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Everything posted by sashan
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I don't care about helpful, I want to make a Tomcat, B-1B and F-111. Well, I am pretty good at designing crafts with FAR I must say. Well, I didn't attend lectureas at university for nothing. But would be nice to have some tips from someone who actually designed them.
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Guys, anyone succeeded in making sweeping wings aircraft, like F-14, B-1B, F-111, Tu-22M or any other? Can you post it? Obviously, IR is a must have for that.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Yeah, exactly like this. WOuld be even better if we could procedurally "load" needed missile into the container, if the container supports multiple missiles - maybe different types of them at the same time? VLS of destroyers would be a pain without that. You can chech boundary box dimensions and compare them to preset max size for certain launcher. Well, as for airplanes - why OP? Just make a part for each of fuselage sizes, and specify how much and how large missiles can it carry. For example 2.5m rotary bomb bay - 8 to 12 missiles. It would also give advantage of having correct bomb bay doors sizes, cargo bays have too large openings for them. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Copying from Battlefield series that I've used to mod pretty heavily, we can have two types of delays - "fire start delay" and "fire launch delay". First one requires you to hold the button until the weapon fires, aka minigun spin-up. Second one fires after mouse was pressed down and specified time passes, regardless of mouse being pressed down or released at that time. It is used, for example, to give weapon bay doors time to open, to imitate railgun charging its capacitors (with respective sound) etc. Both can be fixed, random and combined - for example, 1 second fixed plus minus up to 0.2 seconds random. EDIT: ANother feature that would be great are guided missile launchers. Just like current rocket launchers, but firing guided missile, made as part, like current missiles. Needed to make proper SAM missiles, vertical launch tubes for ships, rotating revolver weapon bays for planes etc. They would also cut part count, especially the latter. One of my bombers has somewhere around 80 bombs, it looks and feels great but lags like hell until all bombs are dropped. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Baha, can you add the possibility of adding fixed and random fire start delay to guns? Would help with vehicles that have multiple guns of same type, like WW2 planes, so that they don't fire all at once and perfectly synchronized. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
sashan replied to Nils277's topic in KSP1 Mod Development
Is it just me or do the landing legs from the mod spam this: They also sometimes have problems retracting. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
sashan replied to Nils277's topic in KSP1 Mod Development
Maybe you should use same partnames so that people's crafts would be compatible afterwards? -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
sashan replied to Nils277's topic in KSP1 Mod Development
Would be nice if we could see some pressure tanks inside O2 container, water tanks (railway-cistern shape) inside water container, etc. Universal Storage-style. Would look much better than just plain decals. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
sashan replied to pingopete's topic in KSP1 Mod Development
Linux problems come from OpenGL, if you enable it on Windows you'll get same problems. -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
sashan replied to Felger's topic in KSP1 Mod Releases
Yeah, that wavy distortion is what I mean. Just one question - does KSP support normal maps for particles, and do they refract light? Most of game engines support them, starting from around 2006. EDIT: Oh wait, it's been almost 10 years since that -
Yeah, the Minmus is too slippery. I mean, If I was sliding across the surface at that low speed I would at least try to stop myself, and Kerbals can not do it. So maybe increase frection coefficient, or make it nonlinear?
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There was a proper model of Minigun but with improper ammo and setup in one of BDarmory addons. Maybe you should use it?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
sashan replied to ferram4's topic in KSP1 Mod Releases
Then it seems that FAR applies it's own aerodynamics on top of BDarmory's one. Cause bombs fall just like pieces of stone, unstabilised.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
sashan replied to Felger's topic in KSP1 Mod Releases
First af all, this mod is one of the greatest ones, besides Scatterer. But can we actually have hot air effects in KSP? Most games use transparent particles with normal maps for them. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
There are JDAM's made by some people out here. Not very precise, but they can hit the 50m circle around target. EDIT: Are those parts with suffix (fired) actually different or same? I want to detect them with MM and stop FAR from applying its physics to them. If I stop FAR applying physics to bombs at all then it would cause problems with fighter aerodynamics. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Catched you at the word, now waiting for video with you doing it. In KSP, of course. Baha, small idea about bombs. Can you add an option to sort them by Y (vertical) coordinate in Weapon Manager, and release them bottom ones first? So far they drop like early B-52 ones, top ones are released, but they lay on bottom ones till that ones are released as well, and then we have a huge pile of bombs falling very closely, which reduces efficiency when bombing from small altitudes. But it looks kool indeed. Btw, that was only forward bay emptied, with rear and pylons occupied by missiles. In case you wonder about visuals - that's Scatterer with slightly tweaked density and Real Plume. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
sashan replied to ferram4's topic in KSP1 Mod Releases
Is it possible to forcefully revert certain parts to stock aerodynamics? I am talking about BDarmory missiles and bombs, they are unstable with FAR and impact point calculation system is broken.- 14,073 replies
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- aerodynamics
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
It indeed depends on layer, I'll try to find that thread where people checked that. AN/ALQ-131 ECM pod, LANTIRN pod, proper flare dispensers, JDAM... 10 megs of pure awesomeness. Would be nice to have some more pylons, TER's, MER's and double Sidewinder rails. EDIT: Indeed you need layer 15, see bottom of this article: http://wiki.kerbalspaceprogram.com/wiki/API:Layers -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Baha, can you move tracer models to another layer, the one without aerodynamic effects? THere was a thread around yesterday about it, can't find it... HEre's teh screnshot of a problem, look at tracer from .50 cal strapped under my Rafale to demonstrate teh problem. It is also visible on projectiles coming out of front-shooting gun, only it's (obviously) aligned in different way/ -
WIP - Environmental Visual Enhancements Development
sashan replied to rbray89's topic in KSP1 Mod Development
What about resolution you've used? Maybe you've just dedicated more megapixels to the testure than it was with plan cylindrical map? Oh, and I know it is stupid question, but where to get latest version? THey aren't marked or numbered, it creates such a mess -
Is it possible to disable the mod in atmosphere? Together with FAR and KJR it causes crafts breakup when quick loading into the plane with SAS disabled. While the KJR "stabilizes" physics the plane is rotated by this mod, so when physics is enabled, the angle of attack is crazily large, and the craft is ripped apart by FAR aerodynamic forces. So it would be good to autodisable the mod below somewhere around 50km, where flight becomes less "space" and more aerodynamic.
- 690 replies
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- rotation
- persistentrotation
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WIP - Environmental Visual Enhancements Development
sashan replied to rbray89's topic in KSP1 Mod Development
Well, if we are to keep current texture-based cloud system then can we have it cubemapped? With 6 separate textures. COnverting them isn't very hard, there are tons of converters available, but it will allow us to have much more consistent detail and finally get good-looking clouds at poles. ALso it would allow moving clouds in different direction than directly east-west, due to reduced number of seams. Also, for auroras, it will save some memory, as only top/down textures would be needed. Same for Jool clouds and some others, -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
I demand explosion screenshot! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Sure the teams setting, FOV and ranges were correct? CIWS won't engage friendly missiles. Btw, I've added exploivenes to GOalkeeper. Much more effective now. IF only we could choose explosion fx, depending on surface....