Damaske Posted August 13, 2014 Share Posted August 13, 2014 I am sure that IF BahamutoD is to put rail guns into the game they would be long range only IE shot over 1km or longer kinda like artillery. I do not see direct fired rail guns to be useful due to how limited the range limit is in KSP stock game. Yes there is mods that increase that range but doing so add in bugs...I look forward to using the new guns including the AC-130's Howitzer's Can that be fired as if it was artillery Or is it designed for flight shooting down only? Link to comment Share on other sites More sharing options...
BahamutoD Posted August 13, 2014 Author Share Posted August 13, 2014 When will this be compatible with Ferram, when I put missiles or bombs on my jet, they always explode shortly after I start my engine.That shouldn't happen. It works fine with FAR. Can I see what your craft looks like?I am sure that IF BahamutoD is to put rail guns into the game they would be long range only IE shot over 1km or longer kinda like artillery. I do not see direct fired rail guns to be useful due to how limited the range limit is in KSP stock game. Yes there is mods that increase that range but doing so add in bugs...I look forward to using the new guns including the AC-130's Howitzer's Can that be fired as if it was artillery Or is it designed for flight shooting down only?Right. There must be some reason that stock KSP limits range to 2.5km. I haven't looked further into how to increase the range safely yet though.You can put the gun where ever you want, of course.--Here's some footage of countermeasures testing: Link to comment Share on other sites More sharing options...
Guest Posted August 13, 2014 Share Posted August 13, 2014 Shouldn't work. The bullet would probably unload after 2.5 kilometres.What part of NeverUnload you didn't get? This is a mod that does exactly that. It disables vessel unloading. Anything, including a railgun bullet, should remain loaded, because that's what this mod does. Link to comment Share on other sites More sharing options...
Melfice Posted August 13, 2014 Share Posted August 13, 2014 What part of NeverUnload you didn't get? This is a mod that does exactly that. It disables vessel unloading. Anything, including a railgun bullet, should remain loaded, because that's what this mod does.The part where I didn't know it affects every goddamn ship in the game. (Incidentally, that means you probably don't want to use the mod. Can you imagine the game calculating the exact position of a ship several AU apart from you? Damn... lagtastic.)The part where I thought it required the ships to never unload to carry a part.So, maybe next time when somebody responds to you, don't assume they know how every mod for KSP works and answer in a non-conceited or smug way?Lovely.EDIT: Ah. It's limited to 300 kilometres. Still. Link to comment Share on other sites More sharing options...
Renousim Posted August 13, 2014 Share Posted August 13, 2014 Would you be able to make the AC-130 Howitzer multi purpose, for large planes and artillery, for artillery it could be aimed with a marker like what the bombs have, and hit around that area Link to comment Share on other sites More sharing options...
Sufficient Anonymity Posted August 13, 2014 Share Posted August 13, 2014 That shouldn't happen. It works fine with FAR. Can I see what your craft looks like?What I suspect @Renousim is seeing is an aerodynamic failure - I had exactly the same issue until I disabled that part of FAR. Link to comment Share on other sites More sharing options...
Ya_Boi_Assault Posted August 13, 2014 Share Posted August 13, 2014 Can you make this version of the weapons mod compatable with 23.5? Link to comment Share on other sites More sharing options...
randomusername1 Posted August 13, 2014 Share Posted August 13, 2014 Why not update to 0.24? Link to comment Share on other sites More sharing options...
qwe2432 Posted August 13, 2014 Share Posted August 13, 2014 I am sure that IF BahamutoD is to put rail guns into the game they would be long range *snip*Just stick the thing on a turret, then you can aim it point blank Link to comment Share on other sites More sharing options...
nli2work Posted August 14, 2014 Share Posted August 14, 2014 the ray cast checks for LOS across own vessel; is that by collision box of the part on the vessel? or something more complicated? If a part doesn't have collision box, the turret will shoot through it. correct? Link to comment Share on other sites More sharing options...
zxczxczbfg Posted August 14, 2014 Share Posted August 14, 2014 (edited) Can I make a few suggestions?Fixed-mount .50cal machine gun (think Browning M2)Ball or Bubble Turret, twin .50cal (like the turret on the B-25 Mitchell or the ball turret on the B-17)Fixed-mount Lewis Gun (for people who like to make WWI-style biplanes)Edit: Sorry. Wasn't paying attention. Edited August 14, 2014 by zxczxczbfg Link to comment Share on other sites More sharing options...
ryanedward Posted August 14, 2014 Share Posted August 14, 2014 The fixed 20mm is coming next update, had you bothered to read the last few pages. Also, a bit of config editing can fix the dual .50cal into position. it's not too hard. Link to comment Share on other sites More sharing options...
SmarterThanMe Posted August 14, 2014 Share Posted August 14, 2014 Ball or Bubble Turret, twin .50cal (like the turret on the B-25 Mitchell or the ball turret on the B-17)An IVA ball turret (possibly with target tracking?) would be amazing, but have it set up so that you can attach any weapon to a mount/mounts on the outside rather than having a particular one.Actually I had plans to do roughly this with Infernal Robotics and the Cupola, but I'm not there yet in Career mode. Link to comment Share on other sites More sharing options...
Guest Posted August 14, 2014 Share Posted August 14, 2014 The fixed 20mm is coming next update, had you bothered to read the last few pages. Also, a bit of config editing can fix the dual .50cal into position. it's not too hard.He meant the Lewis Gun. The Vulcan is a different beast, Lewis is quite distinctive:http://3.bp.blogspot.com/-3FVR_andBeY/UD7UyvrNAJI/AAAAAAAAEhM/le5fKl-d5z4/s1600/Lewis+Machine+Gun+MOUNTED+ON+AN+AIRPLANE.jpg Link to comment Share on other sites More sharing options...
King_komodo93 Posted August 14, 2014 Share Posted August 14, 2014 He meant the Lewis Gun. The Vulcan is a different beast, Lewis is quite distinctive *snip*If you'll notice he mentioned the Lewis gun separate so what the other guy said does apply. Link to comment Share on other sites More sharing options...
Precursorx Posted August 14, 2014 Share Posted August 14, 2014 Right. There must be some reason that stock KSP limits range to 2.5km. I haven't looked further into how to increase the range safely yet though.I'm pretty sure that they limit the loading range to 2.5km to prevent floating point inaccuracy. They said in that they get around that by using the current active vessel as the center of the coordinate system for physics calculation. Link to comment Share on other sites More sharing options...
a__gun Posted August 14, 2014 Share Posted August 14, 2014 As several people seem to be talking about railguns, and the physics-range related issues with them, I thought I'd share my thoughts.I imagine using a railgun to shoot down things in orbit from the ground (or generally any extreme range fire). If the launched projectile were treated as its own craft, and the players focus switched to it upon launch, then railguns could fire over any range and still have physics applied to their shots. This would of course take the players focus away from the launching vehicle, requiring it to be in a physics-safe state (able to be put on rails) or risk having it deleted. Some kind of aiming tool would probably be a must - a map overlay of the projectile's course perhaps?Can't see why this wouldn't work for any long range weaponry really. Main drawback that comes to mind is having to follow the course of the projectile could take time and become somewhat boring, though in fact a warp-assistant would negate this. Link to comment Share on other sites More sharing options...
zxczxczbfg Posted August 14, 2014 Share Posted August 14, 2014 (edited) (SNIP) Also, a bit of config editing can fix the dual .50cal into position. it's not too hard.Well, the dual .50cal isn't what I'm looking for. What I am looking for is this: http://en.wikipedia.org/wiki/M2_Browning#Aircraft_guns Edited August 14, 2014 by zxczxczbfg Link to comment Share on other sites More sharing options...
ryanedward Posted August 14, 2014 Share Posted August 14, 2014 That would be epic, yes. Link to comment Share on other sites More sharing options...
Avalant Posted August 14, 2014 Share Posted August 14, 2014 Rail Gun Turret is all I want. Just for a futuristic looking weapon to put on space ships! XD Whether it be dual turret like the .50 cal one or a single barrel type. Either way would be really cool. Link to comment Share on other sites More sharing options...
Warshawski Posted August 15, 2014 Share Posted August 15, 2014 Question, how do you switch between flying vehicles/ground vehicles/either or on the move? Link to comment Share on other sites More sharing options...
ryanedward Posted August 15, 2014 Share Posted August 15, 2014 I am pretty stoked about the 105mm cannon, I can then make a mock-up of a T29 from WOT with infernal robotics! Link to comment Share on other sites More sharing options...
King_komodo93 Posted August 15, 2014 Share Posted August 15, 2014 (edited) I have an idea for the dilemma with the rail gun and people doubting it due to the long rages it would have (loading range and physics). The idea is that you can see items from the map view and select them even if they are beyond physics range. So taking advantage of this you select your target in this manner and then the plotting computer that the missiles use to track to the target show a colored marker (red was my thought) on the navball. From there you must have control from the gun itself before firing (so instead of toggling the turret you control it like a probe body or cockpit), then line the navball indicator up with the marker and fire. The projectile will then "fall" to it's target (i.e. thrust=x for .1 secs let physics take it form there) This should "bypass" load range problems unless you switch to the slug itself which since it's behaving like a vessel the most that should happen is a slight lag upon loading the other craft in. Also might want to give it a small warhead or maybe not that decision is solely yours to make. Any input on this good or bad is welcome and would probably help BahamutoD if he decides to make a railgun. Edited August 15, 2014 by King_komodo93 Link to comment Share on other sites More sharing options...
BahamutoD Posted August 15, 2014 Author Share Posted August 15, 2014 (edited) ^ Contradicting yourself there. Physics won't 'take it from there' if its out of physics range. Also if the target's physics aren't loaded, nothing will happen if it gets hit, even if the bullet gets all the way there without unloading itself.Anyways, today, I did some rewriting of the weapon manager to be able to use different types of weapons. For now, I added a new weapon type "RocketLauncher" for the unguided rocket launcher pods. Later, I'll add turrets and guns to the weapon manager and let you use the primary fire key you assign for firing any weapon with the weapon manager.Here's a vid of the rocket launcher. It holds rockets as PartResources, so I could use my AnimatedContainer partmodule to make it show how many rockets are left in the pod. Also wrote in some new stuff for explosions that give them a chance to decouple and/or destroy parts in their radius depending on the distance of the part from the explosion center. This makes rockets/missiles/bombs more likely to fragment a craft instead of sending the whole thing flying. Edited August 15, 2014 by BahamutoD Link to comment Share on other sites More sharing options...
Avalon304 Posted August 15, 2014 Share Posted August 15, 2014 I am in love... Link to comment Share on other sites More sharing options...
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