BahamutoD Posted July 29, 2014 Author Share Posted July 29, 2014 I don't want to do something as complex as the Skillful system. I also like how simple it is right now so I won't change it until a better idea comes up. Link to comment Share on other sites More sharing options...
TronX33 Posted July 29, 2014 Share Posted July 29, 2014 I just got this awesome mental image of a part similar to the fold-away engines. Imagine this: two long doors on the side of a rocket, or under a wing or something. The doors open, the missile is lowered down on a little arm, released... and half a second later the engine on the missile fires off and the thing goes off to murder whoever it feels necessary. The little arm retracts, and the doors close. We assume at that moment (maybe accompanied by a little gear-turning sound) that the reloading mechanism is moving another spare missile into the launch mechanism.Was just an interesting thought I had while reading the latest ideas. This definitely would not improve the chances of modularity. Oh well.Well, that's the design for the missiles for the F-22, so it's a pretty good idea, especially if you want to build something sleek and stealthy Link to comment Share on other sites More sharing options...
sumghai Posted July 29, 2014 Share Posted July 29, 2014 Well, that's the design for the missiles for the F-22, so it's a pretty good idea, especially if you want to build something sleek and stealthyA compact missile bay in the manner described (as opposed to a bomb bay) would certainly be interesting in the distant future. Link to comment Share on other sites More sharing options...
OrbitusII Posted July 29, 2014 Share Posted July 29, 2014 (edited) I don't want to do something as complex as the Skillful system. I also like how simple it is right now so I won't change it until a better idea comes up.I think that's your best option. I've avoided Skillful and Lazor since they are so complicated compared to the overall simplicity of KSP on its own. (I have the same issue with Firespitter and how overcomplicated those landing gear are) This mod is short, sweet, and to the point, making it fit with the overall feel of stock KSP a lot better than Skillful or Lazor or even Firespitter (which isn't even a weapons mod!). You want guns? Throw some on your ship with some ammo and you're good to go! Want to fire a missile at that other plane? Target it and fire that bad boy!Being able to integrate nicely with the stock game and give it that stockalike feel is one of the more important aspects of a mod. In KSP, getting that stockalike feel requires some "dumbing-down" of control systems, and getting the level of control necessary to make your mod function while doing that can be tricky, yet you have done it phenomenally well. For that, I applaud you. Edited July 29, 2014 by OrbitusII Link to comment Share on other sites More sharing options...
Lack Posted July 29, 2014 Share Posted July 29, 2014 So I got a tad carried away and made an 18" naval gun.Javascript is disabled. View full albumLink: https://dl.dropboxusercontent.com/u/39086055/LacksBattleships.zipI could have scaled it to 64%, but that would be less silly, so full size it is. Fires a 1.5t shell. Link to comment Share on other sites More sharing options...
Hellbrand Posted July 29, 2014 Share Posted July 29, 2014 ooh nice. What about the cannons you had on your other pictures. are those included as well? Link to comment Share on other sites More sharing options...
Lack Posted July 29, 2014 Share Posted July 29, 2014 ooh nice. What about the cannons you had on your other pictures. are those included as well?No, they'll be included in the next version of LLL. But I can do a stand-a-lone version as well.Actually, Bahamuto, I was having a few problems with trying to build a stack/in-line weapon (in this case a laser/ion cannon and a 'siege' cannon). Is there a way to have a fixed gun that'll just fire whenever you press the button (regardless of where the mouse cursor is), I've been having a few problems getting that to work, i.e. it's very selective about where you aim for it to fire. Link to comment Share on other sites More sharing options...
dbmorpher Posted July 29, 2014 Share Posted July 29, 2014 Awesome mod BahamutoDAny plans for possible kos integration? Link to comment Share on other sites More sharing options...
MrWizerd Posted July 29, 2014 Share Posted July 29, 2014 I think that's your best option. I've avoided Skillful and Lazor since they are so complicated compared to the overall simplicity of KSP on its own. (I have the same issue with Firespitter and how overcomplicated those landing gear are) This mod is short, sweet, and to the point, making it fit with the overall feel of stock KSP a lot better than Skillful or Lazor or even Firespitter (which isn't even a weapons mod!). You want guns? Throw some on your ship with some ammo and you're good to go! Want to fire a missile at that other plane? Target it and fire that bad boy!Being able to integrate nicely with the stock game and give it that stockalike feel is one of the more important aspects of a mod. In KSP, getting that stockalike feel requires some "dumbing-down" of control systems, and getting the level of control necessary to make your mod function while doing that can be tricky, yet you have done it phenomenally well. For that, I applaud you.http://media.tumblr.com/tumblr_m6odkq8jNo1qbolbn.gifA little off topic, but that clapping dood is creepy as all heck! Link to comment Share on other sites More sharing options...
BahamutoD Posted July 29, 2014 Author Share Posted July 29, 2014 Lack, in the next update I'm adding config values for the cannon shell's explosion radius and power so you can make your 1.5t shell have proper deadliness. Link to comment Share on other sites More sharing options...
BahamutoD Posted July 29, 2014 Author Share Posted July 29, 2014 (edited) Updatev0.4.0-added Mk82 Bomb-added AGM-114 Hellfire Missile-added GAU/8 Avenger-added Weapon Manager part-added cannon shell blast power and radius config values-new sound for Vulcan-fixed explosionFX bug (explosion would multiply by how many parts it hit)-new large explosion fx for bombs-temporarily disabled physics range extension by default-tweaked missile guidance slightlyNew vulcan and gau-8 sounds credit goes to upupandaway's DCS World sound mod : http://forums.eagle.ru/showthread.php?t=106958Video demonstration of how to use the Weapon Manager: Edited July 29, 2014 by BahamutoD Link to comment Share on other sites More sharing options...
Damaske Posted July 29, 2014 Share Posted July 29, 2014 blinks and then whimpers some as more and more people are putting out Missile mods and yet noone has a working tracks mod. Makes it really hard to make a MLRS that i used to work on while in the US Army. I may have to bite the bullet and make the wheeled HIMARS version till a working tracks mod is out. Very very nice mod, and great idea for the weapons manager thingy. Link to comment Share on other sites More sharing options...
killerkenny42 Posted July 29, 2014 Share Posted July 29, 2014 I was wondering how about just the 120mm cannon like an artillery gun or an 88 cannon on the tiger tank Link to comment Share on other sites More sharing options...
The Destroyer Posted July 29, 2014 Share Posted July 29, 2014 Wow! This mod is amazing Baha! And the weapon manager- well done!You sir, make the most innovative mods there is on the forum! Link to comment Share on other sites More sharing options...
Hodo Posted July 30, 2014 Share Posted July 30, 2014 One minor problem.Your Mk82 is a bit small. Its over 2m long in real life, and in game it is barely a meter. Link to comment Share on other sites More sharing options...
BahamutoD Posted July 30, 2014 Author Share Posted July 30, 2014 Thanks TD!Hodo, I modeled it to be 2.22m; I'm pretty sure its to scale. Put it next to a 2.5m tank, you'll see! Link to comment Share on other sites More sharing options...
Kiwibear Posted July 30, 2014 Share Posted July 30, 2014 Is it possible to make it so you can attach parts to turrets like the Abrams turret? Or does it not work since they move around and stuff Link to comment Share on other sites More sharing options...
MinorInconvenience Posted July 30, 2014 Share Posted July 30, 2014 BahamutoD:This is all so beautiful. I guess I shouldn't be surprised, all of your stuff is awesome. One request/suggestion--the brilliant "Weapon Manager"... anyway it could also control the GAU-8? Then I'd only need to bind two buttons on my joystick for select and fire... Anyway, awesome job! Link to comment Share on other sites More sharing options...
BahamutoD Posted July 30, 2014 Author Share Posted July 30, 2014 Is it possible to make it so you can attach parts to turrets like the Abrams turret? Or does it not work since they move around and stuffI wanted to do that, but it seems its more involved than I predicted. I'll take a peek at infernal robotics and see if its feasible.BahamutoD:This is all so beautiful. I guess I shouldn't be surprised, all of your stuff is awesome. One request/suggestion--the brilliant "Weapon Manager"... anyway it could also control the GAU-8? Then I'd only need to bind two buttons on my joystick for select and fire... Anyway, awesome job!I also wanted to do that, but I need to figure out an elegant way to let the weapon manager enable/disable guns and turrets without clashing with the existing method of using action groups for those individually.So basically, I'll try Link to comment Share on other sites More sharing options...
Kiwibear Posted July 30, 2014 Share Posted July 30, 2014 Alright cool, I just thought it'd be neat to have some bare bones turrets with various different guns that people could build their own designs onto Link to comment Share on other sites More sharing options...
MinorInconvenience Posted July 30, 2014 Share Posted July 30, 2014 I also wanted to do that, but I need to figure out an elegant way to let the weapon manager enable/disable guns and turrets without clashing with the existing method of using action groups for those individually.So basically, I'll try Darn. I should have figured you'd think of that. I'd rather you hadn't thought of it than it being an "engineering problem" so to speak. Anyway, keep up the very cool work.Oh, one other suggestion (and one thing I liked about the otherwise too-complicated-for-me Skillful Weapons mod)--in situ reloading/rearming (via kerbal EVA and/or some form of reloading station). Link to comment Share on other sites More sharing options...
Hodo Posted July 30, 2014 Share Posted July 30, 2014 Thanks TD!Hodo, I modeled it to be 2.22m; I'm pretty sure its to scale. Put it next to a 2.5m tank, you'll see!Yep checked it with a procedural tank, a hair over 2.2m. My mistake LOL. Link to comment Share on other sites More sharing options...
Gaalidas Posted July 30, 2014 Share Posted July 30, 2014 blinks and then whimpers some as more and more people are putting out Missile mods and yet noone has a working tracks mod. Makes it really hard to make a MLRS that i used to work on while in the US Army. I may have to bite the bullet and make the wheeled HIMARS version till a working tracks mod is out. Very very nice mod, and great idea for the weapons manager thingy.lo-fi is working on the tracks thing... it's just a slow process when you have to rewrite the entire wheel implementation to make it work the way it's supposed to. Link to comment Share on other sites More sharing options...
Gaalidas Posted July 30, 2014 Share Posted July 30, 2014 So I got a tad carried away and made an 18" naval gun.http://imgur.com/a/myiY5Link: https://dl.dropboxusercontent.com/u/39086055/LacksBattleships.zipI could have scaled it to 64%, but that would be less silly, so full size it is. Fires a 1.5t shell.I've never really had the chance to say this Lack... but you are really quite insane. I'm sure you already know that though... so carry on please. Link to comment Share on other sites More sharing options...
Hellbrand Posted July 30, 2014 Share Posted July 30, 2014 (edited) Hey you should totally make it to where you can have a kerbal "Reload" the missles or bombs on the ground (i know it's getting into Skillful territory but I'm just thinking it woudl suck to have to run a mission half way round the globe. and then to fly back to ksc just to re-arm and re-supply) (also is ammo transferrable? cause If so it would be reloaded using KAS and fuel lines.)EDIT WITH AWESOME IDEA : MAKE THE BOMBS AND MISSLES KAS COMPATIBLE! Edited July 30, 2014 by Hellbrand Link to comment Share on other sites More sharing options...
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