V8jester Posted July 14, 2015 Share Posted July 14, 2015 (edited) Wow, that's really great! Now if something like that was included in BDArmory (so I don't have to figure out how to build it) and would rotate to the selected ordnance automatically, that would be amazing. But this is KSP Ask not what your modders can build for you, but what you can build to blow the other guys on the forum away with what you have Besides that bomb bay would need to be completely rebuilt to hold a different load out of bombs. The skewer would stay the same but the layout of rails around it would change. So its hard to make one part that can do so many different jobs. It's some times easier to use the many parts you already have access to, to make something new. Just ask lots of questions and pick up what you can. You look new to the forum so just be aware most anyone on here is happy to help you learn more about the game and just how far you can push things. Edited July 14, 2015 by V8jester Link to comment Share on other sites More sharing options...
Nickvr628 Posted July 14, 2015 Share Posted July 14, 2015 Any chance of night vision/infra red camera on the laser designator? Link to comment Share on other sites More sharing options...
minepagan Posted July 14, 2015 Share Posted July 14, 2015 Is there any way to make a rocket pod (Like the HYDRA) that launches guided missiles?(I'm thinking like a VLS, or possibly an Avenger's quad-stinger pod) Link to comment Share on other sites More sharing options...
Im_M Posted July 14, 2015 Share Posted July 14, 2015 I have tried with a .50 cal gun and a Vulcan turret. I have maxed the range and field of view. It switches to None only when it scans. I have a little test plane right in front my plane but it still won't find it. I have tried from further away but still nothing happenedWas scanning the thread for info on making the cannon shells non-explosive and saw your comment. I had the same issue with everything that fired bullets like the 30mm 20mm etc not targeting anything. Editing all the config files for those guns to make them fire cannon ammo will make them target vessels and missiles. Link to comment Share on other sites More sharing options...
Nickvr628 Posted July 14, 2015 Share Posted July 14, 2015 Is there any way to make a rocket pod (Like the HYDRA) that launches guided missiles?(I'm thinking like a VLS, or possibly an Avenger's quad-stinger pod)Or a patriot missile box! Link to comment Share on other sites More sharing options...
Atatra Posted July 14, 2015 Share Posted July 14, 2015 Just curious, with the new targeting system, would it be possible to use the teams system to make it so that you cannot see the markers of vehicles on the enemy team, so make encountering enemy forces and engaging them more interesting? Link to comment Share on other sites More sharing options...
BahamutoD Posted July 14, 2015 Author Share Posted July 14, 2015 (edited) Just curious, with the new targeting system, would it be possible to use the teams system to make it so that you cannot see the markers of vehicles on the enemy team, so make encountering enemy forces and engaging them more interesting?I don't think I can tell KSP which vessels to show markers, so for 'Hard mode' you'll want to turn the markers off altogether (f4).I have finally started work on a parts pack for this mod, but i don't know if i have to ask permission first. can i just start and tell you when its finished?You don't need my permission for anything as long as you obey the license.Keep in mind, though, that I'm re-doing the turret modules, so you'll have to reconfigure it when I release the update. Edited July 14, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
Endersmens Posted July 14, 2015 Share Posted July 14, 2015 In the video you zoomed in pretty far. Is there a zoom limit? Link to comment Share on other sites More sharing options...
BahamutoD Posted July 14, 2015 Author Share Posted July 14, 2015 In the video you zoomed in pretty far. Is there a zoom limit?Yeah, it will be configurable. Link to comment Share on other sites More sharing options...
Thatdude253 Posted July 14, 2015 Share Posted July 14, 2015 Now that you're working on the mod again, I was wondering if we could get some sort of launcher tubes and some surface to air missiles to go inside.Some ideas for the missiles:FIM92 Stinger - 5km - Small ExplosionMIM146 ADATS - 10km - Medium ExplosionRBS70 - 8km - Small ExplosionI've thought about something like this, like preloaded turrets ala the SA-8/13/15 or just pick a SAM that comes preloaded. Modular armored box launchers would be cool too. Link to comment Share on other sites More sharing options...
Anister Posted July 15, 2015 Share Posted July 15, 2015 Ooh oooh! Idea! A simple way to add a radar: a module (in-line, radial (think AWACS) and nosecone) that adds a marker on any target within its range. Then we just hit F4 to remove any KSP markers et voila! Perhaps even add jamming (invisible for radar unltil you get close) and data sharing. Then you can have a big AWACS flying around while jets take out ground targets Link to comment Share on other sites More sharing options...
CrayzeeMonkey Posted July 15, 2015 Share Posted July 15, 2015 (edited) After working on this for MONTHS, i feel like i'm finally ready to release this into the wild.I made a mod that adds some WWII turrets into BDArmory. If you are interested, click the picture below.On a completely different note. DCS + KSP? <TEARS OF JOY>. Edited July 15, 2015 by CrayzeeMonkey Link to comment Share on other sites More sharing options...
Endersmens Posted July 15, 2015 Share Posted July 15, 2015 Ooh oooh! Idea! A simple way to add a radar: a module (in-line, radial (think AWACS) and nosecone) that adds a marker on any target within its range. Then we just hit F4 to remove any KSP markers et voila! Perhaps even add jamming (invisible for radar unltil you get close) and data sharing. Then you can have a big AWACS flying around while jets take out ground targetsf4 would remove any and all markers i'm pretty sure.Although, the aiming marker doesn't go away, so maybe that idea will work. Link to comment Share on other sites More sharing options...
Anister Posted July 15, 2015 Share Posted July 15, 2015 f4 would remove any and all markers i'm pretty sure.Although, the aiming marker doesn't go away, so maybe that idea will work.Thats why I offerd that the radar adds his own icon over a target, one that doesnt go away with F4. (If thats possible, i dont know much about the inner workings of KSP) Link to comment Share on other sites More sharing options...
Hellbrand Posted July 15, 2015 Share Posted July 15, 2015 maybe it adds a RPM style Screen(or RPM Addon) >_> that's an Actual Radar. Link to comment Share on other sites More sharing options...
damowang2 Posted July 15, 2015 Share Posted July 15, 2015 As long as I have tried regarding BD+RPM:By adding resource variables we can easily add weapon amount indicator on HUD.//What is below is what I haven't doneBy tweaking VesselViewer we can create a screen displaying weapon and countermeasure like normal fighters.CCIP (Continuous Calculation of Impact Point) is given in BD but not perfect,Putting machinegun shooting cue on HUD will require a lot of work.The concept of radar-it regards to what degree of simulation you would like to achieve. Link to comment Share on other sites More sharing options...
greenbow66 Posted July 15, 2015 Share Posted July 15, 2015 Hi!I created my own fun part to mess around with that is based off of the hellfire missile. Do I have permission to be able to put it up for download? Link to comment Share on other sites More sharing options...
Melfice Posted July 15, 2015 Share Posted July 15, 2015 You don't need my permission for anything as long as you obey the license.Keep in mind, though, that I'm re-doing the turret modules, so you'll have to reconfigure it when I release the update.Hi!I created my own fun part to mess around with that is based off of the hellfire missile. Do I have permission to be able to put it up for download?Checklist:1 ) Does it follow the license in the first post? 0 YES | 0 NO | 0 NOT SURE2a) Did I use any assets whose license prohibit redistribution (without permission)? 0 YES | 0 NO | 0 NOT SURE2b) Did I ask permission (where applicable) to redistribute said assets? 0 YES | 0 NO | 0 NOT SURE3 ) Do I think my part is interesting enough to distribute? 0 YES | 0 NO | 0 NOT SUREIf you answered 1, 2b and 3 with YES, and 2a with NO: Go for it! Don't even ask!If you answered NOT SURE four times... you may want to find out before continuing. (Just having a bit of fun. Hope you laughed! If not, I'm sorry.) Link to comment Share on other sites More sharing options...
Wolf123 Posted July 15, 2015 Share Posted July 15, 2015 Is there anyway to permanently increase the guard range past 2500? I know you can increase it to the physics range, but when u restart the game it goes back down to 2500. Link to comment Share on other sites More sharing options...
Tornadopelt Posted July 16, 2015 Share Posted July 16, 2015 Is this one compatible with 1.04 KSP? Link to comment Share on other sites More sharing options...
Fatal_Gam3er Posted July 16, 2015 Share Posted July 16, 2015 Is this one compatible with 1.04 KSP? Yes it is Link to comment Share on other sites More sharing options...
EdusacconBR Posted July 16, 2015 Share Posted July 16, 2015 whats the range of the USAF airborne laser? Link to comment Share on other sites More sharing options...
Nickvr628 Posted July 16, 2015 Share Posted July 16, 2015 What is the ETA on the new update with the targeting pod, BD? Link to comment Share on other sites More sharing options...
V8jester Posted July 16, 2015 Share Posted July 16, 2015 (edited) What is the ETA on the new update with the targeting pod, BD?Well he did announce it I think 3 days ago? Patience. Edited July 16, 2015 by V8jester Link to comment Share on other sites More sharing options...
Tornadopelt Posted July 16, 2015 Share Posted July 16, 2015 Bahamuto, it says the file couldn't be read. Link to comment Share on other sites More sharing options...
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