justinpatrick1011 Posted May 8, 2015 Share Posted May 8, 2015 Would be a good idea to make a AI pilot in Space. Link to comment Share on other sites More sharing options...
Bluejay0013 Posted May 8, 2015 Share Posted May 8, 2015 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 Link to comment Share on other sites More sharing options...
Lvdovicvs Posted May 8, 2015 Share Posted May 8, 2015 (edited) Here's a patriot missile launcher-type thing I made for the PAC-3:http://imgur.com/a/kNix7Also PAC-3's suck! They can't hit a maneuvering target for the life of 'em.So awesome. Also, can we have a .craft file if it is no disturb? Edited May 8, 2015 by Lvdovicvs Link to comment Share on other sites More sharing options...
Guest Posted May 8, 2015 Share Posted May 8, 2015 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! Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 8, 2015 Share Posted May 8, 2015 Well, they just came out literally almost a week ago, you have to give Baha time to adjust them, don't just complain they suckThe 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 Link to comment Share on other sites More sharing options...
teepee2345 Posted May 8, 2015 Share Posted May 8, 2015 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 Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 8, 2015 Share Posted May 8, 2015 welll the PAC-3 was specially desgined as an anti-ballistic missile. it was not meant to shoot down aircraft. that was the PAC-2Guess 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. Link to comment Share on other sites More sharing options...
Bluejay0013 Posted May 8, 2015 Share Posted May 8, 2015 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! Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 8, 2015 Share Posted May 8, 2015 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!The seismic charge is basically a joke weapon that wasn't interested for release until BD gets into sci fi weapons Link to comment Share on other sites More sharing options...
Bluejay0013 Posted May 8, 2015 Share Posted May 8, 2015 Aww, that sucks:( Link to comment Share on other sites More sharing options...
BahamutoD Posted May 8, 2015 Author Share Posted May 8, 2015 Hotfix v0.8.2v0.8.2= 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 addautoReturnTurret = false Link to comment Share on other sites More sharing options...
Endersmens Posted May 8, 2015 Share Posted May 8, 2015 Update v0.8.2v0.8.2= 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 addautoReturnTurret = falseDoes that mean the BDArmory contract mod can have Air to Air battles now? :0 Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 8, 2015 Share Posted May 8, 2015 Hotfix v0.8.2v0.8.2= 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 addautoReturnTurret = falseAs whom it concerns thank you very much your holiness! Link to comment Share on other sites More sharing options...
BigNose Posted May 8, 2015 Share Posted May 8, 2015 Hey BahamutoD, I just send you a PM with a craft for you to consider as an example fighter for BDArmory. Let me know what you think! Link to comment Share on other sites More sharing options...
Hodo Posted May 8, 2015 Share Posted May 8, 2015 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. Link to comment Share on other sites More sharing options...
Crusher48 Posted May 8, 2015 Share Posted May 8, 2015 Could there be a config I could change to manually nerf the laser? Link to comment Share on other sites More sharing options...
Spooglecraft Posted May 8, 2015 Share Posted May 8, 2015 Could there be a config I could change to manually nerf the laser?GameData\BDArmory\Parts\ABL\part.cfgTry setting laserDamage to a lower value. Link to comment Share on other sites More sharing options...
BigNose Posted May 8, 2015 Share Posted May 8, 2015 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. Link to comment Share on other sites More sharing options...
Manatee Posted May 8, 2015 Share Posted May 8, 2015 So awesome. Also, can we have a .craft file if it is no disturb?You bet! http://kerbalx.com/MikeTheManatee/MIM-104A Link to comment Share on other sites More sharing options...
Hodo Posted May 8, 2015 Share Posted May 8, 2015 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. Link to comment Share on other sites More sharing options...
BoomShroom Posted May 8, 2015 Share Posted May 8, 2015 Is it possible to make weapons consume multiple types of resources per shot? Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 8, 2015 Share Posted May 8, 2015 alright guys ive got the Spanner's Boomsticks port you guys have been waiting for!https://www.dropbox.com/s/u6lanwegiyuq1ht/Spanner%27sBoomsticksUpdated.zip?dl=0however the white box bullets have returned and i cannot figure out why sorry about that they do work however. Link to comment Share on other sites More sharing options...
Melfice Posted May 8, 2015 Share Posted May 8, 2015 (edited) 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 May 8, 2015 by Melfice Link to comment Share on other sites More sharing options...
BahamutoD Posted May 8, 2015 Author Share Posted May 8, 2015 BoomShroom, unfortunately the code only supports one resource requirement. I'll put it in the todo list. I'm curious, what do you have planned? Link to comment Share on other sites More sharing options...
jmac202 Posted May 9, 2015 Share Posted May 9, 2015 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. Link to comment Share on other sites More sharing options...
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