Doc-Zer0G Posted May 19, 2016 Share Posted May 19, 2016 Awesome stuff! Loving the cockpit! Welcome to the danger-zone!!!!!! Link to comment Share on other sites More sharing options...
TMasterson5 Posted May 19, 2016 Author Share Posted May 19, 2016 HOTFIX!!!! Polaris missile and tube function as intended now. Sorry guys. 12 minutes ago, Doc-Zer0G said: Awesome stuff! Loving the cockpit! Welcome to the danger-zone!!!!!! best. movie. ever. Link to comment Share on other sites More sharing options...
ckirky Posted May 20, 2016 Share Posted May 20, 2016 21 hours ago, TMasterson5 said: Blue Hawk Industries version .4 is out Changelog: Version .4 Added AN-AWW-7 Added AIM-9-J-Sidewinder Added Minuteman III Nuclear MIRV Added Polaris Nuclear Missile Added Polaris Missile Tube(Should work for launches while clipped into other parts) Added Hound Dog Nuclear Cruise Missile Resized some parts NOTE: The nuclear weapons REQUIRE North Kerbin Dynamics. Because of this included in the download is North Kerbin Dynamics dependencies. If you already have NKD installed, you DO NOT need this one also. It is only there if you dont have it and dont want to installl the whole mod. could we get pics of the updated/added parts? the polaris may be the right size to work with @Laythe2 Boat parts submarine set otherwise maybe add a tweakscale compatibility with the parts. anywho, looking better than ever! Link to comment Share on other sites More sharing options...
TMasterson5 Posted May 20, 2016 Author Share Posted May 20, 2016 1 hour ago, ckirky said: could we get pics of the updated/added parts? the polaris may be the right size to work with @Laythe2 Boat parts submarine set otherwise maybe add a tweakscale compatibility with the parts. anywho, looking better than ever! The new parts pictures are added in with the the same album on the original post with all the other parts. The Polaris Missile works with his parts as does the Polaris launch tube Thank you, kind words are always appreciated! Link to comment Share on other sites More sharing options...
TMasterson5 Posted May 25, 2016 Author Share Posted May 25, 2016 Blue Hawk Industries Version .5 is out with what I am extremely proud to say is the first fully functional selection of Nuclear Ballistic Missile parts. Enjoy and let me know what you think! Video of the new parts in action is available on this facebook group page: https://www.facebook.com/groups/372011822987779/ Link to comment Share on other sites More sharing options...
Commander Jebidiah Posted May 25, 2016 Share Posted May 25, 2016 2 hours ago, TMasterson5 said: Blue Hawk Industries Version .5 is out with what I am extremely proud to say is the first fully functional selection of Nuclear Ballistic Missile parts. Enjoy and let me know what you think! Video of the new parts in action is available on this facebook group page: https://www.facebook.com/groups/372011822987779/ That advertising, forcing them to join so they can see the video, haha. Link to comment Share on other sites More sharing options...
TMasterson5 Posted May 25, 2016 Author Share Posted May 25, 2016 35 minutes ago, Commander Jebidiah said: That advertising, forcing them to join so they can see the video, haha. Meh wasn't trying to. Just didn't feel like putting the video on YouTube. Link to comment Share on other sites More sharing options...
andreasblom Posted May 29, 2016 Share Posted May 29, 2016 what is the best way to launch the submarine? Link to comment Share on other sites More sharing options...
TMasterson5 Posted May 29, 2016 Author Share Posted May 29, 2016 1 hour ago, andreasblom said: what is the best way to launch the submarine? I use vessel mover to just move it the water and then plop it into the water. Once its in the water use the ballast tanks to dive or surface it. https://github.com/BahamutoD/VesselMover/releases Link to comment Share on other sites More sharing options...
gomker Posted June 6, 2016 Share Posted June 6, 2016 Very cool stuff. I am liking the submarine parts, got the to work right way, very intuitive easy to use ballast and I like that they fill / empty equally. Couple of requests - the action group names, could they be changed to Empty / Fill instead of Activate/Deactivate generator? Also more torque on the Sub Tail and Nose, I have trouble keeping it from rolling. Great work. Link to comment Share on other sites More sharing options...
TMasterson5 Posted June 6, 2016 Author Share Posted June 6, 2016 3 hours ago, gomker said: Very cool stuff. I am liking the submarine parts, got the to work right way, very intuitive easy to use ballast and I like that they fill / empty equally. Couple of requests - the action group names, could they be changed to Empty / Fill instead of Activate/Deactivate generator? Also more torque on the Sub Tail and Nose, I have trouble keeping it from rolling. Great work. Thanks for the kind words! Trying to implement now actually and yes that has already been changed and is just awaiting release now. Link to comment Share on other sites More sharing options...
TMasterson5 Posted June 7, 2016 Author Share Posted June 7, 2016 On 6/6/2016 at 3:38 AM, gomker said: Very cool stuff. I am liking the submarine parts, got the to work right way, very intuitive easy to use ballast and I like that they fill / empty equally. Couple of requests - the action group names, could they be changed to Empty / Fill instead of Activate/Deactivate generator? Also more torque on the Sub Tail and Nose, I have trouble keeping it from rolling. Great work. Unfortunate news on this front. Due to the way that it has to be set up I cant change the toggle names from generator. I can only change the non toggle options. For example they are fill start/fill stop right now which works fine but if I change it to fill toggle it doesnt recognize it as a gernerator and therefore doesnt generate the water/air properly so I cant do that sorry. As for the torque youre not the only one having rolling issues so I have increased the torque by about 2.5 times its former amount so that should fix it. Expect a release some time next week with these fixes and thanks for your support! Link to comment Share on other sites More sharing options...
TMasterson5 Posted June 10, 2016 Author Share Posted June 10, 2016 BHI Version .6 is now available here: http://spacedock.info/mod/519/Blue Hawk Industries Changelog: .6 Added mark 48 torpedo Added pintle mount from MTW Added 50 caliber ammo can Added M2 Browning machine gun Changed anti ship missiles to radar guided instead of laser guided Changed submarine parts texture a bit which should elimate some odd glare issues underwater Increased torque on sub parts to help with rolling issues Added NAS plugin for torpedo functionality(Thanks NAS guys!) Link to comment Share on other sites More sharing options...
andreasblom Posted June 12, 2016 Share Posted June 12, 2016 On 5/29/2016 at 5:01 PM, TMasterson5 said: I use vessel mover to just move it the water and then plop it into the water. Once its in the water use the ballast tanks to dive or surface it. https://github.com/BahamutoD/VesselMover/releases well i use that but the missiles keep getting splashing down and getting destroyed Link to comment Share on other sites More sharing options...
TMasterson5 Posted June 12, 2016 Author Share Posted June 12, 2016 42 minutes ago, andreasblom said: well i use that but the missiles keep getting splashing down and getting destroyed Odd I don't have that issue so I'm not sure how much help I will be here but I'll try. 1. What speed are they hitting the water at?(approximately) 2. Do you have them in the missile tube submarine part that is included in the mod? 3. If not, how low to the waterline of the vessel are they? Link to comment Share on other sites More sharing options...
andreasblom Posted June 12, 2016 Share Posted June 12, 2016 (edited) 13 hours ago, TMasterson5 said: Odd I don't have that issue so I'm not sure how much help I will be here but I'll try. 1. What speed are they hitting the water at?(approximately) 2. Do you have them in the missile tube submarine part that is included in the mod? 3. If not, how low to the waterline of the vessel are they? 1 tba tommorow morningusing vessel mover it hits at .2 m/s and speeds up when it splashes down 2 they are in the submarine middle part (with the six tubes) 3 pretty sure the attachment node of the missile is below the waterline Edited June 12, 2016 by andreasblom Link to comment Share on other sites More sharing options...
phreakshow Posted June 12, 2016 Share Posted June 12, 2016 Which parts use BD Armory and which parts don't? Because I got 1.1.2 and BD Armory isn't supported for that version of KSP. Link to comment Share on other sites More sharing options...
TMasterson5 Posted June 12, 2016 Author Share Posted June 12, 2016 1 hour ago, andreasblom said: 1 tba tommorow morning 2 they are in the submarine middle part (with the six tubes) 3 pretty sure the attachment node of the missile is below the waterline 1/2/3: I really dont know why youre having problems with them then because they are all working fine on my end and for others. Youre using 1.1 right? 33 minutes ago, phreakshow said: Which parts use BD Armory and which parts don't? Because I got 1.1.2 and BD Armory isn't supported for that version of KSP. You pretty much need BD to use this mod, 90% of the parts utilize it. Also BD works with 1.1.x Link to comment Share on other sites More sharing options...
Commander Jebidiah Posted June 12, 2016 Share Posted June 12, 2016 13 hours ago, andreasblom said: 1 tba tommorow morningusing vessel mover it hits at .2 m/s and speeds up when it splashes down 2 they are in the submarine middle part (with the six tubes) 3 pretty sure the attachment node of the missile is below the waterline Use the Alt+F12 menu to activate the hack gravity cheat to slow the impact. Also use the Unbreakable Joints and No Crash Damage. Link to comment Share on other sites More sharing options...
andreasblom Posted June 12, 2016 Share Posted June 12, 2016 Spoiler It's weird but also the one time they didn't get destroyed was when they were selected in the weapon switcher Link to comment Share on other sites More sharing options...
gomker Posted June 15, 2016 Share Posted June 15, 2016 New update works great. Now I just wish I could find a good fix for the loading craft issue in water. Only fix I have seen that works is using FAR, but after an hour of trying to become an Aerospace engineer I gave up. Link to comment Share on other sites More sharing options...
TMasterson5 Posted June 17, 2016 Author Share Posted June 17, 2016 On June 15, 2016 at 5:21 AM, gomker said: New update works great. Now I just wish I could find a good fix for the loading craft issue in water. Only fix I have seen that works is using FAR, but after an hour of trying to become an Aerospace engineer I gave up. Thanks I'm glad that you like it! As as for the water but yeah sadly there isn't really a good fix for it at the moment. I also hate FAR so I definitely hear you on that one man. Link to comment Share on other sites More sharing options...
TMasterson5 Posted July 9, 2016 Author Share Posted July 9, 2016 Awesome BHI update for you guys! BHI .7 is now available and includes the following changes: .7 Added zuni rocket Added LAU-10 rocket pod Added bgm-109 tomahawk Added bgm-109g gryphon Added Huey cockpit, cabin, tail, and turbine Changed torpedo to radar guided to eliminate some issues and altered its weapons settings Fixed(hopefully) sidewinder's collision mesh So enjoy and let me know what you think and thanks for your continued support! Link to comment Share on other sites More sharing options...
TMasterson5 Posted July 9, 2016 Author Share Posted July 9, 2016 HOTFIX .7.1 I meant to add VLS attache nodes to all the missiles. Thanks to a reminder from @War Eagle 1 I have now done so. Enjoy guys. Its up now Link to comment Share on other sites More sharing options...
TMasterson5 Posted July 15, 2016 Author Share Posted July 15, 2016 Update available! Added Syler VLS Messed with the torp config a bit to make it work a bit better Added electric generator to Huey turbine Link to comment Share on other sites More sharing options...
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