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Aerolfos

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Everything posted by Aerolfos

  1. A KSP upgrade might make a loading range of 70+ km possible? Anyway, he means to target the ground via the designated GPS coordinates, and magically knowing where targets are because of KSP tracking station, which is RIDICULOUSLY overpowered for this sort of warfare. Knowing EXACT numbers, and positions of EVERYTHING that might possibly exist anywhere? You even get to know their classification, depending on the player (Naming Flak "Flak Turret 1" helps a lot eh) And somebody is smart enough to put non-descriptive names? Well, you can control their stuff anyway! So you can get a detailed view of every single part on every craft posted at a base with some camerawork and selecting them. This is easiest to ban privately and necessary, but there are always cheaters. If they don't outright disable your guard modes, they know all there is there. Most people suggesting the satellite stuff completely ignore this though, and that you would need to balance that. Anyway, enough rant on that, now for actual stuff: Everything is looking awesome, but I would really, really want some explosive machine gun... the millennium is nice, but it's not very useful for say a flakvierling or one of the modern dual barrel AA infantry carrier things. Really, being able to have a weaker but fully automatic weapon that is explosive to use like the howitzer. The radial vulcan is really the only thing to use on a tank like that as far as I know, but that is not very effective at all. Well, theres the GAU but it is fairly inaccurate and very hard to aim with because it doesn't move you know. And yes, we need more teams. Three way war is quite impossible right now.. Also, I approve of the system for choosing guns mentioned earlier, with ranges and the "all ranges" setting.
  2. Yup, just wow. This will be awesome. Very very awesome. Also, beatiful doppler effects, that and the heat diffraction thing... oh air combat will be so great.
  3. The AI modules can now use Burn Together for formations? That would be cool. Or any formation flying really.
  4. But then what is the difference with the old double click to target. There is no way to not know every single defense on the planet currently, and you would be able to just paint everything without ever going in to scout anything. Then just fire cruise missiles from nearby-ish locations and you win. Realistic? Maybe, but with KSP limitations you can't get the balancing factors real life has for those situations, and you do need to keep a semblance of gameplay... Don't they fly straight if they have no lock? So if it orients on a stationary helicopter, loses lock, should still hit it. - - - Updated - - - Woo. That Unity update is a lot of hype eh. I hope they manage to fix the bloody memory leak changing scenes. It gets annoying to load the game for every mission I fly, and for every 3-4 base defenses I put out... Well, it is needed. yay!
  5. So, radar works by just having it linked then, cool. Now, for a mini SAM using Sidewinders, can I just turn on guards mode and leave it at that? I could link to extend the range, but I think 3.4 is a good range for them really. Won't hit much otherwise. The next update is the great AI update. We'll see.
  6. Quick question, anyone know sort off the top of their heads what two ground bases are closest to each other? Shipping tanks 100km across an ocean to do battle can be... interesting. I would like to try a more conventional assault too though...
  7. Looks awesome. I will try it out when I have the time... granted that I am allowed to actually weaponize it (BDArmory) and use it in war? A heavy bomber would be a nice addition to my forces you see
  8. KSC to Island is pretty exactly 20 km. The current KSP cannot support stuff over 11 something km on the ground, because the terrain unloads. There is no fix from the mod side. Now, conventional artillery at 5-10 km is still relevant, and something I have been trying. MLRS works amazing, but otherwise... few lucky shots here and there, that's it. Bombarding the island with Cruise missiles is however very effective, because you launch the missile, switch to it, then watch the destruction. Predesignate with GPS tho. Could you give me a few tips on how to use them then? Can't get mine to effectively shoot down anything. Especially not missiles. - - - Updated - - - Also, a question on radar, if I want to add radar to my defenses so that they can shoot beyond the 3.5km visual range, do I slave or not slave turrets?
  9. Played some with the new UI look, and I have to say, the KSP styled stuff is not very good. Will there be an option to get back the old BD UI? The sleek black one?
  10. The modular missile guidance can be odd sometimes. The worst offender is it still completely ignores reentry... if I engage it after hitting the atmosphere (And dropping rest off missile except warhead+terminal guidance stage thing) it will go full throttle straight forward... needless to say, it explodes rather quickly.
  11. And I was about to say that it doesn't matter as I target buildings a lot. Awesome! Night ops, here I come! - - - Updated - - - More AI, and target escorts. And I keep thinking the mod works so great and is so awesome, and then some big update comes and everything is MORE awesome. Can't wait for multiplayer.
  12. New feature, weapons that "miss" explode midair to avoid flying (More or less) persistent debris. It has some issues though. I don't know how it counts a "miss", but not perfect
  13. I believe it is the self detonation when they miss. It kicks in a lot. Even when it shouldn't (BD Armory uses heat for damage, so explosion is read by game as overheat) Purpose is to not have a million flying missiles... thing is the hellfires that never lock fly off for ever, the ones that do explode midair. I haven't managed to understand much more than that... still looking into it.
  14. Can confirm, have been bombarding island runway bases from the launchpad. I have my range at 25 km, but as you know the hardcoded limit for landed stuff is 11 km. Then, if absolute destruction is not achieved, just switch back to the launcher and fire another! Also, if you fire them close enough you can make a whole swarm of cruise missiles. Very effective if CIWS is stopping them one by one. Also, on unrelated note, how the heck do you get the BDArmory part category to appear. It's gone for me. (If it's any help I had made a custom category before, for Weapons.) Everything is in utilities. EDIT: I seem to have found it. Installing Infernal Robotics via CKAN fixed it. May be a conflict because of improperly installed mod (However the heck you're supposed to do it, I followed instructions manually, but it was horrifically broken)
  15. Or go action groups all the way. 1 fire, 2 next weapon, 5 guard mode. Much easier to fly that way, and reliable enough to bind 1 and 2 to my gamepad. (Pressing down the sticks) As for not using toolbar, it CAN get in the way. Especially with MechJeb windows/other info open/IR stuff, you get VERY cluttered VERY quickly. Also, personally, I am actually lazy enough to not like moving the mouse to click at it. As for the hotkey, you managed to bind it to the one key I thought was safe for Steam screenshots (F12 being taken by KSP 1.0 and F13-up not being recognized.)
  16. Anything to make it work. For my experience we have been just 3 people with one hosting locally on computer anyway, should be no problem. (We all have powerful gaming PCs and several Megas of Internet though)
  17. Guard mode should work anyway. Espeically if theres only one player, its like the good old set up and pass the savefile, just in real time. Works in default DMP too. Now, if another player loads the defenses... strange things happen. Generally, the defenses will respawn, the attacking craft will explode for no reason. So doing that (Sitting in your defenses or a craft in loading range of them) is basically cheating.
  18. If you can get this to work, that would be most awesome. Thank you.
  19. Using B9 in a heavily modded install. You certainly are braver than me. At least I have close to 50 mods. Ah, and that is my lightweight-ish install. Modding is fun. - - - Updated - - - OK that explains the loading when assaulting bases. Thank you anyway, I have not experienced any issues. 10km is still great range for artillery... specifically thinking of making some Juggernauts. (C&C 3) And another quick question, accuracy, more is better, or is 0 perfect accuaracy whereas 25 is the deviation?
  20. Which mod allows you to paint? That makes Firespitter, Tweakscale and a paint mod, at least. (I didnt read the original mod list, but I will just say that anyway)
  21. I took a contract to clear the island runway base thing with 5dim, cleared it with cruise missiles from the launchpad. Have the loading distance at 25km, not noticing anything really. Did airstrike against ground base, didnt see any of the enemy doing weird stuff. However, an indirect fire/long range artillery option for the howitzer is in fact still relevant at even 10 km ESPECIALLY with hills. I have had problems trying to use a guardian cannon (Stationary howitzer turret thing) at 5 km even, when firing straight.. (And indirect is really hard to do, but when you get it down it works)
  22. Are there any plans or something like that to facilitate Artillery? MLRS systems are easy enough to do as is (A part would still be nice), but they do need a target. You cant just bombard a general area... (Dumbfire just goes everywhere really) And if you want to use Howitzers or rocket pods, well that gets a whole deal worse. Target reticule isnt as reliable as it should be I find. Is there any possibility of adding an artillery targetting mode or something for the weapon manager, so that you get much more accurate shots? Or even, a designator where yo utell it to bombard an area and it does.
  23. Look in the config, and turn the radial attachment on. (Change a 0 to 1, the wiki explains that part in configs and how to change it, google it, I dont rmember the specifics)
  24. Quite a common idea eh... I included AT-AT Lasers though (Modified Howitzers), and X-Wing blasters (Hidden Vulcans) - - - Updated - - - That looks awesome... are there a hilarious amount of mods in it? Also, does it transform?
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