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Everything posted by sashan
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P.E.W (A BDArmory Addon)Reactivated Development
sashan replied to LORDPrometheus's topic in KSP1 Mod Development
Will you eventually add missile exhaust prefabs? They look very good, would be nice if they were used. Here's a short tutorial on how to do it: -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
sashan replied to bac9's topic in KSP1 Mod Development
Nah, control surfaces are still inverted. Left side is 100% OK, but right one is 100% inverted. Shader also needs some touch up - because it looks OK in the shadows but is superbly bright under the sun. -
KAS spams this in the log. I've pressed one of hotkeys for winch control. NullReferenceException: Object reference not set to an instance of an object at KAS.KASAddonControlKey.UpdateGUIControl () [0x00000] in <filename unknown>:0 at KAS.KASAddonControlKey.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Btw, is it possible to disable certain hotkeys? I don't have enough buttons on my keyboard for all mods. ;(
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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
Bug report: When I select any of gun type weapons and then go back to weapon: none all contents of Weapon Manager except settings and minimize buttons disappear - leaving only blank grey space. Very nasty. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
sashan replied to ferram4's topic in KSP1 Mod Releases
Suggestion - remove exclusion for procedural wings. I did it - and absolutely zero bugs occurred.- 2,647 replies
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- kerbal joint reinforcement
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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
I've also noticed that. IMO it's because boat doesn't need terrain collision meshes, and simulating water collisions doesn't take up memory - water level is same everywhere. SO, splashed down vessels are treated similarly to those in flight. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Is it possible to give some "heat skore" aka heat signature to missiles? Currently they can't be targeted with infrared guided missiles - while RIM-116 is infrared-guided and can target cruise missiles IRL. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Btw, can you look at how PilotAssistant implements auto throttling? It keeps the plane at the required speed precisely, while wing commander makes it oscillate forward and backward. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
There may be, but not soon. Meanwhile. check my mod in the signature - it has something. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
sashan replied to bac9's topic in KSP1 Mod Development
Tried doubling aeroConstMassFudgeNumber out of spite - and it had the effect of increasing buoyancy of the part. My ship made of them really started to sit higher. -
Sneak peek. Textures are WIP.
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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
No, BDarmory rotates radar antenna itself - and its orientation matches direction of scanning beam on radar screen. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Anyone knows how to set up scanning radars in Unity? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Sure you're on latest version? RBS-15 is working fine for me. Not sure about AGM-86 -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
You should just switch to them after launch - your launcher ship will then be unloaded from game and the missiles will continue towards target. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
50km at most - most of them have unrealistically short flight times. If you increase it in config I guess you could haunch them across all Kerbin. -
Hello all. As some of you probably know, I'm working on Finnish Hamina-class missile boat for KSP. It will be like those Buran or Space Shuttle mods - parts will only fit together, but I'll try to make as much of them as possible usable in other places. For example, radar, water jet engines, gun turret, ECM antenna, mast, maritime radar would definitely be usable. It has length of 50 meters, 16 (real one has 8) silos for SAM missiles, Bofors Mk110 40mm cannon and a launcher for 4x RBS-15mk3 radar-guided missiles - I'll add a patch that clones Baha's one and makes it radar-guided. Now I need some input. I'm going to make all superstructure have interior that you'll be able to walk through while on EVA - but I really dunno what should it include and what should the layout be like. Any ideas? Second shot depicts some interior that I already have - but that may be changed later. UV coordinates will be fixed, don't worry.
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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
No. There are none. But I may make one. It's dead simple, especially after I finish this one: -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Don't see anything about tracking here. Point is that you can't launch missiles and target guns with it - update rate is too low and it can't concentrate it's beam on target. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Because that rotating radar can't track IRL. -
ESSM needs a few fixes. First, it flies in that zigzag pattern, second, its exhaust effect needs to be moved back a bit - it clips the missile body. The target was HARM missile FYI.
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Any tips on how to make custom winches? I have that crane in the ship I'm modeling now, and I want it to be working. Would also be nice to have the model for winch connector and its mount - at least in Unity.
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[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
sashan replied to BahamutoD's topic in KSP1 Mod Releases
Yes, the craft is an old towed gun I've been using for some time. Point is, the bug isn't ocean-related, I've tested it some more - although VesselMover does spawn the craft at seabed instead of surface. It's related to TakeCOntrol mod that allows you to spawn occupied external command seats.