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Everything posted by Aerolfos
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Aerolfos replied to BahamutoD's topic in KSP1 Mod Development
Like chaff/flares, just physical for bullets? Yeah, but that won't work sadly. Unless you eject some "armor" between the gun and you, blocking line of sight. If you didn't mod the config, expect it to insta-die though. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Aerolfos replied to BahamutoD's topic in KSP1 Mod Development
Dangit. Certain pieces of my weaponry depend on this bug. On the other hand, does this put us closer to naval bombardment with giant cannons? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Aerolfos replied to BahamutoD's topic in KSP1 Mod Development
As in true naval guns? You can make warships now, but gonna have to deal with tiny guns. A 105 mm Howitzer would be a 10cm naval cannon, the ones on Battleships can (In my opinion, should) be 45cm. (Or bigger) Subs are possible, especially with Hooligan labs. You can make deck guns and missiles will occasionally work as torpedoes. Sometimes, they just blow up the entire thing. But that's part of the "collision" bug or whatever with Hellfires particularly, same can happen on planes. It is also perfectly possible to make "cruise missiles" or even nuclear ones, as long as you have some part for that. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Aerolfos replied to BahamutoD's topic in KSP1 Mod Development
Easy. Play K&K (Kommand & Konquer) With guard mode you can setup whole bases! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Aerolfos replied to BahamutoD's topic in KSP1 Mod Development
I was afraid that had happened.. too bad. Why exactly? I thought it was still in because I saw your videos using it though (Could be the older versions yes)... and I'm still running 0.24.2 too. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Aerolfos replied to BahamutoD's topic in KSP1 Mod Development
You haven't seen my drawings eh. No, I'm not the next B9. Time to be a Grammar Communist. 20 milimeter ammo is already in the pack. Has been a long while. Vulcans fire 20 mm ammo. Do you mean 200mm ammo? Or howitzer ammo? That's 105mm. Yeah key bindings are a problem. Playing on a Mac BD Armory doesn't seem to recognize my keypad, so no fancy target cameras D: Makes my bombing runs a bit less awesome... No options for rebinding as far as I'm concerned. - - - Updated - - - They're not flares. They're countermeasure pods. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Aerolfos replied to BahamutoD's topic in KSP1 Mod Development
So, while on this field of barrel stuff, would it be possible to add a feature to the weapon manager to be able to "cycle" through various weapons? As in a repetition cannon, or for example a Flakvierling 38. Obviously useful for an automatic howitzer, but I also made my own "semi-automatic" cannon type thing that would be awesome to make automatic this way, like a Flakvierling. Or other things like naval guns. Maybe you don't need programming, but you do need artistic skills (At least some degree, preferably more if you don't want it to look horrible)... and you need to know how to use Unity. None of those for me! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Aerolfos replied to BahamutoD's topic in KSP1 Mod Development
If you're talking about me and my request for a nuke, no, I cannot make that myself. I'm not an artist! And I know nothing about coding. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Aerolfos replied to BahamutoD's topic in KSP1 Mod Development
As said, I kinda thought it would be something like that. Too bad :/ It would be the best atomic bomb ever made in Kerbal history though. Yeah, any chance this is doable? -
Yeah I coudl imagine. Too bad. Thanks! OK. I'll see what else i can come up with. Hm... so mostly space craft eh. I do have a really short takeoff long-range fighter. Meant for carriers. And I can confirm long range, have used it for bombing runs halfway across Kerbin
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OK. Awesome... I have many many ships for this. So, stickied thread, randomly came across it. I can definitely submit here... especially because I'm currently in a war (In-KSP, me and friends) However, is it only the mods you listed? Because I have a bunch more... :/ Specifically B9, 5.0+ If you would like any craft, I'd gladly help as the Kerwegians, equivalent of the Norwegians, but more Kerbal. So, for my craft, let me link an album here: http://dracosupreme.wikifoundry.com/photos/album/209417/Galactic+Kempire+Weapons+testing Full of military craft of all kinds. You have too many though.. right? Ah well. If I were to submit, would most likely be this MARV:
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Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
Aerolfos replied to BahamutoD's topic in KSP1 Mod Releases
Now that is just awesome. I'm going to try get this! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Aerolfos replied to BahamutoD's topic in KSP1 Mod Development
Well, if you're adding nukes I give you one condition: I want a mushroom cloud. Destroying everything can be cool enough, but what makes it truly friggin awesome is seeing a mushroom cloud rise from the remains of your enemies. Is it hard? Yes. I know. I can't do it for example.. But that is what makes a nuke cool! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Aerolfos replied to BahamutoD's topic in KSP1 Mod Development
So... it was your mod doing the match velocity thing. Well, don't fix it! One of my Glitchâ„¢ based missiles uses it to cause massive destruction! Better than even a nuke Made as a result of friend making an iOP engine (Ion engines now overpowered!). Very fun to play around with.