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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23


BahamutoD

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Found a very small problem having been able to out pace a ground launched sidewinder in a craft using only 4 turbo jets (re purposed space plane attempt that failed). Although fixing it is not a concern just a funny thing and I'm pretty sure someone out there would do it again even if you upped it's burn time.

The new damage system is excellent, means i can finally remove lasor guided weapons as my primary debris clearing weapons :D

http://imgur.com/a/taT6e

That plane does not even come close to overkill as there is no such thing. Nice tank by the way, where did you get the tracks from.

Edited by King_komodo93
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What mods are the wings from too :3, That tank is overloaded XD


BahamutoD, what does it mean by +targetlocking? I thought there was target locking aready?

Edited by diomedea
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It's probably just me, but the free-fall bombs tend to fall short from where the bomb aiming reticule indicates they will probably fall.

EDIT: Also, the rocket pod doesn't animate?

Yeah, I'm still having trouble with the bomb prediction... Drag is making it difficult.

I forgot to include the BDAnimationModules.dll. You can get it here. http://forum.kerbalspaceprogram.com/threads/71247

I'll package it with future updates.

What mods are the wings from too :3, That tank is overloaded XD


BahamutoD, what does it mean by +targetlocking? I thought there was target locking aready?

While the weapon manager is armed, you will automatically lock onto targets that you are pointing your vessel at. It is a quick way to acquire targets without having to click on anything.

Could you please add an option to configure a button as the fire button by clicking it? I just tried to get a button on my joystick to be the fire button for 5 minutes, without success.

I'll see if I can.

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Hmm, maybe not? I'm uploading the update later today though so you can see if what I did is fine.

It is VERY close to what I came up with. The mass of mine was 0.09, the scale is the same but yours has a larger blast radius and less power. But otherwise they are the same. LOL

So I changed up my model scale a bit and retagged it to match the Russian R-73 air to air missile.

I changed its turn rate to be a bit more agile then the AIM-9 to match the R-73s thrust vectoring abilities, upped the mass from its .09 to .105.

And this is what the new weapon update inspired me to make.

F-26 King Cobra SSTO fighter

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Edited by Hodo
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Hey, do you guys ever think about resupplying bomb and missile to aircraft in the field (in gameplay)? I think that it is more interesting than build a new craft just for its weapons. Maybe a docking port in thin straigh shape could be useful in this situation.

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It is VERY close to what I came up with. The mass of mine was 0.09, the scale is the same but yours has a larger blast radius and less power. But otherwise they are the same. LOL

So I changed up my model scale a bit and retagged it to match the Russian R-73 air to air missile.

I changed its turn rate to be a bit more agile then the AIM-9 to match the R-73s thrust vectoring abilities, upped the mass from its .09 to .105.

And this is what the new weapon update inspired me to make.

F-26 King Cobra SSTO fighter

http://imgur.com/a/rtS5N

Nice! What cockpit is that your using?

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Hey, do you guys ever think about resupplying bomb and missile to aircraft in the field (in gameplay)? I think that it is more interesting than build a new craft just for its weapons. Maybe a docking port in thin straigh shape could be useful in this situation.

That's what i do too! I've also gave all the missiles a KAS grab module so they can be reattached to a plane :D

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When you launch a missile in the air it is already going in the speed your aircraft is. Let me explain. Imagine an ice cube in a square box with wheels. The box has a motor. The box is now traveling at 10m/s. Everything in the box is traveling at the same speed. The box brakes and launches the cube forwards in the exact same way that you are lauched forwards in a car when it comes to a sudden stop. When you have your seatbelt on it slows you down with the car becasue the seatbelt is attached to the car in which the joints on the missile are. Then we you disconnect said joint the same thing happens when you don't have a seatbelt and no seat to behind you to hold you in place. Since a human can't accelerate when sitting in a moving car you can't keep up with the car. But now imagine that you have rocket boots that are faster than the car. A missile has that. That makes the missile already have the planes speed plus the acceleration it now gets from it's "rocker boots". The other reason is that your plane might be faster than the missile, but that is highly unlikely because the sidewinder travels at about 700m/s i think.


Can you give us a teaser of what we can expect from 0.6.0 or possibly 0.5.1? And could you maybe make some other versions of your crittercrawler or some helicopter parts?

Edited by diomedea
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Does anybody knows any good mod, that adds some armor pieces?

Only one I know of is Infinite Dice's skillful but there was someone in this thread that talked about making some about 5 pages ago not sure how it's turned out so far.

Edited by King_komodo93
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Only one I know of is Infinite Dice's skillful but there was someone in this thread that talked about making some about 5 pages ago not sure how it's turned out so far.

That was me. I'm fine-tuning armor resistances to make layering armor a good idea... but if you've got one armor plate over something, .50s aren't going to tear that part of the ship up anymore. Won't stop the 20, 105 or 120, but your ship is no longer instakilled by things.

Also, armor is heavy. This is to help beef up vehicles so they don't go flying all the time...

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That was me. I'm fine-tuning armor resistances to make layering armor a good idea... but if you've got one armor plate over something, .50s aren't going to tear that part of the ship up anymore. Won't stop the 20, 105 or 120, but your ship is no longer instakilled by things.

Also, armor is heavy. This is to help beef up vehicles so they don't go flying all the time...

Yeah went looking and as for the work sounds good so far and weight shouldn't be too much of a problem this is KSP we're talking about after all where people. at least attempt to, launch massive space stations using 1 stage.

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In the previous pages I've seen pictures where it looked like they were using this mod with Infernal Robotics but I can't get it to work.

Am I wrong or do I have to do something specific?

Edited by TheStig
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That was me. I'm fine-tuning armor resistances to make layering armor a good idea... but if you've got one armor plate over something, .50s aren't going to tear that part of the ship up anymore. Won't stop the 20, 105 or 120, but your ship is no longer instakilled by things.

Also, armor is heavy. This is to help beef up vehicles so they don't go flying all the time...

I would appreciate i you could make some sorts of thick armor with more chrash tolerance and one armor piece with like a hole like thing for inside almost gun mounts. Then i can make real tank destroyers and mobile artilleries. Also could you link the mod in this thread please.:)

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Could you by chance make the physics range extension be able to be higher? Like 20 km? So that I can set a cargo plane to autopilot, then I can drop out a rover or whatever out the back, land it, then pop back to the cargo plane and fly it back.

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