Note that there is no howitzer, and the rotary guns aren't really rotary. -
What happened to the bombs? I only found missiles
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
Looks like sidewinder. Where is the node? is it hidden under the wing? I noticed that using different sized ordinance can make it have a gap in between the hardpoint. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
the "Shape of Things to Come"... could really use bombs that explode while still on the craft though -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
I've made the F-35! extremely effective with bombs, but the rockets do not have nearly as long of a range as the real thing's missiles. Armament and vertical engine intake showing In flight: Landing, with airbrake and vtol engines. It uses a short takeoff, and after landing it moves forward a few meters before stopping. -
Simplistic SpaceshipOne Replica (two cockpit mothership)
736 replied to blackheart612's topic in KSP1 The Spacecraft Exchange
and also the real SpaceShipOne is suborbital, so yes you can land -
Simplistic SpaceshipOne Replica (two cockpit mothership)
736 replied to blackheart612's topic in KSP1 The Spacecraft Exchange
But it can look like it's controlled, If you have a kerbal in the White Knight (mothership) as well, and leave SAS on, it flies straight; previously it went whatever direction the lift is going. For example, it your plane pitches up when you let go of the controls, before you apply trim, it will pitch up when it is not controlled. SAS turns of if the vessel is not controlled. I discovered this while making my Japanese G4M (called "Betty" by the Allies) and the kamikaze plane MXY-7 Ohka: Deploying Ohka: Kamkaze Attack: G4M still flying: -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
736 replied to Snjo's topic in KSP1 Mod Releases
Sjno, I have a few requests. Notice that your mod is called "firespitter" but there are not components specific to the supermarine spitfire besides elliptical wings which need a model update badly (no offense, but I can clearly see the faces the edges). I also can see that there is only a B-17 cockpit; there are Avro Lancaster engines, but no Lancaster cockpit; Bomber cockpits should be more versatile. I am also requesting another cockpit, one like the Bf-109 or the P-47 or almost any Lavochkin propeller fighter, where it is not a bubble cockpit; behind the pilot's seat the fuselage continues into the tail, and the bottom of the Part should be slanted up so that it matches the elliptical fuselage well. I would like to see a non-elliptical wing, one with a straight end, like the Mustang, and one with a rounded end, like the Zero; the wings should have more sizes, so there can be smaller bombers and larger fighters. I would also request a longer (preferably uncolored) nose adapter to the probe-size parts with small intake underneath, like spitfires and mustangs, also one that has no intake underneath for Russian planes. I would like to see an elliptical fuselage with a tiny intake on top like the Il-2; players can flip it upside down for a Bf-109 look. Speaking of intakes, A coolant radiator duct that go between the base of the wings would be favorable for the Yak-1 family of planes. I would like a bomber tail with a spot for the Skillful auto-turrets, one with a small window like B-17, one with a larger one, like a H8K "Emily." I know this seems like an awful lot of requests, but in general, Many parts belong to only the P-51, AH-64, UH-1, and B-17. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
736 replied to Snjo's topic in KSP1 Mod Releases
I hav only had problems with my planes crashing when I don't take off before I hit 80 m/s. Are you sure your wings are straight? when you use shift+wasd keys it makes stuff attached to them rotate funny. When I roate my wings with shift+wasd keys I put a cubic octagonal-strut with the opposite rotation as the wing to make it straight down, then attach landing gear to that. OR... you could be putting them on a missile or something, which creates a problem. You should take off before 60 m/s in any single engined plane, if not, you need a rocket assisted takeoff (some sepatrons + decouplers) or you need more wings. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
Oh u used that window on the b-17 cockpit. I still dont know why sjno put a node there, Flying Fortress has the turret below the aiming window -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
oh and 11. Anti-missile flares. I think this was already mentioned and is on ID's list, but might as well post just to be sure. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
I have a request: could you implement: 1. rotating machine guns (7.62mm, 14mm, and 20mm) that shoot faster, but use up more electricity 2. guns in more sizes (13.2mm, 20mm, 50mm, 75mm, 100mm, 125mm, 200mm, and 250mm) without turret bases 3. Different size Naval turrets, to fit on destroyers and patrol boats 4. The option to fire only one rocket at a time from a rocket pod, like in real life 5. WWII bombs and more "modern" bombs 6. Unguided Rockets 7. A something that makes aircraft be able to save in midair, so AWACS and Reconnaissance Aircraft are more useful 8. Make it so you can only see enemy vehicles on the map and/or target them if you have seen them from a certain distance, and a camera of sorts, for spy planes, can increase the distance. 9. Air to air missiles. 10. More Auto-Turrets that are for planes, and some that require kerbals in them to be operated, like the turrets on the B-17, B-52, and other bombers -
to you guys saying the F-35 worse than the f-22, and more expensive: you are not seeing the big picture, only part of it. The F-35 is adaptable to many roles and not mainly air superiority, meaning that it must sacrifice some attributes to make up for others suitable for it's missions. It has a more diverse range of missiles and bombs to choose from than the F-22, helping fulfill its role as a multirole fighter. You also need to count in the strategic advantages and conviniece of being able to take-off in such a small area, and the Vtol variant. And its called a "strike" fighter for a reason; most of its missions will be close air support or attacking ground targets. The high-tech radar equipment costs an awful lot as well, and it has one of the best out there.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
You mean this will be in wwK 2? cool. But having watched your first series, i feel as if instead of making f-35's, B-1's, and all that fun stuff, you're going to spam rockets and naval cannons on a rocket. No offense, but some of your wwk craft look like toy planes with cannons and missiles glued on. exept the Nat tanks and patrol boats, and that first harrier -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
so have I, but some of mine were made before the mod was released, and i simply added guns and bombs, some of them i also showed on earlier posts i will make a thread and let you guys know, and it will contain the craft files -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
Remember that picture of a meteor with those huge gatling guns sticking out? This mod fixes everything about that (except the part about hitting your propeller ) behold the Il-2 I decided a ground attack plane would be best, since it is turn based and no planes will be flying around for fighters to shoot; i wish they did, just have to wait for multiplayer so I chose the best plane of the best role for this mod Im thinking of starting a thread for this skillful+firespitter wwii stuff, with downloads. Is it ok if I put a craft for download with this mod in it? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
oops forgot to put the img thing -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
I found that the armor piercing torpedoes do not do much damage to my patrol boat, but I also hit the engines, which were inside. Is my boat too well armored? or is it armor piercing that does this? or is it a small amount of damage? damage: Firing from a boat doesn't make much of a difference http://i.imgur.com/jJT95ek.png damage: http://i.imgur.com/JHqORZB.png -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
Could you have guns by themselves, without the tank cockpit or the naval turret? It woulld help to make it more versatile and players could be more creative, and you could make howitzer artillery and stuff. You also mentioned to me on your youtube that the naval cannons would fit on r5 boat parts, but I think there should be different sized cannons to fit on destroyers and patrol boats instead of those massive cannons. If not, could you explain how i could mod a gun for myself? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
Ohka demonstration: Deploying: Flying: damage done: conclusion: bombs would really help. just a question, but are the bombs able to destroy carrier parts? they have a max impact of 300 -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
The firespitter jet produces thrust straight out, while the actual engine is angled upward. it was meant more for MiG 15's and F-86's, so the meteor engines looks like that. now that you think of it, a Kikka or Me 262 would work with those nacelles in the same spot -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
should I post a picture of my okha, or u think its getting off-topic enough for a new thread?