NateToaster Posted September 23, 2014 Share Posted September 23, 2014 Surface pods would be awesome, maybe Browning M2/M3, Vickers S, Molins Gun, also Tiny Tim rockets http://en.wikipedia.org/wiki/Tiny_Tim_(rocket)http://en.wikipedia.org/wiki/M2_Browninghttp://www.imfdb.org/wiki/Browning_M3http://en.wikipedia.org/wiki/Vickers_Shttp://en.wikipedia.org/wiki/Ordnance_QF_6-pounder#Molins_gunThese are just ideas I had, no rush at all. Link to comment Share on other sites More sharing options...
nli2work Posted September 23, 2014 Share Posted September 23, 2014 They're a bit different. MissileLauncher detaches the whole part and fires it, while RocketLauncher spawns rocket objects and fires them.Ah yeah, that's pretty different in the guts. I was thinking RocketLauncher with tracking warheads would make neat looking swarmer missile system. a pod that would fire in salvos of ~6 missiles in quick succession. Link to comment Share on other sites More sharing options...
Endersmens Posted September 23, 2014 Share Posted September 23, 2014 Ok I have a question regarding missiles. If I set a target, and fire a missile, can I switch to the missile? Like I know it's possible, but will the tracking stop? Also, do you have to set different teams for missiles to track?And one more thing, I notice that missiles have only a short burst of thrust. And You mentioned they have no lift values. So how do they track after running out of fuel? Link to comment Share on other sites More sharing options...
King_komodo93 Posted September 23, 2014 Share Posted September 23, 2014 Ah yeah, that's pretty different in the guts. I was thinking RocketLauncher with tracking warheads would make neat looking swarmer missile system. a pod that would fire in salvos of ~6 missiles in quick succession.I'm pretty sure he could do something like that, it should only take a code adjustment in terms of the fire command for the current rockets as well as a "transfer" of the missile guidance code. Not saying it would be easy by any means as I have no experience with modding but definitely doableOk I have a question regarding missiles. If I set a target, and fire a missile, can I switch to the missile? Like I know it's possible, but will the tracking stop? Also, do you have to set different teams for missiles to track?And one more thing, I notice that missiles have only a short burst of thrust. And You mentioned they have no lift values. So how do they track after running out of fuel?They do still track after switching to them and as for the thrust all I can say is that I'm usually shooting a stationary targets, though I have taken shots at the flying debris with pretty good success, so the missiles don't need to deviate from their target. Link to comment Share on other sites More sharing options...
tetryds Posted September 23, 2014 Share Posted September 23, 2014 (edited) Ok I have a question regarding missiles. If I set a target, and fire a missile, can I switch to the missile? Like I know it's possible, but will the tracking stop? Also, do you have to set different teams for missiles to track?And one more thing, I notice that missiles have only a short burst of thrust. And You mentioned they have no lift values. So how do they track after running out of fuel?Activate camera commands via ALT+B, then after launching use numpad0 or numpad1 for missile/bomb camera.Edit: I think that if we are to have WW2 weapons we should have a pack for them, and not simply fill the mod with guns.Because there wouldn't be any use for them for people who don't really want them since the modern ones are stronger and more accurate. Edited September 23, 2014 by tetryds Link to comment Share on other sites More sharing options...
Endersmens Posted September 23, 2014 Share Posted September 23, 2014 I haven't installed camera commands yet, but they are in my mod que. Link to comment Share on other sites More sharing options...
tetryds Posted September 23, 2014 Share Posted September 23, 2014 I haven't installed camera commands yet, but they are in my mod que. BDArmory has camera options without the need to add anything else. Link to comment Share on other sites More sharing options...
The Space Man Posted September 23, 2014 Share Posted September 23, 2014 BD, just a heads up since this mod uses .tga textures. Apparently the .tga texture loader is bugged and uses twice as much memory as png textures!Here's Taverius's post about it http://forum.kerbalspaceprogram.com/threads/92630-0-24-2-B9-Aerospace-Release-5-2-2-%28updated-20-09-14%29?p=1432359&viewfull=1#post1432359 Link to comment Share on other sites More sharing options...
BahamutoD Posted September 23, 2014 Author Share Posted September 23, 2014 (edited) Tetryds, I removed the camera stuff from BDArmory a couple versions back. I wanted to work on it as a separate mod. (Camera Tools).Endersmens, you can switch to them, and they will still track unless the flight scene is in continuous floating origin (?), eg in orbit around Kerbin. In that case, whatever you focus on is always the center of the universe and has no velocity (everything else's velocity is relative to your active vessel), so my tracking code doesn't work.nli2work, I'm sure it won't be too difficult to add that as an option in the future.The Space Man - Noted.. I guess I'll convert everything to png's from now on. Edited September 23, 2014 by BahamutoD Link to comment Share on other sites More sharing options...
Endersmens Posted September 23, 2014 Share Posted September 23, 2014 Tetryds, I removed the camera stuff from BDArmory a couple versions back. I wanted to work on it as a separate mod. (Camera Tools).Endersmens, you can switch to them, and they will still track unless the flight scene is in continuous floating origin (?), eg in orbit around Kerbin. In that case, whatever you focus on is always the center of the universe and has no velocity (everything else's velocity is relative to your active vessel), so my tracking code doesn't work.Alright, I'll get camera tools. Also, does that mean orbital weapons won't work? I'm confused.nli2work, I'm sure it won't be too difficult to add that as an option in the future.Swarm fire is much wanted. Link to comment Share on other sites More sharing options...
tetryds Posted September 23, 2014 Share Posted September 23, 2014 Tetryds, I removed the camera stuff from BDArmory a couple versions back. I wanted to work on it as a separate mod. (Camera Tools).Ah, haha thanks for the correction.I use both and never noticed that it was removed. Link to comment Share on other sites More sharing options...
BahamutoD Posted September 24, 2014 Author Share Posted September 24, 2014 (edited) Today I added some new optional functionality to bombs:Airbrakes for low altitude bombing.Based on this: Edited September 24, 2014 by BahamutoD Link to comment Share on other sites More sharing options...
HoneyFox Posted September 24, 2014 Share Posted September 24, 2014 Ah... Mk-82 Snakeeye! o_oI remember there's another version of high-drag bomb for that. not using drag fins but an inflated airbag. Link to comment Share on other sites More sharing options...
BahamutoD Posted September 24, 2014 Author Share Posted September 24, 2014 Yup, I was going to do that at first, but I thought the fins looked cooler. Link to comment Share on other sites More sharing options...
King_komodo93 Posted September 24, 2014 Share Posted September 24, 2014 Ok really liking that new function on the bombs. Also that video of the B1 gave me an idea. Would airburst ordnance be a viable thing to add as well? I could understand if it's not and I just thought of another idea as I was typing this, how about a cluster bomb just for kicks. Drops off the craft as 1 bomb then at a certain height, say 50-100m, it splits up into 4 or 5 smaller ones you could even combine it with the airbrakes to slow down the main body of it. And I'm going to stop now before I get too complex. Link to comment Share on other sites More sharing options...
HoneyFox Posted September 24, 2014 Share Posted September 24, 2014 (edited) Ok really liking that new function on the bombs. Also that video of the B1 gave me an idea. Would airburst ordnance be a viable thing to add as well? I could understand if it's not and I just thought of another idea as I was typing this, how about a cluster bomb just for kicks. Drops off the craft as 1 bomb then at a certain height, say 50-100m, it splits up into 4 or 5 smaller ones you could even combine it with the airbrakes to slow down the main body of it. And I'm going to stop now before I get too complex.My two cents on a similar design: a munition dispenser (like KMGU) can work as a rocket pod with "rockets" that have no propellant and are given slightly different initial velocity when launched in order to spread out them.A cluster bomb is just like an altitude-triggered munition dispenser... if we don't consider the extra animation (which might be quite complex though). Edited September 24, 2014 by HoneyFox Link to comment Share on other sites More sharing options...
Melfice Posted September 24, 2014 Share Posted September 24, 2014 (edited) Honeyfox' idea would also allow for both the MW1 system of the Tornado, as well as the Swedish Mjolnir system. Could be interesting.EDIT: Like a gibbon (though to my defense, I'm not that familiar with Russian armaments!), I basically said the exact same thing as Honeyfox.Go me! Edited September 24, 2014 by Melfice Link to comment Share on other sites More sharing options...
Manatee Posted September 24, 2014 Share Posted September 24, 2014 Today I added some new optional functionality to bombs:Airbrakes for low altitude bombing.http://giant.gfycat.com/QuarrelsomeSorrowfulJellyfish.gifhttp://i.imgur.com/6BeSka0.pngBased on this:http://www.williammaloney.com/Aviation/NewEnglandAirMuseum/RepublicF105BThunderchief/images/08Mk82SnakeEye500lbBomb.jpgWhat? Airbrakes on a bomb? They look retarded.‎( á° Üʖ á°)In all seriousness, I've been to the museum with the snakeyes in the third picture. Link to comment Share on other sites More sharing options...
BahamutoD Posted September 24, 2014 Author Share Posted September 24, 2014 I've already started working on a cluster bomb, but don't forget that you can get creative in KSP Link to comment Share on other sites More sharing options...
DisarmingBaton5 Posted September 24, 2014 Share Posted September 24, 2014 ~snip~That is awesome! Kinda big to mount on a plane though. Link to comment Share on other sites More sharing options...
Reichtangle Posted September 24, 2014 Share Posted September 24, 2014 Can we get manned turrets? Link to comment Share on other sites More sharing options...
nli2work Posted September 24, 2014 Share Posted September 24, 2014 (edited) Can we get manned turrets?This is all you need. There're some alignment issues; and IVA doesn't move since the turret track doesn't move the entire turret. but it works to a good extent. IVA gunnery seems certainly doable, with close to a hemisphere of coverage depending on IVA visibility and weapon settings.CrewCapacity = 1INTERNAL{ name = mk1CockpitInternal} Edited September 24, 2014 by nli2work Link to comment Share on other sites More sharing options...
Wrench Head Posted September 24, 2014 Share Posted September 24, 2014 Darn fine heat seekers you made BahamutoD, Think one day a radar screen could be applied? Link to comment Share on other sites More sharing options...
DisarmingBaton5 Posted September 25, 2014 Share Posted September 25, 2014 In addition to the airbrakes, are timers/fuses a viable addition to the bombs? Link to comment Share on other sites More sharing options...
Eclipse842 Posted September 25, 2014 Share Posted September 25, 2014 Today I added some new optional functionality to bombs:Airbrakes for low altitude bombing.http://giant.gfycat.com/QuarrelsomeSorrowfulJellyfish.gifhttp://i.imgur.com/6BeSka0.pngBased on this:http://www.williammaloney.com/Aviation/NewEnglandAirMuseum/RepublicF105BThunderchief/images/08Mk82SnakeEye500lbBomb.jpgThat is awesome, how long till it's ready for release. Link to comment Share on other sites More sharing options...
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