Acea Posted November 4, 2014 Share Posted November 4, 2014 But then you need to have a turret on the ship and guns can't target unarmed ships. Remove the "need" for the turret and it works better IMOThat's a point. Got it removed. Link to comment Share on other sites More sharing options...
gl0ryh0und Posted November 5, 2014 Share Posted November 5, 2014 Soo.. my 400+ tonne space dock/ construction yard almost died.. I ran into the physics range bug, where the vessels match orbital velocity when they get into physics range.. but my tanker was travelling in a retro grade to the station and my orbital velocity was about 0 when I entered physics range.. and thus the tragic hilarity began.. docked - transferred Karbonite.. ditched all docked vessels, and hooked the ore hauler into the most central docking port and proceeded to drag the horribly A symmetrical station back into a stable orbit.. thank God it was Minimus, otherwise my poor station would have made a spectacular explosion against some unsuspecting celestial body. I haven't updated in a while, so reading here I see the error of my ways.. lol I must say, very impressive mod. I'm enjoying building space going warships based on these weapon systems.. Link to comment Share on other sites More sharing options...
Dakota2063 Posted November 5, 2014 Share Posted November 5, 2014 ^ I think the update fixed it. I've made several rendezvous so far, and haven't noticed the bug. still, I've only rendezvoused with a small kerbal thus far, so I can't say for certain. Link to comment Share on other sites More sharing options...
8749236 Posted November 5, 2014 Share Posted November 5, 2014 I think it may be fun to see rocket engine explodes and blow up entire vehicle xD Link to comment Share on other sites More sharing options...
LORDPrometheus Posted November 5, 2014 Share Posted November 5, 2014 Hey BahamutoD what can we expect in the next version? Just a tease? Link to comment Share on other sites More sharing options...
LORDPrometheus Posted November 5, 2014 Share Posted November 5, 2014 Since kerbals can't hold and use handguns (yet) we don't have infantry. We have aircraft and armor, heck we have ships if you use boat parts! Without the ability to wield a weapon I wonder if a workaround I'd possible. Would it be possible to make say a deployable MG using KAS to carry it and the command seat code to control it via Kerbal. If this is possible what about a tripod rocket launcher or even a mortar! Also... Landmines? Link to comment Share on other sites More sharing options...
teepee2345 Posted November 5, 2014 Share Posted November 5, 2014 I took the next logical step for weapons in KSP, now please someone make better models for it. Space_Scumbag has already done this Link to comment Share on other sites More sharing options...
The Destroyer Posted November 5, 2014 Share Posted November 5, 2014 Space_Scumbag has already done this....He is Space Scumbag... Link to comment Share on other sites More sharing options...
Melfice Posted November 5, 2014 Share Posted November 5, 2014 ....He is Space Scumbag...It was a response to LordPrometheus, quoting the post by Space Scumbag for easy reference. Link to comment Share on other sites More sharing options...
LORDPrometheus Posted November 5, 2014 Share Posted November 5, 2014 It was a response to LordPrometheus, quoting the post by Space Scumbag for easy reference.I stand corrected can we get this for public use? Link to comment Share on other sites More sharing options...
Dakota2063 Posted November 5, 2014 Share Posted November 5, 2014 Since kerbals can't hold and use handguns (yet) we don't have infantry. We have aircraft and armor, heck we have ships if you use boat parts! Without the ability to wield a weapon I wonder if a workaround I'd possible. Would it be possible to make say a deployable MG using KAS to carry it and the command seat code to control it via Kerbal. If this is possible what about a tripod rocket launcher or even a mortar! Also... Landmines?What I would like to see is very tiny command modules, just little larger then the kerbal themselves, with tiny rover and critter crawler parts to move about and the smallest of weapons to mount onto these pods. We can call them K.I.D.S. (Kerbal Infantry Division Suits) and they would be the analogue to normal infantry. I mean, kerbals have this thing for building ships, for everything, so why not embrace that philosophy with there military. (of course, each pod should be laced with C4 so that when hit, they create massive explosions. It wouldn't be kerbal otherwise.) Link to comment Share on other sites More sharing options...
LORDPrometheus Posted November 5, 2014 Share Posted November 5, 2014 is the Warhead nosecone even working?that and how do i make a big bomb or nuclear missile? because i tried editing the Cfg and it just reverted to the shared model when the craft loaded Link to comment Share on other sites More sharing options...
Spectre111 Posted November 6, 2014 Share Posted November 6, 2014 Hey BahamutoD, first off great mod having a great time playing around with it.But i am trying to set up a target with the 'ICU light' (from BDynamics) on it so that it would point the light at my plane for the rest of the turrets,but the 'ICU light' isn't a module the 'Weapon Manager' can use. Could you make it so (or tell me how to do it myself) pretty please Thanks for the mods Link to comment Share on other sites More sharing options...
War Eagle 1 Posted November 6, 2014 Share Posted November 6, 2014 I still enjoy the mod it is starting to lag. Sense .25 cam out, my frame rate has gone down when its installed (IDK how much or even what it is without the mod. Just know it lags) This is interesting because its the only mod I'm using while when I was using in .24, it was "normal" and I could run a few mods with it (limited though).Is there a way to fix this or is it simply because of how much stuff was added to both updates (mod and game)? Link to comment Share on other sites More sharing options...
ryanedward Posted November 6, 2014 Share Posted November 6, 2014 Just curious, how hard would it be for you to implement basic movement AI, BD? Like, if I make a T-34, I can give it a patrol pattern and it will follow it, then set guard mode on its cannon and approach it with a PZIII set to the opposite team, and it will fire at it while still moving? Could have the potential for setting up some really cool engagements, especially if you were able to press a button to locate all weapon managers, and with one click set them on a movement pattern, like mobilizing an army. Link to comment Share on other sites More sharing options...
boontze Posted November 7, 2014 Share Posted November 7, 2014 :DYeah Baha that's cool!I love this mod so much that I wrote an MM .cfg KAS supporting file for almost all bombs and missiles:(Now added support for ammo boxes)@PART[bahaAim120]:FOR[KAS]{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.64, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 15 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[baha20mmAmmo]:FOR[KAS]{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.2, -0.1129) evaPartDir = (0,0,-1) storable = true storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = True attachSendMsgOnly = False }}@PART[baha50CalAmmo]:FOR[KAS]{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.2, -0.1129) evaPartDir = (0,0,-1) storable = true storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = True attachSendMsgOnly = False }}@PART[bahaHEKV1]:FOR[KAS]{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.54, -0.1232686) evaPartDir = (0,0,-1) storable = true storedSize = 15 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[bahaAGM-114]:FOR[KAS]{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.54, -0.089) evaPartDir = (0,0,-1) storable = true storedSize = 8 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[bahaAGM-65]:FOR[KAS]{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.54, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[bahaMk82Bomb]:FOR[KAS]{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.65, -0.1365) evaPartDir = (0,0,-1) storable = true storedSize = 12 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[bahaMk82BombBrake]:FOR[KAS]{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.65, -0.1365) evaPartDir = (0,0,-1) storable = true storedSize = 12 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[bahaAim9]:FOR[KAS]{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 1.25, -0.165) evaPartDir = (0,0,-1) storable = true storedSize = 12 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}It's great fun to see ground service staff reloading ammo and missiles for a fighter on the runway.So how do you implement it to BD armory cos id love this if i could get it working. thanks Link to comment Share on other sites More sharing options...
UAL002 Posted November 7, 2014 Share Posted November 7, 2014 BD, Since spannermonkey was sort of taking requests (sort of) I posted this on his forum post: http://forum.kerbalspaceprogram.com/threads/94830-WIP-%28UPDATES23-10-14%29Spanners-Boomsticks-Parts-to-complement-BD-Armory/page8I don't know if any of this interests either of you but I would like to see it. Link to comment Share on other sites More sharing options...
hightailz Posted November 8, 2014 Share Posted November 8, 2014 Hi! What about having bullets have a chance to bounce? Link to comment Share on other sites More sharing options...
LORDPrometheus Posted November 8, 2014 Share Posted November 8, 2014 Hi! What about having bullets have a chance to bounce?as in ricochet? im not sure if that would be anything beyond visually cool Link to comment Share on other sites More sharing options...
Acea Posted November 9, 2014 Share Posted November 9, 2014 (edited) So how do you implement it to BD armory cos id love this if i could get it working. thanksThis requires Kerbal Attachment System, or KAS, and Module Manager to work properly. Edited November 9, 2014 by Acea Link to comment Share on other sites More sharing options...
123nick Posted November 9, 2014 Share Posted November 9, 2014 can you add laser-guided missiles? for attacking ground targets like KSC that cant be targeted? it would aim at where the laser hits. Link to comment Share on other sites More sharing options...
boontze Posted November 9, 2014 Share Posted November 9, 2014 This requires Kerbal Attachment System, or KAS, and Module Manager to work properly. I have both installed its just getting the code into the game.I've tried just adding it to the bottom of the cfg but its not working. thank you for your time. Link to comment Share on other sites More sharing options...
Acea Posted November 9, 2014 Share Posted November 9, 2014 I have both installed its just getting the code into the game.I've tried just adding it to the bottom of the cfg but its not working. thank you for your time.Just create a new cfg file, copy & paste, and put it anywhere in GameData. Link to comment Share on other sites More sharing options...
LORDPrometheus Posted November 10, 2014 Share Posted November 10, 2014 Should someone make a spacecraft exchange BDArmory showcase thread? Link to comment Share on other sites More sharing options...
Camacha Posted November 11, 2014 Share Posted November 11, 2014 I found some great inspiration on the beautiful horrible things people build to hurt each other www.youtube.com/watch?v=2CYVw4dne-0 Link to comment Share on other sites More sharing options...
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