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Aerolfos

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Everything posted by Aerolfos

  1. 3 screenshots and no .craft files. This thread is already a failure.. if I manage to build something I will share it.
  2. [Glorious comrade accent] For home country. And then we will bring the apocalypse. [/End Glorious Comrade Accent]
  3. This forum just doesn't let you give enough rep when stuff happens close together. Thank you so much.
  4. I believe you have to hit the "armed" button and hold down the gun/cannon fire key (Left mouse button by default), and hence not the weapon manager fire. It may work without arming and with holding the missile fire key, but I know for sure the ripple+armed works. Also, carpet bombing works fine with just assigning the weapon manager "Fire" to 1, then just spamming 1 when over(-ish) the target.
  5. This is.... I didn't know I needed it, but I did. That is so awesome. As usual, giving us the most awesome stuff. Also, if you feel like expanding, I think a 4x speed or similar button would be neat, for extra speed when moving the thing.
  6. Hm indeed. It has the turrets, but I was more looking for a radial type, similar to the howitzer (The only radial that attached to the back, all others are side-mounted. Except Oerlikon which is turret only) Basically for mounting 20mm flak / AA / autocannons on IFVs and similar.
  7. Apparently the Oerlikon 20mm looks like this: http://navweaps.com/Weapons/WNUS_2cm-70_mk234_gun_diagram_pic.jpg And is used on AA batteries like that, maybe with a shield on the front. Anybody know of a weapons pack/have ability to add one of these?
  8. Figured it out. Do not use the service pod thing, the one with doors, directly on an ALCOR pod. It works with a 1.25m SAS unit however..
  9. Anybody know what I broke to get all sorts of phantom forces with the pod? It does really really weird stuff for no reason.. but I love the IVA so much!
  10. What do you mean useless? Are these custom bombs? Because with the stock bombs, I've bombed my super armor tank, the Overcharge, A LOT. It completely ignores it, direct hit or no. Direct hits can impulse it a little bit (Too heavy to actually fly), but armor holds up. Some of the exposed low tolerance parts explode (Looking at you laser designator) but otherwise... armor is incredibly effective against bombs and missiles. Direct hit in a good spot with tank cannons are more deadly, but that is to be expected.
  11. OK new design it is. I anyway need a completely different install, this one is beyond broken and crashy. I hate the RAM limit...
  12. He made a new song. Check Soundcloud. - - - Updated - - - Not just lag. Modern KSP does not load collision beyond 11 km. The ground is litterally not there. Even if you used a mod like that to force hack it, anything beyond 11km on the ground would spontaneously explode the instant you loaded it. Now, stuff that ISN'T on the ground works just fine, including space vessels and aircraft. And BD will let you do those.
  13. OK. All I know is IFS allows switching like that really. Because me, to the contrary, has had many, many, maaaany issues with manual installs. Infernal Robotics comes to mind, horribly buggy when manual, deleted and used CKAN, runs perfectly. All I did was copy paste and follow the instructions exactly. Several times.
  14. Quick question, are the engines from BD Dynamics allowed? The high gimbal ones. I made an air superiority for myself, want to see if it flies with FAR and some modifications to fit as a 5th gen fighter.
  15. I believe you also need Interstellar Fuel Switch. Use CKAN for installing LLL. As for the turning, that has a small footprint and is failry tall. Be extremely careful with center of mass, or it will be highly unstable.
  16. Unloading range is indeed 22.5 km. There is a lot more to loading than unload though. (Something soemthing packets, something load, something more packets) The capped limit for ground vehicles is 11.5 km (Shows practically as loading at 8 km I believe, for some reason...), otherwise they are destroyed by collision bugs/krakenbane. If the range you set in BDArmory is above 11, it will automatically cap the ground stuff to that. Space and air vehicles get the actual range you put however.
  17. OPT has a great cargo ramp with the K (Or was it J?) system. It's also surprisingly easy to fly... I can carry 2 MLRS systems (Which are versions of a standardized truck) into battle at over Mach 1 now - - - Updated - - - Of course, BD Armory isn't really pushed back.. there's just nothing to do currently. Once 1.1 comes there will be a LOT of rewriting to be done. As for making new stuff in the meanwhile... doing something on current todo list would deal with GUI code which is all being changed, so it's wasted effort. I think he's working on something anyway though.
  18. My game freaks out, lags and doesnt load properly plus leaks huuuge amounts of memory so crashes when changing scenes at high distances... so it's not just doing that. Keep it at around 25km and it works (-ish, I hope 64 bit works in 1.1), engage a lot of ground targets which load at 11km max anyway.
  19. They are too short ranged for that, so even if you can use a radar they won't lock on until later, and yeah... I don't see the advantage at all. They will work as if they didn't have a radar or launch way too early. Supposedly the radar is meant for detecting anything flying within a huge range of it, to use in a stationary site that creates a radar zone of control over your airspace so that you will know if something flies there. Then you can warn the SAMs to standby (Which are using smaller locking ones, at shorter range) or the best option, scramble interceptors. A bomber doesn't stand a chance if a fighter wing gets to take off and cut it off en route to the target. Of course, loading range and the tracking station mean you will always know if anybody is flying anywhere. There just isn't the same airspace/intelligence aspect to KSP that made that big radar a thing IRL.
  20. OK, so I want to have a "Marksman" AA system turret to mount on my IFV. As it turns out, it uses a Oerlikon 35 mm system... which we kind of have. However, it's in a giant turret. Any ideas on how to properly do that without some crazy clipping and having a giant turret sticking out of my turret? (A radial flak/explosive autocannon would have been nice, and since I want to use this in turn based combat against friends do not suggest some other mod. We have a modlist and it is way too big already.) This is where I want the turret BTW:
  21. Not with the new system. Granted, the laser system didn't work with my setup, so don't take my word for it. I have to work on that. I did manage it in 0.24, both guns and lasers..
  22. At this time radar can literally not see ground targets ("Landed on X"), only airborne ones. (Possibly space ones too) Pretty hard to separate the static terrain from a static ground vehicle with a radar, should be easy enough to understand? Use a lase or GPS coordinates. I think IR works too, though their heat signature probably isn't very big and AA missiles are quite inaccurate - - - Updated - - - The original Battlefield 1942 track is much better for that. You know what fits even better though? Hell March 2. (WARNING: May cause extreme desire to launch dozens of kirovs and perform a giant invasion)
  23. The Phalanx is a Vulcan on a mount similar to the goalkeeper. So, just use some creative IR and a Vulcan minigun, plus some plates and stuff, and you have a Phalanx. It will even be armored and take multiple hits!
  24. You can change them in the config easily, so shouldn't be an issue. Of course, changing it needs reloading the game but if you do that in between changes you can have the same craft make different color tracers as far as I know. Muzzle flashes need a color tool to change the image itself though, but that is only useful for lasers, right?
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