Ethanadams Posted May 9, 2015 Share Posted May 9, 2015 Is it a guided missle? Link to comment Share on other sites More sharing options...
BahamutoD Posted May 9, 2015 Author 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.Missing ammo boxes and textures (the crosshair) mean you installed it in the wrong place. Please watch the tutorial video. Link to comment Share on other sites More sharing options...
Damaske Posted May 9, 2015 Share Posted May 9, 2015 (edited) I have a few suggestions:1. Unguided rocket artillery, like an MRLS turretIts not quite a turret, but I did make a resized and working MLRS like missile. Post is here, The cluster missile was a resized cluster bomb and not a hellfire due to the model of the missile needing the submissions built in. So a new model is needed to make it look like the other one.My resized pack has the following;Mark 81 250 pound General purpose unguided bomb;Mark 83 1000 pound General purpose unguided bomb;75mm Howitzer;155mm Howitzer;M30 Guided MLRS;M31 Guided Unitary MLRS;60mm Cannon turret.Please notice the download in in my MSN hotbox or what ever they are calling it it these days, and it is the parts.zip file. I will look into seeing if they is any needed adjustments and open its own thread and host on kerbalstuff here soonâ„¢.Edit: A quick testing found out that MY weapon part add-on IS NOT 1.# compatible... Adding the following to the MLRSpart.cfg does allow 15km hits; aero = true liftArea = 0.16 steerMult = 0.75 maxTorque = 45There are a few other adjustments needed but will attempt to get the other parts worked out and a new release here soonâ„¢, maybe in two weeksâ„¢. Edited May 9, 2015 by Damaske Update on newest aero model for ksp 1.# Link to comment Share on other sites More sharing options...
Sabor Posted May 9, 2015 Share Posted May 9, 2015 (edited) Any plans on adding something like a RIM-161 SM-3? One was very slightly modified and used to shoot down a satellite not long ago that was about 250km above the surface. I know there's some limitations with how far away something is actually rendered (Unless you use Lazor systems) so you would basically have to 'ride the missile' to its target, and that it has stages it goes through on the way upIt would make for a nice little craft to sit at KSC and switch to every time you wanted to zap some debris as its orbit lined up Edited May 9, 2015 by Sabor Link to comment Share on other sites More sharing options...
Araym Posted May 9, 2015 Share Posted May 9, 2015 Is it possible to have a mirror download url?KerbalStuff in this days (at least on my end) is not working... (... not only BDArmory, but any other download... differently, any Curse link - from mods that provides multiple download - are totally fine...)Have I to login/subscribe on Kerbalstuff??? (All its links starts as "https", like were encripted.........) Link to comment Share on other sites More sharing options...
Melfice Posted May 9, 2015 Share Posted May 9, 2015 Kerbalstuff seems to be working just fine on my end.Check/reset your connection and try again? Link to comment Share on other sites More sharing options...
stickman939 Posted May 9, 2015 Share Posted May 9, 2015 This is one of the best mods out there. I'm just excited to see what comes in the future. (Hopefully more space weaponry, like the HE-KV ) Link to comment Share on other sites More sharing options...
Melfice Posted May 9, 2015 Share Posted May 9, 2015 And maybe sorting out the tech tree.It's a bit jarring to suddenly get access to everything from simple dumb bombs to awesome space missiles and lasers. But that's a thing for when the mod goes out of béta, I know. Don't think I'm rushin' ya, BahamutoD.(And yes, I know there's the contracts pack that sorts it out, but as interesting as that is, it has "issues" of its own.) Link to comment Share on other sites More sharing options...
Damaske Posted May 9, 2015 Share Posted May 9, 2015 BahamutoD, I know that you are very very busy and all. But how did you code the homingType and were is it located I ask this as I wonder how hard it would be to make a "new" homing type for the MLRS missile's that I have been working on that they will climb at a 45 degree angle till at lest 5km and then arc downward till target intercept. Kind of a Ballistic arc witch also might be able to be later adjusted into a homing type that can be used for ballistic missile's. The current AGM homing type does not have the feel of the MLRS rocket arc that I am looking for. Many many thanksDamaske Link to comment Share on other sites More sharing options...
Spooglecraft Posted May 9, 2015 Share Posted May 9, 2015 BahamutoD, I know that you are very very busy and all. But how did you code the homingType and were is it located I ask this as I wonder how hard it would be to make a "new" homing type for the MLRS missile's that I have been working on that they will climb at a 45 degree angle till at lest 5km and then arc downward till target intercept. Kind of a Ballistic arc witch also might be able to be later adjusted into a homing type that can be used for ballistic missile's. The current AGM homing type does not have the feel of the MLRS rocket arc that I am looking for. Many many thanksDamaskeMaybe a look at the source code helps you. A link is in the main post. Link to comment Share on other sites More sharing options...
Sufficient Anonymity Posted May 9, 2015 Share Posted May 9, 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?Not BoomShroom, but what immediately springs to mind is putting a big electricity requirement on a railgun in addition to whatever sort of shell it's firing. Link to comment Share on other sites More sharing options...
Oicani Posted May 9, 2015 Share Posted May 9, 2015 How do you make AI flights stay when going back to the SPH to launch the plane you want to fly? Link to comment Share on other sites More sharing options...
Ethanadams Posted May 9, 2015 Share Posted May 9, 2015 Move the ai plane to the left of the runway not on it at all go to space center load your plane then switch to ai launch it then launch your own plane after it Link to comment Share on other sites More sharing options...
Oicani Posted May 9, 2015 Share Posted May 9, 2015 Move the ai plane to the left of the runway not on it at all go to space center load your plane then switch to ai launch it then launch your own plane after itThanks!Now, two questions: one, is the AI supposed to try to attack me? It's not! And two, any chance you are working on getting AI to spawn without having to launch it manually, BD? Link to comment Share on other sites More sharing options...
eeveelution Posted May 9, 2015 Share Posted May 9, 2015 Hey! Thanks so much for the source code! I am making a game (just a project though, I'm not a proper developer) based on your mod and KSP, and I took your mouse aim code and based my mouse aim code on it. I hope thats ok Here is the code in case you want to see how much I ripped you off (yes, I do noobscript):http://pastebin.com/KEVd4gAbI wrote this just to thank you for making such an awesome mod for people to enjoy and learn from! Link to comment Share on other sites More sharing options...
Thereisnospoon Posted May 9, 2015 Share Posted May 9, 2015 Its not quite a turret, but I did make a resized and working MLRS like missile. Post is here, The cluster missile was a resized cluster bomb and not a hellfire due to the model of the missile needing the submissions built in. So a new model is needed to make it look like the other one.My resized pack has the following;Mark 81 250 pound General purpose unguided bomb; Mark 83 1000 pound General purpose unguided bomb; 75mm Howitzer; 155mm Howitzer; M30 Guided MLRS; M31 Guided Unitary MLRS; 60mm Cannon turret. Please notice the download in in my MSN hotbox or what ever they are calling it it these days, and it is the parts.zip file. I will look into seeing if they is any needed adjustments and open its own thread and host on kerbalstuff here soonâ„¢.Edit: A quick testing found out that MY weapon part add-on IS NOT 1.# compatible... Adding the following to the MLRSpart.cfg does allow 15km hits; aero = true liftArea = 0.16 steerMult = 0.75 maxTorque = 45There are a few other adjustments needed but will attempt to get the other parts worked out and a new release here soonâ„¢, maybe in two weeksâ„¢.Thanks, I'll make sure to check it out. Link to comment Share on other sites More sharing options...
PrototypeTheta Posted May 9, 2015 Share Posted May 9, 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?Uuuuh, I've already managed to get a turret to do just that... Link to comment Share on other sites More sharing options...
BahamutoD Posted May 9, 2015 Author Share Posted May 9, 2015 (edited) Uuuuh, I've already managed to get a turret to do just that...Really? There's only one "ammoName" field. Does KSP have built in support for requesting multiple resources with a single string?Edit : and only one field for requestResourceAmount... so even if RequestResource() can check two resources from one string, it would ask for the same amount from each type. Edited May 9, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
DeepOdyssey Posted May 9, 2015 Share Posted May 9, 2015 It's a shame that a vessel can't use two CIWS weapons, such as Goalkeeper and Oerlikon together against vessels, missiles, or mixed setting. Link to comment Share on other sites More sharing options...
MarvinCZ Posted May 9, 2015 Share Posted May 9, 2015 Does BDArmory still change physics range, or does it use just the stock settings now? Do I have to fear any physics range problems in orbit? Thanks Link to comment Share on other sites More sharing options...
Solarspaceprobe Posted May 9, 2015 Share Posted May 9, 2015 I'd like a some armored parts, they could just be re-textured structural panels with high crash/heat tolerances, but I'd prefer it if we could have an easier way to armor armored vehicles. Link to comment Share on other sites More sharing options...
BoomShroom Posted May 9, 2015 Share Posted May 9, 2015 Does BDArmory still change physics range, or does it use just the stock settings now? Do I have to fear any physics range problems in orbit? ThanksYou can still turn it off by setting the distance to zero in the BDA settings (Alt-, but it still does extend the physics range since the stock physics extension only applies to suborbital flights, meaning landed vehicles and those in stable orbit aren't loaded. Link to comment Share on other sites More sharing options...
PrototypeTheta Posted May 9, 2015 Share Posted May 9, 2015 Really? There's only one "ammoName" field. Does KSP have built in support for requesting multiple resources with a single string?Edit : and only one field for requestResourceAmount... so even if RequestResource() can check two resources from one string, it would ask for the same amount from each type.False alarm, it didn't actually work properly. Link to comment Share on other sites More sharing options...
Military Supplies Co. Posted May 10, 2015 Share Posted May 10, 2015 It's a shame that a vessel can't use two CIWS weapons, such as Goalkeeper and Oerlikon together against vessels, missiles, or mixed setting.Have you trued using different weapon managers for each weapon system. Like, using one manager for the goalkeeper turrets and other one for the Oerlikon. Link to comment Share on other sites More sharing options...
Bluejay0013 Posted May 10, 2015 Share Posted May 10, 2015 Took me awhile but I finally finished my F-15/MIG 25 and got it flying! Link to comment Share on other sites More sharing options...
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