MightyDarkStar Posted October 26, 2014 Share Posted October 26, 2014 Hey BahamutoD is there any way you can put in a rotating Bomb bay, Like the one on the F-22 Raptor or the B-2 Spirit?Or the English Electric Canberra, or the Martin XB-51 :-D Link to comment Share on other sites More sharing options...
Manatee Posted October 26, 2014 Share Posted October 26, 2014 Or the English Electric Canberra, or the Martin XB-51 :-DOr the B-52H or the B-1B? Link to comment Share on other sites More sharing options...
Damaske Posted October 26, 2014 Share Posted October 26, 2014 I look forward to what you are able to find hidden away in the log files BahamutoD. I featured this mod and your vector engine with AfterBurner last night on my thread as with the missile, bomb and Howitzer changes that I have done. Also on more thing that I've found out while firing from ground to ground. The missile quickly starts to aim at the target instead of arc upward over hills and other stuff. How hard would it be to set up a time delay before it starts to seek out the target to allow the missile to soar skyward before crashing down onto the target? Was testing shooting at something 20-30km from KSC and it slammed into the side of the hill just outside of the flatland of KSC. I was thinking a work around for now would to adjust the turn rate so it would take time to adjust to arc nicely but once it gets closer it would most likely miss the target unless it was the cluster load-out, or had a huge explosion range. Link to comment Share on other sites More sharing options...
AntiMatter001 Posted October 26, 2014 Share Posted October 26, 2014 (edited) just tested out a theory with BD armoury and burn together and B9 HL parts... let's just say i have a plane with 32 (yes 32) cluster bombs on it and it's a pig to turn in atmo but it flys (ish) and check out how much damage two didjust a fyi i had 0.2 fps when the clusterbombs finally hit the KSCJavascript is disabled. View full albumoh they don't have a pic with the bomber with bombs on it... eh it'll do. those sturts hold four cluster bombs each. so it goes to 32. i tried adding 5 each but that was too heavy.i noticed that's 64 cluster bombs... wow Edited October 26, 2014 by AntiMatter001 Link to comment Share on other sites More sharing options...
Eclipse842 Posted October 26, 2014 Share Posted October 26, 2014 BahamutoD, I noticed that the amraams are very large. In real life they are the length of a m82 and the sidewinders are slightly shorter than the amraams. Link to comment Share on other sites More sharing options...
King_komodo93 Posted October 26, 2014 Share Posted October 26, 2014 Hey BahamutoD is there any way you can put in a rotating Bomb bay, Like the one on the F-22 Raptor or the B-2 Spirit?Just download Infernal Robotics and you can do that without needing to put more of a work load on BahamutoD here. I was able to put a completely rotating bay (entire bay rotated) with IR and Spaceplane Plus before .25 released. Link to comment Share on other sites More sharing options...
dino1238 Posted October 26, 2014 Share Posted October 26, 2014 I absolutely love this mod! Out matching skillfull by far!(in my eyes) But, may I make a suggestion? After seeing spanner's boomsticks mod, with the giant supercannon, may we see some giant massive orbital super lasers of awesomeness in the near future? (like sticking 30 USAF lasers together!) Link to comment Share on other sites More sharing options...
Hodo Posted October 26, 2014 Share Posted October 26, 2014 just tested out a theory with BD armoury and burn together and B9 HL parts... let's just say i have a plane with 32 (yes 32) cluster bombs on it and it's a pig to turn in atmo but it flys (ish) and check out how much damage two didjust a fyi i had 0.2 fps when the clusterbombs finally hit the KSChttp://imgur.com/a/ubb27oh they don't have a pic with the bomber with bombs on it... eh it'll do. those sturts hold four cluster bombs each. so it goes to 32. i tried adding 5 each but that was too heavy.i noticed that's 64 cluster bombs... wowI would drop those structure cubes in favor of something that looks more like a pylon rack. I use the actual pylons from KSP to attach my weapons. As seen here on my RSS install A-5 Guinea Fowl attack plane.Javascript is disabled. View full albumOr in the F-12 Flapjack multirole fighter.Javascript is disabled. View full albumIn one configuration I think I could mount 25 bombs under the wings. Those are old pics of those craft, bit you get the idea. Link to comment Share on other sites More sharing options...
Space Scumbag Posted October 26, 2014 Share Posted October 26, 2014 I took the next logical step for weapons in KSP, now please someone make better models for it. Link to comment Share on other sites More sharing options...
BigNose Posted October 26, 2014 Share Posted October 26, 2014 BahamutoD, I noticed that the amraams are very large. In real life they are the length of a m82 and the sidewinders are slightly shorter than the amraams.This is plain wrong.Mark 82 length: 2,21 mAIM-9M length: 2,87 mAIM-120 length: 3,66 mSources:http://fas.org/man/dod-101/sys/dumb/mk82.htmhttp://fas.org/man/dod-101/sys/missile/aim-9.htmhttp://fas.org/man/dod-101/sys/missile/aim-120.htm Link to comment Share on other sites More sharing options...
Shurikeeen Posted October 26, 2014 Share Posted October 26, 2014 Umm.. How I use any of these things? Can I find a tutorial or manual somewhere? Link to comment Share on other sites More sharing options...
Dilin Posted October 26, 2014 Share Posted October 26, 2014 I took the next logical step for weapons in KSP, now please someone make better models for it.snip*<3 that is amazing. 8/8 Link to comment Share on other sites More sharing options...
Bully056 Posted October 26, 2014 Share Posted October 26, 2014 Just download Infernal Robotics and you can do that without needing to put more of a work load on BahamutoD here. I was able to put a completely rotating bay (entire bay rotated) with IR and Spaceplane Plus before .25 released.Was just asking, It's His mod so if he want's to add it is his choice Link to comment Share on other sites More sharing options...
xxninjabudderxx Posted October 26, 2014 Share Posted October 26, 2014 I took the next logical step for weapons in KSP, now please someone make better models for it. I really wanted this to happen and when i asked bahamuto he said "Not sure what youd do with kerbals that had guns" Link to comment Share on other sites More sharing options...
Guest Posted October 26, 2014 Share Posted October 26, 2014 Or in the F-12 Flapjack multirole fighter.http://imgur.com/a/7k1ckIn one configuration I think I could mount 25 bombs under the wings. Those are old pics of those craft, bit you get the idea.Where did you get the cockpit for this? I remember seeing it once, but can't find it now. Link to comment Share on other sites More sharing options...
Thirdian Posted October 26, 2014 Share Posted October 26, 2014 Could you by any chance add a button to disable the BDA Weapon Manager? At the beginning there was a button in the toolbar, but after I clicked it there only is that window and I can't get rid of it. Link to comment Share on other sites More sharing options...
BahamutoD Posted October 27, 2014 Author Share Posted October 27, 2014 Just press the button again to hide it. If the applauncher bugs out and the icons don't show up, press * or / on the keypad. Link to comment Share on other sites More sharing options...
Hary R Posted October 27, 2014 Share Posted October 27, 2014 I have to say, this mod is great, better the laser system (way more simpler) and a good alternative to ID (thought ID have that damage system). The guard mode and the alternate lunch from the weapon system is just genius.I need to try something, report back later. Link to comment Share on other sites More sharing options...
eeveelution Posted October 27, 2014 Share Posted October 27, 2014 Any plans for Warships? Submarines? Boats? Torpedos? Link to comment Share on other sites More sharing options...
teepee2345 Posted October 27, 2014 Share Posted October 27, 2014 Baha any chance you might add the AIM-7 Sparrow? also can you add cruise missiles that follow the terrain to the target? Link to comment Share on other sites More sharing options...
Aerolfos Posted October 27, 2014 Share Posted October 27, 2014 I really wanted this to happen and when i asked bahamuto he said "Not sure what youd do with kerbals that had guns"Easy. Play K&K (Kommand & Konquer)With guard mode you can setup whole bases! Link to comment Share on other sites More sharing options...
Aerolfos Posted October 27, 2014 Share Posted October 27, 2014 (edited) Any plans for Warships? Submarines? Boats? Torpedos?As in true naval guns? You can make warships now, but gonna have to deal with tiny guns.A 105 mm Howitzer would be a 10cm naval cannon, the ones on Battleships can (In my opinion, should) be 45cm. (Or bigger)Subs are possible, especially with Hooligan labs. You can make deck guns and missiles will occasionally work as torpedoes. Sometimes, they just blow up the entire thing. But that's part of the "collision" bug or whatever with Hellfires particularly, same can happen on planes. It is also perfectly possible to make "cruise missiles" or even nuclear ones, as long as you have some part for that. Edited October 27, 2014 by Aerolfos Link to comment Share on other sites More sharing options...
BahamutoD Posted October 27, 2014 Author Share Posted October 27, 2014 Updatev0.6.1.2- Fix: Bullets don't despawn instantly with stock phys range- Tentative Fix: Landed vessels don't crash through terrain with large phys range setting- Tentative Fix: Rendezvousing with vessels in orbit won't make their velocity match you on vessel loadNotes:So I think I fixed those phys range issues. Please test on a save you don't really care about. I'm hopeful though. Some incentive: The sooner we can confirm that the phys range issues are gone, the sooner we can start working on super long range weapons like BVR missiles, rail guns, etc. So please report back! Thanks! Link to comment Share on other sites More sharing options...
Bully056 Posted October 27, 2014 Share Posted October 27, 2014 Updatev0.6.1.2- Fix: Bullets don't despawn instantly with stock phys range- Tentative Fix: Landed vessels don't crash through terrain with large phys range setting- Tentative Fix: Rendezvousing with vessels in orbit won't make their velocity match you on vessel loadNotes:So I think I fixed those phys range issues. Please test on a save you don't really care about. I'm hopeful though. Some incentive: The sooner we can confirm that the phys range issues are gone, the sooner we can start working on super long range weapons like BVR missiles, rail guns, etc. So please report back! Thanks!Weird, I have never had those Issues before. Link to comment Share on other sites More sharing options...
acc Posted October 27, 2014 Share Posted October 27, 2014 While playing career last night, I found that there is still an issue when rendezvousing with vessels. When they load, their velocity suddenly jumps to whatever velocity your vessel is. For example, I was in a suborbital trajectory on an intersect course with a stranded kerbal in orbit, and when we came within loading distance, the kerbal was suddenly in a suborbital trajectory as well. This most likely has to do with the physics range extension feature of BDArmory.Ah, that's where this bug is coming from. I was just wondering which kraken killed two of my comSats by changing the orbit. Link to comment Share on other sites More sharing options...
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