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sashan

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Everything posted by sashan

  1. ANd please make wings folding as well. They should fold down IMO. I know real one has fixed ones, but it is just a prototype. Oh, they are totally fine with that polycount. Seeing proper grid is worth that. Well, you can try making it out of multiple clipping boxes instead...
  2. Please post a photo of that plane. I actually make a JetCat, every guy that is familiar with RC planes would reckognize it. It uses FAR, and is one of the best flyers in my arsenal. Last pic is my Krafale posted earlier, JetCat is in background. AWACS plane you can see in one of pics is RATOL plane from old OPT spaceplane release, but heavily modified to work with FAR, use Baha's landing gear and carry weapons.
  3. Hm, weird, considering we have (almost!) frictionless Kerbals. HAve you tried adding one more "ghost" wheel there?
  4. Has anyone made config for Baha's thrust vectoring turbojet? While the flame from it looks nice the stock Squad smoke effect reminds me of cotton. TUrbojet flame lacks those nice shock rings.
  5. Baha, would it be possible to make debris and crafts without weapo visible on radar? Cause this situation simply looks weird (look at all that debris and clear radar screen). It would also make it difficult to target enemy that is mehind such cloud. Don't worry, Jeb has parachute. - - - Updated - - - Just found a mod that fixes editor icons. IMO must have. [1.0.x] Part Icon Fixer & Tweaks - I remember you had problems with targeting pod and had to use a dirty workaround.
  6. Just found a mod that fixes editor icons. IMO must have. http://forum.kerbalspaceprogram.com/threads/101632-1-0-x-Part-Icon-Fixer-Tweaks
  7. Well, there should be some way around that... Can you at least add a very slidy collider there that would move dynamically with front wheel? THis way we would be able to push the vehicle onto the obstacle using rear wheels at least.
  8. MOAB really needs retractig fins. It's freaking difficult to fit under some of my planes. On a side note, it is really badass. I don't have any of R&D buildings any more. Small advice - make edges of those dust particles softer. Now they look a little bit like, uhm, that substance... - - - Updated - - - Oh, and one more request. Please give us 0.625 MIRV that also has probe core, weaponmanager and modular missile guidance built in. WOuld be good if it was stable with FAR (just move CoG forward like on real ones). I want to down some of them with those PAC-3 Patriot missiles. On a side note, here's my BUFF. It can carry 2 MOABs. Unfortunately I need to completely redesign central portion with missile bays to accomodate third one.
  9. I've tested the tracks a bit more. I must say the behavior is very realistic. It slides when turning at high speed, jumps etc. Few problems are there, anyways. WHen climbing steep slopes the suspension is always compressed 100%. ALso, it is quite easy to compress 100% during rapid movements etc. Maybe you can make its stiffness nonlinear, increasing near full compression? The main problem is how it hadles small steps. Get long tank tracks, scale them up 50%, go to Island runway and try to drive over those building remains. Despite tracks being large enough they simply bump into those blocks. I don't know how to simulate it, but this problem deserves fixing. With KerbalKonstructs such objects become common.
  10. Can you make them reflect light instead of emitting it? CUrrently particles in KSP are bright regardless of sun angle... Rocket smoke actually glows at night. Same here. Other than that, it looks just like my RC car riding on stone dust. SOmething like this (same as mine). Btw, idea for wheel set. It's called E-Revo.
  11. Just noticed that OpenGl actually works with camerafx. It just shifts colors closer to white. Can you see into it? IMO it would be fairly wasy to darken dust.
  12. As for turrets... Please make Il-76 styled tail turret, with a single-kerbal pod and inbuilt ammo storage. it has 2x òouble-barreled Gzh-23 cannons, 23mm, 3000rpm each, 700m/s muzzle velocity. If you don't want to bother with IVA you can make this one, like on Tu-22: This one has single R-23 cannon, 2500rpm, 23mm, 850m/s muzzle velocity. Both should have 0.625 attach node for radar. Want some more inspiration of jet-age turrets - see here: http://kronvol.livejournal.com/14017.html
  13. Can we have the ability to bind hotkeys to arrow bottons of targeting pod as well as lock/unlock toggle? Also, is it possible to imprint file version into DLL? Would make keeping track of versions easier.
  14. Maybe you could set the GRAD up like rocket launchers? Like Hydra, I mean. IMO it should be possible with newest update - turret and firing modules are separated.
  15. As for radar slowdown - maybe add a simplified RCS checking using bounding boxes option? So that users can select between them. EDIT: Critter crawler with 50cal turret is more deadly than the tank. Baha, can you add a simple armor model? Each gun has "penetration ability" parameter defined, in millimeters, and parts may have has special "armor" module with thickness defined. If the penetration ability is smaller that 0.8 (for example) of armor thickness then no damage is applied. If it is between 0.8 and 1.2 of thickness - throw a dice and multiply damage by that. If it is above 1.2 of thickness - apply damage like usual (but maybe a little bit decreased)? If no armor module - use normal system. Or you may change the way of calculating, but please add something like that - doubt it is difficult.
  16. As for reference frame problem - solution seems easy enough. If it explodes upon hitting anything- move explosion with that object. If it explodes in flight in vacuum - move explosion like the bomb was moving before. If it explodes in dense etmosphere - explosion is stationary in relative to planet, or moves at 0.1 ground speed of a bomb.
  17. Why Baha, why??? We seriously lack space weapons, and you hold up such a nice part?
  18. WHat about turret jitter? Make a vtol or anyhing that can not be entirely stationary, like repulsor craft etc., with Abrams and targeting pod, put it 3km from KSC, zoom in and lock on to watertower, for example, and try hitting it. The turret lags behind the pod a little bit, with jittery movements, making it difficult to hit it. You can see the jitter by looking at cannon itself as well.
  19. Oh, Baha, I have a bug report. I have a vessel that has targeting pod, Abrams cannon, ground locking radar and 2 goalkeepers. The issue is that when radar is not active, the Abrams happily follows targeting pod. But when I enable radar it follows mouse instead. Same is true for radar, when pod is active cannon won't follow radar. Of course only one device has "slave turrets" active at a time. Same with all other turrets. It is extremely annoying - if I have to shoot cannon at long ranges I can no longer observe airspace for incoming missiles. Also, can you add audio alert when a new target appears on radar screen? Turrets are also jittery when slaved to targeting pod - they move with somewhere around 100 hertz update rate. It isn't a problem with autocannons, but with Howitzer and Abrams at 3 km it becomes a pain to hit anything. Peach, in the previous version the M1 was a real plane buster, if that one flew at around 150m/s. Of course, tank was AI-guided.
  20. I'd flip them 180 degrees each, that would eliminate 1.25m stack but make the whole thing thinner.
  21. Aswum. I can finally get rid of those small rover wheels cluttering the part count. And of KIS containers to store them in after detaching.
  22. Any vessel with weaponmanager that is set to opposite team is a target. If it is flying (or freefalling) - then it is airborne. Just got a thought: I must try airdropping tanks.
  23. Tank hulls work - they are just structural pieces. Everything else is untested.
  24. I've jsut started using opengl, the screen with blue smoke is d9x. Will do more testing tomorrow, it is late here.
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