Melfice Posted May 4, 2015 Share Posted May 4, 2015 The mantis turret doesn't workIt requires ammunition.30 mm. Link to comment Share on other sites More sharing options...
teepee2345 Posted May 4, 2015 Share Posted May 4, 2015 Hi there.Is there any way i can use the latest update in 0.90?kerbalstuff allows you to download older mod versions Link to comment Share on other sites More sharing options...
BahamutoD Posted May 4, 2015 Author Share Posted May 4, 2015 (edited) Hotfix v0.8.1= New =- PAC-3 Surface to Air Missile= Changes =- Slightly improved anti-air missile guidance- Reduced AIM-120 blast radius- Reduced missile drag- Tweaked missile lift curve- Slightly reduced Millennium power= Fixes =- Fixed default detonation range tweakable slider on turret- Fixed inability to fire missile or rocket after firing then switching weapons- Allowed airborne guard to use turrets at longer range if no other optionsNotes:Just a few bug fixes and tweaks.Added the SAM because with the new missile aerodynamics, the existing AAM's can't build enough energy to be much of a threat if fired from the surface.Alright, I need to focus on other things for now. I'll try to make a tutorial for those having issues with the pilot AI next weekend. Keep reporting in!@SubjectX07 - KerbinSide shouldn't be the problem. Watch your plane try to take off and watch the control inputs at the bottom left. If the plane isn't taking off because the pitch isn't being pulled hard enough, turn up the steering multiplier on the AI Pilot. Edited May 4, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
SubjectX07 Posted May 4, 2015 Share Posted May 4, 2015 Alright, thanks. Will try that then. Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 4, 2015 Share Posted May 4, 2015 Hotfix v0.8.1= New =- PAC-3 Surface to Air Missile= Changes =- Slightly improved anti-air missile guidance- Reduced AIM-120 blast radius- Reduced missile drag- Tweaked missile lift curve- Slightly reduced Millennium power= Fixes =- Fixed default detonation range tweakable slider on turret- Fixed inability to fire missile or rocket after firing then switching weapons- Allowed airborne guard to use turrets at longer range if no other optionsNotes:Just a few bug fixes and tweaks.Added the SAM because with the new missile aerodynamics, the existing AAM's can't build enough energy to be much of a threat if fired from the surface.Alright, I need to focus on other things for now. I'll try to make a tutorial for those having issues with the pilot AI next weekend. Keep reporting in!@SubjectX07 - KerbinSide shouldn't be the problem. Watch your plane try to take off and watch the control inputs at the bottom left. If the plane isn't taking off because the pitch isn't being pulled hard enough, turn up the steering multiplier on the AI Pilot.Any idea on why my custom air to air missiles don't track targets? Link to comment Share on other sites More sharing options...
BahamutoD Posted May 4, 2015 Author Share Posted May 4, 2015 Any idea on why my custom air to air missiles don't track targets?Wouldn't be able to tell without looking. Check log for errors. Are you using new missile aero? Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 4, 2015 Share Posted May 4, 2015 Wouldn't be able to tell without looking. Check log for errors. Are you using new missile aero?I did a direct copy of the Maverick config since the missile in question is an AIM-54 Phoenix which uses a very similar body. I removed the AGM guidance lines and made the thrust more similar to that of the AMRAAM and sidewinder. It will only fire via right click despite showing up in the weapons manager and will briefly turn towards a target but then head off in a straight line ignoring it.In addition the bomb I made does not explode with any force Link to comment Share on other sites More sharing options...
teepee2345 Posted May 4, 2015 Share Posted May 4, 2015 it seems to me that you deleted the guidance code and didn't re-add it. Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 4, 2015 Share Posted May 4, 2015 it seems to me that you deleted the guidance code and didn't re-add it.The AGM guidance code and overall guidance code are not the same thing Link to comment Share on other sites More sharing options...
BahamutoD Posted May 4, 2015 Author Share Posted May 4, 2015 The AGM guidance code and overall guidance code are not the same thingFor the weapon manager to fire it, it needs to have "Missile" in the part title.If its not turning enough, increase the lift area value. Try copying the lift values from the aim-120 for now. Link to comment Share on other sites More sharing options...
Endersmens Posted May 4, 2015 Share Posted May 4, 2015 For the weapon manager to fire it, it needs to have "Missile" in the part title.If its not turning enough, increase the lift area value. Try copying the lift values from the aim-120 for now.hey baha, is there any chance of you making an official config or something to resize everything to kerbal scale?at least the missiles? trying to add an AMRAAM is painful... Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 4, 2015 Share Posted May 4, 2015 hey baha, is there any chance of you making an official config or something to resize everything to kerbal scale?at least the missiles? trying to add an AMRAAM is painful...What do you mean by adding an AMRAAM?- - - Updated - - -For the weapon manager to fire it, it needs to have "Missile" in the part title.If its not turning enough, increase the lift area value. Try copying the lift values from the aim-120 for now.Alright I'll try that when I get homeAny idea about the bomb issue? And do bombs need to be called missiles too? Link to comment Share on other sites More sharing options...
Endersmens Posted May 4, 2015 Share Posted May 4, 2015 What do you mean by adding an AMRAAM?to a kerbal sized plane. You have to have a large plane to use an AMRAAM cause they're so dang large. Link to comment Share on other sites More sharing options...
Whizzkid Posted May 4, 2015 Share Posted May 4, 2015 Is tweakscale compatibility planned? especially for the explosive nosecone. Link to comment Share on other sites More sharing options...
Lt_Ryan Posted May 4, 2015 Share Posted May 4, 2015 What do you mean by adding an AMRAAM?AMRAAM = Advanced Medium-Range Air-to-Air Missile AIM-120CHow about adding a PAC3 Container?the AGM86 got a very short range... under 50km or so. The real version can fly 1200–3200 km.Other possible ideas for weapons:http://en.wikipedia.org/wiki/CBU-97_Sensor_Fuzed_Weaponhttp://en.wikipedia.org/wiki/General-purpose_bomb -MK83/MK84/GBU'shttp://en.wikipedia.org/wiki/Small_Diameter_Bomb - SDB's/AGM154 (HE or Cluster version)http://en.wikipedia.org/wiki/9K33_Osa - Some SAM's Igla/Strela/Osa/9K330 Torhttp://en.wikipedia.org/wiki/9K121_Vikhr - AT16 FAB'sHow about a overkill CIWS?^^ http://en.wikipedia.org/wiki/Kashtan_CIWSFuel Drop TanksGun Pods Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 4, 2015 Share Posted May 4, 2015 (edited) Is tweakscale compatibility planned? especially for the explosive nosecone.No but if you want a larger nose cone explosive just comply the folder and put in the model for either the same or a different nose cone and change the config to reflect the new part (or rescale if using the old nose one) just make sure you change the name of the part in the config Edited May 4, 2015 by LORDPrometheus Link to comment Share on other sites More sharing options...
Whizzkid Posted May 4, 2015 Share Posted May 4, 2015 No but if you want a larger nose cone explosive just comply the folder and put in the model for either the same or a different nose cone and change the config to reflect the new part (or rescale if using the old nose one) just make sure you change the name of the part in the configOk thanks I'll try that Link to comment Share on other sites More sharing options...
BahamutoD Posted May 4, 2015 Author Share Posted May 4, 2015 Or put a bunch in a fairing. Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 4, 2015 Share Posted May 4, 2015 or put a bunch in a fairing.mirv! Link to comment Share on other sites More sharing options...
datubaman Posted May 4, 2015 Share Posted May 4, 2015 Also, I'm having issues with the way bombs drop. I have a large, super-heavy bomber that has two bomb bays, one forward and one aft. Each one carries 90 bombs each. The problem is in the order in which BDArmory decides to drop them. Currently it will drop almost half the bombs in the aft bomb bay before it decides to drop any from the forward bomb bay ( it will occasionally drop, like, maybe two to six from the front before it continues dropping them out of the back again). This causes me problems if I don't drop all my bombs in one pass as I will be left with a rear bomb bay that is almost half empty, a forward bomb bay that is almost completely full, and a bomber that is now getting very front heavy. Is there any way to make them drop in a more uniform pattern instead of the way that it does now? Link to comment Share on other sites More sharing options...
Melfice Posted May 4, 2015 Share Posted May 4, 2015 You could try ripple firing them. Link to comment Share on other sites More sharing options...
panzer1b Posted May 4, 2015 Share Posted May 4, 2015 Not a bug.The damage inflicted by the weapons is heat based. (incidentally, press F10, and be shot at. Health indicators!)So the heat shield, being very resistant to heat, takes little to no damage.Im working on code that will take into account heatshields and act a little differently with them. Im very well aware that heat shields will well act as temporary indestructible sheilds, and i want them to act as armor, but they are overpowered ATM and will have increased multipliers added to them and only them in order to make their HP so to speak last less. Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 4, 2015 Share Posted May 4, 2015 Twenty Four rocket pods+ 1600RPM ripple+ fast fighter= LAAAAAGGGGGG+BOOOOOOM Link to comment Share on other sites More sharing options...
Crusher48 Posted May 5, 2015 Share Posted May 5, 2015 Quick question: Does guard mode work in space? I feel like someone should have done a space battle using BD Armory guard mode by now. Link to comment Share on other sites More sharing options...
Bomber355 Posted May 5, 2015 Share Posted May 5, 2015 Suggestion: Anti-Kerbal chemical weapons! Link to comment Share on other sites More sharing options...
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