Helix935 Posted September 7, 2014 Share Posted September 7, 2014 It would have to be extremely low orbit.. You can't actually affect things on the ground from orbit.how about orbital kinetic weapons (rods from god) or drop pods Link to comment Share on other sites More sharing options...
Camacha Posted September 7, 2014 Share Posted September 7, 2014 In the next version, you'll be also be able to switch to guns with the weapon manager, but you're right, I need to find out how to make it not register fire commands when clicking on gui elements..Cool. I must say, I have never been a fan of weapons mods, but I have been toying with this one all day now That's supposed to be a compliment. The guns are just fun to go pew pew with, although it can be hard to actually hit anything, the rockets are highly destructive when properly launched. Link to comment Share on other sites More sharing options...
Wolf123 Posted September 7, 2014 Share Posted September 7, 2014 This is so amazing And the updates keep getting better and better! Gj, however how does far affect the mk 82 bomb it seems fine to me? Link to comment Share on other sites More sharing options...
BahamutoD Posted September 7, 2014 Author Share Posted September 7, 2014 (edited) Cool. I must say, I have never been a fan of weapons mods, but I have been toying with this one all day now That's supposed to be a compliment. The guns are just fun to go pew pew with, although it can be hard to actually hit anything, the rockets are highly destructive when properly launched.Thanks! You'll be able to easily aim the rockets in the next update.This is so amazing And the updates keep getting better and better! Gj, however how does far affect the mk 82 bomb it seems fine to me?FAR will have different drag (and lift?) values for the bombs, so the aimer will be inaccurate unless I support it. Edited September 7, 2014 by BahamutoD Link to comment Share on other sites More sharing options...
Camacha Posted September 7, 2014 Share Posted September 7, 2014 This is so amazing And the updates keep getting better and better! Gj, however how does far affect the mk 82 bomb it seems fine to me?As it is treated as debris, it should be subject to the same aerodynamic model as everything else. Link to comment Share on other sites More sharing options...
Reichtangle Posted September 7, 2014 Share Posted September 7, 2014 I want a Rikhter R-23 to add on a almaz station. The guns work in space right? Link to comment Share on other sites More sharing options...
Valgort Posted September 7, 2014 Share Posted September 7, 2014 Thanks for this mod, looking great so far!I would suggest some additional features - make ammunition boxes (and, maybe, light missiles?) KAS-grabbable, and add explosions when ammo boxes get destroyed.Please, carry on! Link to comment Share on other sites More sharing options...
xxninjabudderxx Posted September 7, 2014 Share Posted September 7, 2014 You should add an ammo "rack" for the howitzer and abrams cannon Link to comment Share on other sites More sharing options...
Wolf123 Posted September 8, 2014 Share Posted September 8, 2014 Thanks! You'll be able to easily aim the rockets in the next update.FAR will have different drag (and lift?) values for the bombs, so the aimer will be inaccurate unless I support it.Are you planning on supporting it, and btw your AI thing looks so fun!! Link to comment Share on other sites More sharing options...
Spectre111 Posted September 8, 2014 Share Posted September 8, 2014 @BahamutoD I have been trying to replicate the plane that you used in your latest videos and... well failed... would you be so kind and upload the craft file? Pretty please?By the way, love what you are doing with this mod it is everything I has always wanted in ksp Link to comment Share on other sites More sharing options...
Dawa1147 Posted September 8, 2014 Share Posted September 8, 2014 Will 0.5.2 be compatible with the new B9? Im getting issues, wich is sad (Huge B9 Hyperion with Weapons planned) Link to comment Share on other sites More sharing options...
Camacha Posted September 8, 2014 Share Posted September 8, 2014 Thanks! You'll be able to easily aim the rockets in the next update.Don't make it too easy I rather like that the rockets are effective as soon as you figure out how to deploy them properly - just as is the case with real weaponry. Having a system that will destroy anything at at the press of a key is hardly any fun - unless you build it yourself of course.I have been experimenting with launch angles and range and had a lot of fun with that. I will still build my own rocket guidance system in kOS, but these compact rockets allow for a couple of cool projects. Cleaning up debris has never been more fun.FAR will have different drag (and lift?) values for the bombs, so the aimer will be inaccurate unless I support it.Drag calculations in FAR have proven to be notoriously troublesome. Just a heads up In that light it might be advisable to allow players to turn off prediction, as prediction that is all wrong can be somewhat bothersome and annoying. Link to comment Share on other sites More sharing options...
Joe1 Posted September 8, 2014 Share Posted September 8, 2014 Will 0.5.2 be compatible with the new B9? Im getting issues, wich is sad (Huge B9 Hyperion with Weapons planned)New b9??? Really? Link to comment Share on other sites More sharing options...
captnmatt2736 Posted September 8, 2014 Share Posted September 8, 2014 (edited) Will 0.5.2 be compatible with the new B9? Im getting issues, wich is sad (Huge B9 Hyperion with Weapons planned)I got it working, with various other modsDid you install ATM? (there is a link on the B9 main page) It worked for me, and I created a massive cruiser with lasers and all that fun stuff Edited September 8, 2014 by captnmatt2736 Link to comment Share on other sites More sharing options...
Dawa1147 Posted September 8, 2014 Share Posted September 8, 2014 I got it working, with various other modsDid you install ATM? (there is a link on the B9 main page) It worked for me, and I created a massive cruiser with lasers and all that fun stuffhmm, Active Texture Management? Dunno if it will help, as I didn't have RAM issues, but if it worked for you, I will try only B9 and BDArmory, without all the other mods I have (maybe its B9, as it is my newest addition, but with another mod) Link to comment Share on other sites More sharing options...
BahamutoD Posted September 8, 2014 Author Share Posted September 8, 2014 There isn't any reason it shouldn't work with B9. After trying it with only B9 and BDA, tell me if you still have issues and we can work it out. I suspect its something else though. Link to comment Share on other sites More sharing options...
Camacha Posted September 8, 2014 Share Posted September 8, 2014 In the next version, you'll be also be able to switch to guns with the weapon manager, but you're right, I need to find out how to make it not register fire commands when clicking on gui elements..Today I found that a gun will even fire when focussed on another craft. This might be beneficial, as it allows to fire at something from the point of view of that something, but as it stands it is probably a bug. Using right click instead of left click does help, but again is only a workaround. Link to comment Share on other sites More sharing options...
BahamutoD Posted September 8, 2014 Author Share Posted September 8, 2014 That'll be disabled in the next update. Link to comment Share on other sites More sharing options...
Spartwo Posted September 8, 2014 Share Posted September 8, 2014 That'll be disabled in the next update. I liked it. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted September 8, 2014 Share Posted September 8, 2014 I liked it.Me too. It was a nifty little bug Link to comment Share on other sites More sharing options...
Wolf123 Posted September 8, 2014 Share Posted September 8, 2014 i don't think it was a bug, I asked earlier and BD said that he intended for it. It was a "nifty" piece of code! Link to comment Share on other sites More sharing options...
Endersmens Posted September 9, 2014 Share Posted September 9, 2014 (edited) Well, I'm a dieheart InfiniteDice fan, but I'm definitely giving this a go. I can't wait for the guard mode for this. It's really fun with Skillful, and seems it'll also be fun with this.Does this and skillful play nice together? or should I have seperate installs? Edited September 9, 2014 by Endersmens Link to comment Share on other sites More sharing options...
BahamutoD Posted September 9, 2014 Author Share Posted September 9, 2014 Okay, I'll make the niftiness optional .Well, I'm a dieheart InfiniteDice fan, but I'm definitely giving this a go. I can't wait for the guard mode for this. It's really fun with Skillful, and seems it'll also be fun with this.Does this and skillful play nice together? or should I have seperate installs?I've never used skillful but I see people's pictures with them together. Link to comment Share on other sites More sharing options...
Endersmens Posted September 9, 2014 Share Posted September 9, 2014 Well, I think i'll make a seperate anyways, I wanna see what weapons are like without a damage system like Skillful. Link to comment Share on other sites More sharing options...
vardicd Posted September 9, 2014 Share Posted September 9, 2014 This is freaking sweet. Even more reason to use VNG ejection system mod. Link to comment Share on other sites More sharing options...
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