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


BahamutoD

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Also PAC-3's suck! They can't hit a maneuvering target for the life of 'em.

Well, they just came out literally almost a week ago, you have to give Baha time to adjust them, don't just complain they suck

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If any of you guys is interested in craft with BD armory, me and some other guys have a company in the Rocket Builders subforum, using only stock parts and BD armory. It´s called Kerbal Military Engineering and it runs quite successfully for abouot a month now. (shameless advertising)

And I want to say a big "thanks" to BD for creating this wonderful mod. You just made the company possible, and it´s a lot of fun for me and my friends.

Thanks!

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Well, they just came out literally almost a week ago, you have to give Baha time to adjust them, don't just complain they suck

The PAC-3 missiles are kinda crappy in real life as it is. The PAC-3 has a kill rate against a manuvering target of around 50%. The Russian 9M96E2 (which I have added to my P.E.W mod) has similar size range and role and has the highest kill rate of any Surface to air missile of around 90% for a fast manuvering target IE third through 4+ generation fighter craft or basically every American fighter except for the F-22 and F-35. In game neither missile has the same speed or turning torque of their real life counterparts

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welll the PAC-3 was specially desgined as an anti-ballistic missile. it was not meant to shoot down aircraft. that was the PAC-2

Guess what's coming today for my mod lol I was planning on the PAC-2 P-800 Oniks AIM-26 (because nuclear air to air Is a thing) R-37 and 9M311.

Today or Tomorrow I will do some texture updates for the Russian missiles as well.

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Hey, Baha.

Quick question, what happened to the seismic charge, I was so anticipated for that to come out. Sorry If I'm asking you much about it, it just looked amazing in your video!:sticktongue:

The seismic charge is basically a joke weapon that wasn't interested for release until BD gets into sci fi weapons

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Hotfix v0.8.2

v0.8.2

= Changes =

- Slightly increased PAC-3 maneuverability

= Fixes =

- Made AI pilot enabled state public and persistent for contracts compatibility

- Added option to disable auto return for turrets

---

Notes:

To whom it concerns: to disable auto return for turrets, remove the deployAnimName line and add

autoReturnTurret = false

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Update v0.8.2

v0.8.2

= Changes =

- Slightly increased PAC-3 maneuverability

= Fixes =

- Made AI pilot enabled state public and persistent for contracts compatibility

- Added option to disable auto return for turrets

---

Notes:

To whom it concerns: to disable auto return for turrets, remove the deployAnimName line and add

autoReturnTurret = false

Does that mean the BDArmory contract mod can have Air to Air battles now? :0

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Hotfix v0.8.2

v0.8.2

= Changes =

- Slightly increased PAC-3 maneuverability

= Fixes =

- Made AI pilot enabled state public and persistent for contracts compatibility

- Added option to disable auto return for turrets

---

Notes:

To whom it concerns: to disable auto return for turrets, remove the deployAnimName line and add

autoReturnTurret = false

As whom it concerns thank you very much your holiness!

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Oh BahamutoD I have a NuFAR compatibility report for you.

In the dev version before the FAR 15 came out, I was testing all of the weapons. And the bomb predictor indicator is spot on in NuFAR, and the missiles work JUST like real life.

So you dont have to worry about any issues there.

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Oh BahamutoD I have a NuFAR compatibility report for you.

In the dev version before the FAR 15 came out, I was testing all of the weapons. And the bomb predictor indicator is spot on in NuFAR, and the missiles work JUST like real life.

So you dont have to worry about any issues there.

All you said is true, except there still seems to be a problem after all: The Debug Voxels for the turrets show a completly wrong shape, like a big box around it. Somethings fishy there, I have to test if it actually has the drag of a box.

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All you said is true, except there still seems to be a problem after all: The Debug Voxels for the turrets show a completly wrong shape, like a big box around it. Somethings fishy there, I have to test if it actually has the drag of a box.

I dont ever worry about the turrets, because I dont use them. Didnt think to test them.

I build fighters, bombers and attack craft along with SSTO cargo planes and science aircraft.

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Is it possible to make weapons consume multiple types of resources per shot?

I don't think that should be too much of a problem.

That's just a matter of setting the proper consumption in the config.

Maybe.

EDIT: OR NOT.

Edited by Melfice
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I love the mod, a LOT, i have 2 problems with it though. I had to create custom ammunition boxes for 20mm and 30mm because for some reason they wouldn't appear on my parts menu, and 2nd, where the heck is my crossshair? Is there somewhere I need to enable it? I have no crosshair, but i have a selected weapon, toggled on, and i have a weapon manager, but where the heck is the crosshair!? Please tell me how to fix this as soon as possible. Thank you.

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