Hodo Posted May 31, 2015 Share Posted May 31, 2015 Here is my new masterpiece: The AI is awesome. 6 vs 6 works.Outstanding video there!So did you get the retro future stuff working? Because that is one of my favorite mods and is REALLY missed right now. Link to comment Share on other sites More sharing options...
Space Scumbag Posted May 31, 2015 Share Posted May 31, 2015 Outstanding video there!So did you get the retro future stuff working? Because that is one of my favorite mods and is REALLY missed right now.Thanks. And Retro Future works, but I haven't tested much and some things are buggy. Link to comment Share on other sites More sharing options...
BahamutoD Posted May 31, 2015 Author Share Posted May 31, 2015 Each fireTransform calculates an 'inaccuracy value' independent of one another, so doing this would work to create a shotgun.If a gun has multiple fireTransforms, it appears BDArmory will select one of those fireTransforms as the 'reference'. All bullets will then fire in whatever direction the 'reference' fireTransform is pointed at.It selects the fireTransform based on however FindModelTransform works.Yes. I could change this so each fire transform is 'processed' independently, but its generally a good idea to have them pointing in the same direction anyway so the guard/ai know what to do with it and they point to where you're aiming with the mouse. Link to comment Share on other sites More sharing options...
Crusher48 Posted June 1, 2015 Share Posted June 1, 2015 Quick question: If I make something like a B-17 with a ton of gun turrets everywhere to fire at enemy fighters, will it actually be able to fire at and engage enemy fighters effectively? Link to comment Share on other sites More sharing options...
Temeter Posted June 1, 2015 Share Posted June 1, 2015 Quick question: If I make something like a B-17 with a ton of gun turrets everywhere to fire at enemy fighters, will it actually be able to fire at and engage enemy fighters effectively?Works, guard mode auto switches between anti-missile and anti-craft. Already made some MK3 plane with a bunch of millenium turrets. Totally OP! Link to comment Share on other sites More sharing options...
Crusher48 Posted June 1, 2015 Share Posted June 1, 2015 That gives me an idea: make a massive aircraft and try to bomb KSC against a swarm of defending fighters (maybe with 1 or 2 escorts). Link to comment Share on other sites More sharing options...
Temeter Posted June 1, 2015 Share Posted June 1, 2015 That gives me an idea: make a massive aircraft and try to bomb KSC against a swarm of defending fighters (maybe with 1 or 2 escorts).Works! The updated fighter AI is scary, tho. Better take lots of turrets.^^'Btw, you could also go for a supersonic bomber without turrets, but high T/W. Manually avoiding rockets while trying not to rip your plane apart at Mach speed is pretty fun! Link to comment Share on other sites More sharing options...
AAfreek4 Posted June 1, 2015 Share Posted June 1, 2015 This is honestly the best mod out there well in my opinion!! Link to comment Share on other sites More sharing options...
Kvantovy Posted June 1, 2015 Share Posted June 1, 2015 The AI isn't able to use rocket pods at the moment, is it? Link to comment Share on other sites More sharing options...
Admiral-Helwyr Posted June 1, 2015 Share Posted June 1, 2015 Here is my new masterpiece: The AI is awesome. 6 vs 6 works.Nice that made my jawdrop Here is a 6vs7 battle I found lpqarQO9WReally long AI fightMine only last a couple minutes Link to comment Share on other sites More sharing options...
seamus0riley Posted June 2, 2015 Share Posted June 2, 2015 First of all, this mod is so awesome. I have a question though, and i'm sure i'm doing something wrong. When I put sam sites into guard mode, none of the missiles (AIM-120, PAC-3, AIM-9) will fire at incoming cruise missiles. Is there a setting I need to enable? The goalkeeper will fire at them with no issues. I've tried having the cruise missiles come in at 1500m to see if it was just under their engagement height or something. I can fire the missiles at them manually and they'll track and try to engage. Link to comment Share on other sites More sharing options...
Mitchz95 Posted June 2, 2015 Share Posted June 2, 2015 How well does the AI work in space? I'm assuming not very, since space is weird, but I'd love to know. Link to comment Share on other sites More sharing options...
BoomShroom Posted June 2, 2015 Share Posted June 2, 2015 would anyone be able to throw together an MM each for KIS support? i have yet to learn how to use it, so it would b smutch apreciated. (unless the old KAS one works.)EDIT: could you also move the textures away from PNGs? 1.0 introduced support for a new format that used less RAM (can't remember what it was called off of the top of my head...)KIS works on all things (it doesn't need a module in the part like KAS used to). Also KAS is now dependent on KIS for part attachment/removal. Link to comment Share on other sites More sharing options...
The WereCat Posted June 2, 2015 Share Posted June 2, 2015 Could you add combat missions?Like having to sabotage other companies,or defend your space center agains other AI planes.I know this could be a lot of work,but if you could do this in the future it would be great. Link to comment Share on other sites More sharing options...
Forty21112 Posted June 2, 2015 Share Posted June 2, 2015 @Above: 5dim's Contract pack is your to-go solution. It is limited to just career though. Link to comment Share on other sites More sharing options...
Kvantovy Posted June 2, 2015 Share Posted June 2, 2015 Is there a way to precisely set the Yaw Range to e.g. "8"? Using the mouse I can only set it to 19 or zero, nothing between those two values. http://i.imgur.com/c68VnFd.jpgAlso, how to decrease weapon's damage? Link to comment Share on other sites More sharing options...
MatsSanders Posted June 2, 2015 Share Posted June 2, 2015 Is there a way to precisely set the Yaw Range to e.g. "8"? Using the mouse I can only set it to 19 or zero, nothing between those two values. http://i.imgur.com/c68VnFd.jpgAlso, how to decrease weapon's damage?I'm not sure, but you could try looking in the .cfg file of that weapon, and look for how much heat it adds (heat adding is how it does damage) Link to comment Share on other sites More sharing options...
FellipeC Posted June 2, 2015 Share Posted June 2, 2015 Hi,I tried to make guns shoot debris in guard mode, so discarded stages won't fall all over KSC. It works, but I'm not sure if I did something wrong because I have zero experience with Unity. Could you look at it?Here's the patch: https://gist.github.com/anonymous/1b5f5c570d7b9ca4aa34 I want this, how do I install? Link to comment Share on other sites More sharing options...
V8jester Posted June 3, 2015 Share Posted June 3, 2015 So, I found an interesting dilemma. I was making a new Youtube video and realized if you F2 the UI away. 1 the reticle for guns (20mm Vulcan and spanners fixed 50cal specifically) goes away. And 2 I couldn't fire a gun until I brought back the UI. Anyone else experience this or find a work around? No biggie just a very minor inconvenience. Also I just realized I tried this while looking though a hullcam vds science cam. I will retry without the cam tonight and see if that makes a difference. Link to comment Share on other sites More sharing options...
toric5 Posted June 3, 2015 Share Posted June 3, 2015 anyone know of an addon that adds more space based weaponry? Link to comment Share on other sites More sharing options...
Fatal_Gam3er Posted June 3, 2015 Share Posted June 3, 2015 anyone know of an addon that adds more space based weaponry? Not that i know of, but if there are its probably outdated. Link to comment Share on other sites More sharing options...
Yokito Zumi Posted June 4, 2015 Share Posted June 4, 2015 As if Rotary cannon equipped orbital frame mechs are not cool enough in space Link to comment Share on other sites More sharing options...
Kvantovy Posted June 4, 2015 Share Posted June 4, 2015 I've made two copies of .50 cal and modified them a bit to make Imperial and Rebel Blasters. Adequate sound fx included ) Enjoy!https://www.sendspace.com/file/y9wqqpHow it looks like: Link to comment Share on other sites More sharing options...
MatsSanders Posted June 4, 2015 Share Posted June 4, 2015 I've made two copies of .50 cal and modified them a bit to make Imperial and Rebel Blasters. Adequate sound fx included ) Enjoy!https://www.sendspace.com/file/y9wqqpHow it looks like: Is this for 1.0.2? Because if it is I'm downloading the f*** out of this Link to comment Share on other sites More sharing options...
Kvantovy Posted June 4, 2015 Share Posted June 4, 2015 Yup. It is. Link to comment Share on other sites More sharing options...
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