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ItsNotRocketScience

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Posts posted by ItsNotRocketScience

  1. 7 hours ago, SpannerMonkey(smce) said:

    I just took it as a general inquiry so no biggy. :)

    Stryker provisional is below

    And as for the coding of mods, all you need to do is click the source link found in the OP of most mods these days, this will in all likelyhood take you to GitHub, and there you can find the intimate inner details, just download the master zip open it up and pretty much any text editor will open a .cs script file, it's nice if you have one like notepad++  that has language and syntax highlighting, then it's just a matter of working out what it all means :)  sometimes easy and sometimes not so much. For example the sinking mod that i looked at restoring, the code was erm different to say the least, i played with it until i couldn't make any more improvements, showed it to a coding Buddy and he promptly reduced the four pages of code down to one very tidy script that did exactly the same thing :)

    Haha, I have a selection of text editors and IDE's so opening the files shouldn't be a problem :D As for understanding........ I have skimmed C++, know Lua well and trying to learn Python, so I might be able to pick up on some things :P As for clean code.... I am most definitely not good at that xD  Most likely because I'm not a professional software dev lol :P But thanks for the link and the help!

  2. 1 minute ago, SpannerMonkey(smce) said:

    Indeed I will but I am waiting for the BDAc pro coding team to finish some outstanding issues, particularly relevant to PEW as one of this issues covers radar and camera function both being essential for missiles.  The current version will work in 1.2 but only within the limits of BDAc, If BDAc doesn't work properly niether will PEW, Boomsticks, NAS, NKD, Stryker, BDFPS or any of the other weapon mods. Inevitably if i release a version named for 1.2 I'll be besieged with problems that can only be fixed by fixing BDAc. Luckily I am in a position to intimately know whats going on behind the scenes (which is nice) and all i can say is it will be worth the short wait :) i

    First of, I meant to say "When will you release..." so sorry if I sounded a bit needy xD And second, you just got me very excited!! I am looking forward for both updated versions of BDAc and PEW! :D Couple other things, where can I find the download for Stryker? Can't seem to find it myself, also is there anywhere I can look up some coding examples for ksp mods? I'd like to look at how mods are coded :) 

  3. 6 hours ago, NightHawk114 said:

    I'm having a problem with launching missiles out of the VLS Tubes when they are clipped inside something. I have to actually zoom in and right click and select fire to get them to launch. The Arming system doesn't work nor does the custom keys that can be set up through editor for missiles to launch. I recorded a video of me testing it, but I don't really want to upload it right now, but I will if I need to,in order to help fix this.

    Open the BD Armory meny (Alt + B) and disable 'Bomb Clearance Check'. This will make your missiles fire no matter if the game thinks there obstructed. But beware, the missiles and bomba can now be fired from within bomb bays and such witch can blow up your craft. Hope this helps! :) 

     

  4. 33 minutes ago, Themorris said:

    The seasparrow launcher might be next, but no promises. Might take some time.

    Ok, I'm thinking about removing it. If you guys really don't like it...

    Well, let's see what I can do.

    I know about that mirror error, it happens in other mods aswell. I don't know what causes it.

    That, or make it smaller :P

    Honestly I'm impressed with the mod, I'm really looking forward to see what you have planned for the future!

    Best regards,

    Björn

    P.S. Someday I hope to be able to make mods like you! (What language is used?)

     

  5. Hey Themorris! You've just made an epic mod (Love the Mk49 launcher) and I was wondering/have a request, could you remove the baseplate from the Mk49, Phalnax and any other weapons that have one. You could maybe add it in as a sepparate part? I say this because i think the baseplate is kinda pointless in some circumstances. Example: Say I wan't to mount the Phalnax on a "pedestal" of sorts, the baseplate just sticks out and looks ugly. But it's useful in other circumstances. Example: Say you make the baseplate a radially attachable part with a node on top (For mounting guns on), you could place this on a flat surface on your ship and it would look really cool! I hope you understand what I'm saying :) I would be really thankful if you took my suggestion!

    Keep up the good work mate! Glad to see someone bringing something new to the table! (VLS's, Missile Launchers etc.)

    Best regards,

    Björn

    P.S. The Evolved SeaSparrow Missile (ESSM) glitches when launched from the Mk49 (It kinda gets stuck in it) same for the SeaRAM.

  6. Hey Bahamuto! Could you update this yo 0.90? And add more bombs? Especially the JDAM! I have an idea for guided bombs by the way... give them control surfaces to let them control their decsent. Also i would like to see cruise missiles...with jet-engines! Maybe you could mimmic the tommahawk? Have it deploy wings, and an air scoop after you release it! Then, when the cruise missile arrives at the target, make it roll on to it's back and dive to the target! By the way IF you do decide to add a cruise missile, for gods sake don't make it fly directly to the target! Make it instead climb to (Make this tweakable) 1000m and of course cruise at this altitude until it's right above the target then make it dive on to the target. Thanks! By the way i LOVE this mod!!

  7. Hey Bahmuto! Is it possible you could add another function to the Weapon Manager called (For example) "Missile Interval"? So maybe you could set it to for example "5" and it would only fire a missile every fifth second (While it "sees" a target). The reason? Well you see, i'm building a rotating missile turret, which when it sees a target shoot's 2-3 missiles at it while i just want it to shoot one. It would be a great implementation :) P.S. Best. Weapons. Mod...EVER!

  8. So I was trying to figure out how you coded the bomb, so flew up two planes (One after the other). I then proceeded to aquire a lock on the plane ahead of me, released the bomb and as it fell my first thought was "Cool, he did not code these as miss..." just then the bomb flew UP intercepted the target aircraft and took it down. I was shocked, terrified and in laughter when this happned. My thought: Could you program the JDAM Bomb as a normal bomb, but make it deploy wings (Just like the real thing) and then program it to GLIDE to the target. And not act like a missile. Otherwise I LOVE the fact that you decided to make a JDAM since that's what BDArmory lacks...A guided bomb.

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