Eclipse842 Posted March 26, 2015 Share Posted March 26, 2015 Not sure what you mean..A missile that breaks up into extremely hard(at least 80 impact tolerance) and in your mod possibly explosive chunks that form into a glitchy sphere and changing velocity very glitchily(800 going down to 1400 going up). Link to comment Share on other sites More sharing options...
BahamutoD Posted March 27, 2015 Author Share Posted March 27, 2015 Oh, don't be silly now. Link to comment Share on other sites More sharing options...
Diax1324 Posted March 27, 2015 Share Posted March 27, 2015 Ammo crates missing..oh .....;-; Bahamuto ;-;I only have 50 cal ammo. Link to comment Share on other sites More sharing options...
VentZer0 Posted March 27, 2015 Share Posted March 27, 2015 I still have this weird bug in KSP 0.90 :- having a mobile SAM on ground, in guardmode with engagement range 15km- physics range 50km- flying in aircraft into range of the SAM- first missile gets fired, tracks me, no problems- second missile fires but sticks to the launchplattform while it's motor is running OR launches in slowmotion and explodes after it cleared the launch-ramp and explodes destroying the launchplattform in the processThis is happening since the last version I think, for me at least. This problem does not happen when the missiles get fired from a airborne launchplattform only groundbased launchplattforms have this problem. Link to comment Share on other sites More sharing options...
Melfice Posted March 27, 2015 Share Posted March 27, 2015 Lower the physics range.See if problem persists.If it does, take two paracetamol, have lots of rest, and call the doctor in the morning. Link to comment Share on other sites More sharing options...
BahamutoD Posted March 27, 2015 Author Share Posted March 27, 2015 I still have this weird bug in KSP 0.90 :- having a mobile SAM on ground, in guardmode with engagement range 15km- physics range 50km- flying in aircraft into range of the SAM- first missile gets fired, tracks me, no problems- second missile fires but sticks to the launchplattform while it's motor is running OR launches in slowmotion and explodes after it cleared the launch-ramp and explodes destroying the launchplattform in the processThis is happening since the last version I think, for me at least. This problem does not happen when the missiles get fired from a airborne launchplattform only groundbased launchplattforms have this problem.I limited the landed vessel unpacking distance to about 11km because beyond that distance, the terrain collider seems to be disabled, so landed vessels fall through the surface into the abyss. Link to comment Share on other sites More sharing options...
eeveelution Posted March 27, 2015 Share Posted March 27, 2015 Any plans for autoloaders? Shouldn't be too complicated, just make a variable that decrements with every shot you fire, and if it is 0 then the reload will be set to a larger number and once reloaded, the variable resets. So let's say:inClipReload = 2.5;clipReload = 12.5;clipSize = 4;shotsLeft = 4;then, every time you shoot:shotsLeft --;And when shotsLeft == 0:*set reload to clipReload*When done reload:shotsLeft = clipSize;if(shotsLeft > 0){ *set reload to inClipReload*}and jsut make something like this work with your code Link to comment Share on other sites More sharing options...
Bully056 Posted March 27, 2015 Share Posted March 27, 2015 The one with wings? its based on this http://fas.org/man/dod-101/sys/smart/agm-86c.htmIf you mean the other one, its this: Ah, the RBS-15. Threw me off as it looks like something Russia Would Design XD Link to comment Share on other sites More sharing options...
JTpopcorn Posted March 27, 2015 Share Posted March 27, 2015 If anyone was wondering the range of the cruise missiles in FAR appears to be around 40km, however they can glide for around 10km Link to comment Share on other sites More sharing options...
daniel l. Posted March 27, 2015 Share Posted March 27, 2015 How about making a new type of armor in this mod that can withstand shells, And maybe change the targeting system so that a gun will pick a random part on the enemy craft and target it rather than the center of mass, Achilles would have been victorious had the enemy not known his weakness, As such guns should not automatically attack the root part of every craft because everything else is attacked to it and the battle would not last very long that way. Link to comment Share on other sites More sharing options...
BahamutoD Posted March 27, 2015 Author Share Posted March 27, 2015 How about making a new type of armor in this mod that can withstand shells, And maybe change the targeting system so that a gun will pick a random part on the enemy craft and target it rather than the center of mass, Achilles would have been victorious had the enemy not known his weakness, As such guns should not automatically attack the root part of every craft because everything else is attacked to it and the battle would not last very long that way.The center of mass isn't necessarily the root part, but that might be a good idea to give some variation to where the missile hits. I'll give it a try eventually. Link to comment Share on other sites More sharing options...
EdusacconBR Posted March 27, 2015 Share Posted March 27, 2015 Hey, What about a CIWS Phalanx? it would be cool Link to comment Share on other sites More sharing options...
Bully056 Posted March 27, 2015 Share Posted March 27, 2015 (edited) I am just going to Post a List here of 10 things that might be interesting to see in this mod.1) Parafrag Munitions: retarded fragmentation bomb Weight: 23 pounds (10.4 kg)2) Tiny Tim Rocket: 11.75" unguided surface attack rocket with 500 lb. (227 kg) semi-armour-piercing warhead3) Type 3 Mk.27 Bomb-Rockets: Air-launched unguided anti-aircraft rockets with phosphorus incendiary proximity-fuze warhead4) PTAB-2.5 Munition: Multiple anti-tank bomblet5) VAP-250 Munition: Phosphorus dispenser6) SC 2000: General purpose bomb7) RS-132: Rockets with demolition warhead8) AJ-2 Ampoules: Napalm dispenser9) 4.5" M8 Rocket: General purpose rocket10) VB-2 Bat Bomb: Radar Guided Glide Bomb for Anti-Shipping RoleNumber 6 is a Bit overkill but would like to see it in the mod any how. Don't know if number 10 is even Possible.Edit: any way we can get a Ballistic Missile with Changeable Warheads and maybe the V2 Ballistic Missile? Edited March 27, 2015 by Bully056 Link to comment Share on other sites More sharing options...
Sufficient Anonymity Posted March 27, 2015 Share Posted March 27, 2015 Yeah eventually I'll get it to do that.Awesome Link to comment Share on other sites More sharing options...
Tangle Posted March 27, 2015 Share Posted March 27, 2015 Something moderately interesting I'd like to say: My dad worked on the AMRAAM, sort of. They had to make a different missile mount because of its shape. Link to comment Share on other sites More sharing options...
VentZer0 Posted March 28, 2015 Share Posted March 28, 2015 Lower the physics range.See if problem persists.If it does, take two paracetamol, have lots of rest, and call the doctor in the morning.You're not a doctor, you're a hologram Link to comment Share on other sites More sharing options...
Melfice Posted March 28, 2015 Share Posted March 28, 2015 You're not a doctor, you're a hologram I... I forgot all about my avatar. Wow.I'm going to need to sit down for this. That's just... wow. Link to comment Share on other sites More sharing options...
VentZer0 Posted March 28, 2015 Share Posted March 28, 2015 I... I forgot all about my avatar. Wow.I'm going to need to sit down for this. That's just... wow.Photons be free Link to comment Share on other sites More sharing options...
SomethingOrAnother Posted March 28, 2015 Share Posted March 28, 2015 Hello, wonderful mod you've made here, much better than it was when i first got a hold of it.But i've been having a small problem, that being, as far as i can tell there is no way to fire the turrets and cannons from an action group or from the weapon manager.I mean i do love the turret system, its just that sometimes i just want my GAU-8 to work like a normal cannon on my plane without the mouse control (gamepads and the such)So if there is any way to bind it it would be nice if you could tell me about it, or if it isn't in, could we get something like that?Thanks(also sorry if this was brought up before, but i ain't going though 256 other pages for it) Link to comment Share on other sites More sharing options...
BahamutoD Posted March 28, 2015 Author Share Posted March 28, 2015 Hello, wonderful mod you've made here, much better than it was when i first got a hold of it.But i've been having a small problem, that being, as far as i can tell there is no way to fire the turrets and cannons from an action group or from the weapon manager.I mean i do love the turret system, its just that sometimes i just want my GAU-8 to work like a normal cannon on my plane without the mouse control (gamepads and the such)So if there is any way to bind it it would be nice if you could tell me about it, or if it isn't in, could we get something like that?Thanks(also sorry if this was brought up before, but i ain't going though 256 other pages for it)3.5. I've said this a few times before but: Action groups can not be a press-and-hold button. Only the Brake AG is press and hold. All of the other ones are single fire, so I can't have it fire guns by holding them, which is why there is a separate key for firing guns and rapid firing rockets. You can change this key in the settings menu (Alt-. You just need to find out what the name of the button it is on your controller. On joysticks it would be 'joystick button 0' for the trigger, but I don't know about ps4 controllers. I'm sure you can google it.What you can do is open the BDA settings menu and bind the fire key to a key on your keyboard. Link to comment Share on other sites More sharing options...
masiboss Posted March 28, 2015 Share Posted March 28, 2015 What you can do is open the BDA settings menu and bind the fire key to a key on your keyboard.could you make it possible to bind multiple fire buttons(Mouse1+joystick1 etc.) or even make it possible to bind another key to bombs etc. Link to comment Share on other sites More sharing options...
DYo12234 Posted March 28, 2015 Share Posted March 28, 2015 (edited) Are the missiles supposed to only lock onto targets within the phys range? Because that seems to be the case for me... Edited March 28, 2015 by DYo12234 Link to comment Share on other sites More sharing options...
masiboss Posted March 28, 2015 Share Posted March 28, 2015 (edited) could you make it possible to bind multiple fire buttons(Mouse1+joystick1 etc.) or even make it possible to bind another key to bombs etc.or even fire multible (different types) guns at once Edited March 28, 2015 by masiboss fail Link to comment Share on other sites More sharing options...
daniel l. Posted March 28, 2015 Share Posted March 28, 2015 I was wondering if you could make that missiles attachable through stack nodes so we can easily make big guided rocket pods Link to comment Share on other sites More sharing options...
Mc_Jazza Posted March 29, 2015 Share Posted March 29, 2015 Firstly, thanks for a truly awesome, excellently made mod.Secondly, I was wondering if it is, or ever could be possible for parts that are surface attached to turrets or barrels to move with the turret/barrel? I get the feeling this is a question about the module used to animate the turrets but i couldn't find which is used. Thanks again! Link to comment Share on other sites More sharing options...
Recommended Posts