BahamutoD Posted July 20, 2015 Author Share Posted July 20, 2015 (edited) Well the problem with that is ground units won't be loaded when controlling the satellite and vice versa. This targeting pod isn't meant for that kind of range anyway.There would have to be a different way for satellites to get involved. Maybe they can designate gps coordinates or something.I have a question,When a cruise missile is fired, and the target will be or is out of physics range, will the cruise missile still pursue or will it fail to continue?If you're firing from out of phys range, you have to switch to the missile and watch it. Otherwise the missile will unload. Edited July 20, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
bartekkru99 Posted July 20, 2015 Share Posted July 20, 2015 Baha can you add a piece of code making all parts explosive when traveling at high speeds? It would be very helpful when making rods from god and other types of custom kinetic weaponry. Link to comment Share on other sites More sharing options...
Space Scumbag Posted July 20, 2015 Share Posted July 20, 2015 I have encountered a weird bug today. Making a battle in space with two teams with the weapon manager A and B teams. 3 vs 3 ships. Everything works fine, every ship uses its guns. But after some quicksave reloads they stopped shooting at each other, except two of them. When I turn on the guard mode, the ships won't switch to their guns, they instead turn the selected weapon off when I switch it manually. It's exactly the same setup, I don't know why. All ranges and ammo is correct and it worked in the beginning. I also restarted the game and PC, nothing helped. Any advice? Link to comment Share on other sites More sharing options...
V8jester Posted July 20, 2015 Share Posted July 20, 2015 Baha can you add a piece of code making all parts explosive when traveling at high speeds? It would be very helpful when making rods from god and other types of custom kinetic weaponry.Wouldn't that make the ammo explosive as well? Maybe just a specific projectile, like the cannon ammo? Would that not work for your purposes to use that and just make it more explosive and travel at a higher speed with more mass? I tweaked the 105 to blow up the VAB with one shot back in .90 Link to comment Share on other sites More sharing options...
Ratboyslim Posted July 20, 2015 Share Posted July 20, 2015 does anyone know how i can turn the volume down in proportion to the aircraft? i know how to turn it down but it if i turn it down so the guns dont hurt my ears i cant hear the craft.....any suggestions? Link to comment Share on other sites More sharing options...
colmo Posted July 20, 2015 Share Posted July 20, 2015 (edited) I'm just gathering ideas for an AI tournament and it occurred to me that all AI planes attempt to fly the same way.There are already manual altitude preferences, might it be possible to have custom preferred engagement range preferences?The reason is some planes may be best suited to staying at range (BVR) (4 or 5km range), while others want to get up close (WVR) (1 or 2 km).At the moment, they just get as close as possible - grand if loaded with cannons, not so good if loaded with AMRAAMs. With some planes having a more cagey approach, things might get interestingly cat-and-mouse. Edited July 20, 2015 by colmo Link to comment Share on other sites More sharing options...
TUKE Posted July 20, 2015 Share Posted July 20, 2015 So i made some bits for a craft project i'm making, but when firing for more than a few seconds it cuts out all engine sound? The link is in my sig. Link to comment Share on other sites More sharing options...
Collider1 Posted July 20, 2015 Share Posted July 20, 2015 The target painter is looking really cool and I can't wait to try it out, just one extra suggestion for it; could there be an option for it to project a visible red beam like the ABL? I always enjoyed doing that in the Lazor mod, adds to that "Locked on" feeling a little. Link to comment Share on other sites More sharing options...
TUKE Posted July 21, 2015 Share Posted July 21, 2015 (edited) The target painter is looking really cool and I can't wait to try it out, just one extra suggestion for it; could there be an option for it to project a visible red beam like the ABL? I always enjoyed doing that in the Lazor mod, adds to that "Locked on" feeling a little. and give that, "your mine now" feeling. P.S i love your avatar, circuitry ftw. Edited July 21, 2015 by Red Iron Crown Easy with the language, please. Link to comment Share on other sites More sharing options...
Anister Posted July 21, 2015 Share Posted July 21, 2015 Say, how far can a howitzer, or any gun for that matter, fire? Because now I want to make a orbital bombardment sattelite... Laser guided death from above! Link to comment Share on other sites More sharing options...
SnowWhite Posted July 21, 2015 Share Posted July 21, 2015 Hello everyone!I have no idea where to ask about this, so let me leave it here: part with fire animation does not appear to the game (But debug panel tells me the animated turret is loaded). The turret appears in the game only when I remove animation component. Could someone help me with this? Link to comment Share on other sites More sharing options...
EdusacconBR Posted July 21, 2015 Share Posted July 21, 2015 what about adding heat proof kinectic bombardment weapons or a 2.5m orbital laser? Link to comment Share on other sites More sharing options...
lo-fi Posted July 21, 2015 Share Posted July 21, 2015 @SnowWhite, you might be best served posting a thread in the modelling sub forum as that's looking like a general part export issue unrelated to BD.The output from the Unity console at the bottom and an output_log from KSP would be really helpful too. Link to comment Share on other sites More sharing options...
SnowWhite Posted July 21, 2015 Share Posted July 21, 2015 @SnowWhite, you might be best served posting a thread in the modelling sub forum as that's looking like a general part export issue unrelated to BD.The output from the Unity console at the bottom and an output_log from KSP would be really helpful too.Ok, I just thought that the problem is in BD-Armory magic. Next time I'll go to the modelling sub forum, sorry:( Link to comment Share on other sites More sharing options...
lo-fi Posted July 21, 2015 Share Posted July 21, 2015 No drama, it's just you'll get more of the people who can probably help looking there I may be wrong and there is a BD issue with the part, but that's looking very unlikely. Link to comment Share on other sites More sharing options...
JethroReading Posted July 21, 2015 Share Posted July 21, 2015 Hiya!Would there be any way to get the bombing target work with toss bombing? (i.e. when you fly the plane upwards and release on the upwards part of an arc, then turn away and let the bomb continue.) Link to comment Share on other sites More sharing options...
Nickvr628 Posted July 21, 2015 Share Posted July 21, 2015 http://marveltoynews.com/wp-content/uploads/2014/07/Captain-America-The-Winter-Soldier-SHIELD-Helicarriers-Trio-Screenshot.jpgWell then, thanks for the suggestion! Link to comment Share on other sites More sharing options...
EdusacconBR Posted July 21, 2015 Share Posted July 21, 2015 Well then, thanks for the suggestion!AMAZING but can you land something on it? Link to comment Share on other sites More sharing options...
bartekkru99 Posted July 21, 2015 Share Posted July 21, 2015 Wouldn't that make the ammo explosive as well? Maybe just a specific projectile, like the cannon ammo? Would that not work for your purposes to use that and just make it more explosive and travel at a higher speed with more mass? I tweaked the 105 to blow up the VAB with one shot back in .90I don't think, that BDA projectiles would be affected in any way. But even if they would it propably won't be hard to add some kind of exception. Also I'm not interested in guns, I'm interested in something, that can be customized (by customizing I mean assembling in VAB rather than changing part.cfg flie) and launched from the orbit which automatically excludes guns, since BDA projectiles can't be controlled or even followed to ensure, that it hits the ground without disappearing after crossing physics range (and sorry, but I don't want to set my physics range to 200km, it causes problems at 40km). Maybe tweaked missiles would do better, but it kinda doesn't go along very well with the thing I said about customizing stuff. Link to comment Share on other sites More sharing options...
Nickvr628 Posted July 21, 2015 Share Posted July 21, 2015 AMAZING but can you land something on it?I am working on a way to launch craft from it, but the issue is that having a plane on it messes up the COM so it does not like it. It might be a Heli-Battleship for now. Link to comment Share on other sites More sharing options...
V8jester Posted July 21, 2015 Share Posted July 21, 2015 I am working on a way to launch craft from it, but the issue is that having a plane on it messes up the COM so it does not like it. It might be a Heli-Battleship for now.Lots and lots of SAS. I have a few VTOLs capable of A-symmetrical lifting. But those payloads need to be light. If you want to lift heavier stuff. Like one of my VTOLs can lift a full orange tank at under 3/4 throttle. Those kinds of loads would really need to be centered under / over your COM. You might be able to launch a VTOL from your hellicarrier? just a thought. Link to comment Share on other sites More sharing options...
Collider1 Posted July 21, 2015 Share Posted July 21, 2015 and give that, "your mine now" feeling. P.S i love your avatar, circuitry ftw.This one essentially: Thanks, I saw it and couldn't pass up the opportunity to have both a circuitry joke and a Borg reference in my avatar at once. Link to comment Share on other sites More sharing options...
Fish Boy Posted July 21, 2015 Share Posted July 21, 2015 BDArmory should come with a squid launcher and a shrink ray. Link to comment Share on other sites More sharing options...
V8jester Posted July 21, 2015 Share Posted July 21, 2015 BDArmory should come with a squid launcher and a shrink ray.HAHAHAHA!!! I love that movie! Link to comment Share on other sites More sharing options...
BahamutoD Posted July 21, 2015 Author Share Posted July 21, 2015 (edited) Working on heat today. Alot of stuff still to do but here's a teaser. I'll probably make the max off-boresight detection smaller.I also need to figure out (or would like suggestions) on how to make these HUD elements look in third-person view. Edited July 21, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
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