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


BahamutoD

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The mod does work for 0.25, but it's not updated with the latest in KSC-destroying technology.

UPDATE: The current ordnance is incapable of inflicting much damage. 12x Mk82s won't destroy the VAB.

Edited by Manatee
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I've suggested this as a weapon before and he's said it would be extremely hard without adding thrust to the weapons so it probably wouldn't happen.

uuum the missiles already have thrust so it would just be a repurpose of the missile code...

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I should confess that one reason v0.6.0 isn't ready yet is that I got distracted and started working on a F35 inspired cockpit. More info on that later. Work on BDA should resume tomorrow and an update will be up soon.

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Just an idea. How about some older style weapons like old mgs to suit the biplanes from firespitter or ww2 era guns. However I would most like to see a flak 88 with pproximity detonation on the shells and perhaps a way to stagger the firing. Either way keep up the good work.

Edited by TUKE
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looking forward to it!

Your IVA tutorials we're a huge help! I gave it a transparent canopy and it looks great but it seems like it causes a huge lag for several seconds when loading the vessel on the runway... have you had this experience with your transparent pods? After the lag spike, everything runs fine though.

Just an idea. How about some older style weapons like old mgs to suit the biplanes from firespitter or ww2 era guns. However I would most like to see a flak 88 with pproximity detonation on the shells and perhaps a way to stagger the firing. Either way keep up the good work.

Many people are requesting WW2 parts, but unfortunately, I must say that it won't be a priority for me to make a WW2 pack for a while.

Got it. Quite obviously, it's in the mod settings.cfg in the GameData folder. However, the comment carries the warning 'Causes issues'...

You can also change the settings in-game by pressing LeftAlt-B.

I recommend increasing the range in small increments to see which distance starts to cause things to go wrong.

At some distance, vessels that are landed will spontaneously "crash into terrain". Also, I thought I fixed this, but sometimes launch clamps can start following your flying vessel.

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couple of bugs I found in .25

vulcan turret is white

sometimes game crashes after I revert flight to SPH (has to be BD because stock it works fine and BD is the only mods I'm running right now)

also just a note weapons are not strong enough to blow up buildings

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Hate to ask since I can't mod myself, but is it possible to get a way to adjust things like speed, lock distance, power, fire rate, etc. in game? Maybe as a slide option? Anyway keep up the great work.

A way to do this could be that the guard mode would require more electricity the longer lock distance/rotation speed etc, to balance it out.

Also any chance for a beehive style bomb? In a nutshell it's a shell that has a ton of flechettes(Could be calculated the same way as the bullets maybe?) that saturates a large area with incredibly fast spiky things.

Oh and with the guard mode, are there any plans expanding the options? Like for example only firing on crafts with armed weapon systems, maybe even a neutral team that fires on anything not itself, or just more teams in general.

Edited by Crimor
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couple of bugs I found in .25

vulcan turret is white

sometimes game crashes after I revert flight to SPH (has to be BD because stock it works fine and BD is the only mods I'm running right now)

also just a note weapons are not strong enough to blow up buildings

I started up 0.25 with BDArmory for the first time and the vulcan looks fine for me. Try reinstalling BDArmory.

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couple of bugs I found in .25

vulcan turret is white

sometimes game crashes after I revert flight to SPH (has to be BD because stock it works fine and BD is the only mods I'm running right now)

also just a note weapons are not strong enough to blow up buildings

actually a bomb can destroy a tracking station dish (i have done it before)

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