EdusacconBR Posted September 12, 2015 Share Posted September 12, 2015 Well, the Wingman Command is REALLY a save corrupter XD Link to comment Share on other sites More sharing options...
Kowalskicore Posted September 12, 2015 Share Posted September 12, 2015 Well, the Wingman Command is REALLY a save corrupter XDwhat if he intentionally leaked a boobytrapped version so people would install it and corrupt their savefiles because they tried to get at it before its done(insert illuminati music)...or its just kinda buggy because its not done yet Link to comment Share on other sites More sharing options...
EdusacconBR Posted September 12, 2015 Share Posted September 12, 2015 Is Baha illuminati? Link to comment Share on other sites More sharing options...
Kowalskicore Posted September 12, 2015 Share Posted September 12, 2015 (edited) Is Baha illuminati? Well.Is BahamutoD illuminati? lets find out.BahamutoD has released 14 mods on the KSP forums14 mods for KSPKSPKSP is a unity based gameUnityThere have been 5 major releases of the unity engineUnity is 5 lettersdo you know what word also has 5 letters?three3KSP has 3 letterstriangles have 3 sidesthe illuminati is a triangleso.BahamutoD is illuminati confirmed. Edited September 12, 2015 by Kowalskicore illuminati Link to comment Share on other sites More sharing options...
tetryds Posted September 12, 2015 Share Posted September 12, 2015 It's confirmed though, that this is a thread to discuss the development of a mod and not that kind of stuff.So, please, stop. Link to comment Share on other sites More sharing options...
01010101lzy Posted September 12, 2015 Share Posted September 12, 2015 (edited) Little feature request. Will you add some kind of terminal sensing ammunition in a far update? Or can you just make up a EFP warhead module?Looking forward to the now-developing new features!-update-Another idea: can you make GPS coordinates edit-able? It'll be good for the cruise missiles. Edited September 12, 2015 by 01010101lzy correcting words Link to comment Share on other sites More sharing options...
War Eagle 1 Posted September 12, 2015 Share Posted September 12, 2015 New idea for future update (far distance update)EMP weapons? Think about it Link to comment Share on other sites More sharing options...
Taris Posted September 12, 2015 Share Posted September 12, 2015 GPD coord are persistent, that means you can got up in a recon craft paint the target, get the coords, land, then go up as the cruise missile and select the GPS coords to guide you to it.I know that and I am already running my War business the same way. Please, I have brain!!Problem is, Kerbals who made up BD Armory parts 'Know' what GPS is and it seems they already mapped Kerbin completely with their own GPS coordinate system. So, it just doesn't make sense to bring TGP every time they update GPS database. Link to comment Share on other sites More sharing options...
TUKE Posted September 12, 2015 Share Posted September 12, 2015 Just a question about the wingman AI for when we do get it, will the wingmen break off to engage or try and fight in formation? Link to comment Share on other sites More sharing options...
bigmac419 Posted September 12, 2015 Share Posted September 12, 2015 Have you considered making warheads (Not the MIRV- style nukes, but like a BDA Stock type) for BDA's missile guidance or custom missiles? I feel like that would help for KSC- Island Runway strikes and ICBMs- rather than waiting for a perfect time, just arm it and fly into your target. You could have actual warheads, or in line- nukes so you could use the craft as a MIRV, then target the body at another target. Just an idea, I have no idea what the actual restrictions of modding are Link to comment Share on other sites More sharing options...
TUKE Posted September 12, 2015 Share Posted September 12, 2015 Have you considered making warheads (Not the MIRV- style nukes, but like a BDA Stock type) for BDA's missile guidance or custom missiles? I feel like that would help for KSC- Island Runway strikes and ICBMs- rather than waiting for a perfect time, just arm it and fly into your target. You could have actual warheads, or in line- nukes so you could use the craft as a MIRV, then target the body at another target. Just an idea, I have no idea what the actual restrictions of modding are There is actually a warhead available anyway, or least there was time i checked. Link to comment Share on other sites More sharing options...
TUKE Posted September 12, 2015 Share Posted September 12, 2015 Here's some stuff i would like to see:Easy way to replace shell model for shell ejectSmoke on fired rounds?Height scale .cfg option for blast radiusAiming retcicle support/explanation for part based dumbfire rocketsAny chance of getting something in a future update? Link to comment Share on other sites More sharing options...
Bluejay0013 Posted September 12, 2015 Share Posted September 12, 2015 Smoke on fired rounds? This is already a thing, look at the 30mm and .50 cal fixed Link to comment Share on other sites More sharing options...
TUKE Posted September 12, 2015 Share Posted September 12, 2015 This is already a thing, look at the 30mm and .50 cal fixedI mean smoke trails from the round, not the gun. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted September 12, 2015 Share Posted September 12, 2015 I mean smoke trails from the round, not the gun.You mean vapor trail Link to comment Share on other sites More sharing options...
TUKE Posted September 12, 2015 Share Posted September 12, 2015 You mean vapor trailEither or. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted September 12, 2015 Share Posted September 12, 2015 Either or.Well bullets in real life don't produce smoke when fired. They do leave a vapor trail caused by the air flow moving around it. Similar to when a jet makes makes a high G turn. It isn't smoke that's on the wings but the air moving around it.But back on topic, if he does it should be an option because low quality computers (like my MacBook) would not handle the graphics as well. But it is an interesting concept. That said if he does it should be way down the line as it isn't something I would consider a priority Link to comment Share on other sites More sharing options...
TUKE Posted September 12, 2015 Share Posted September 12, 2015 Well bullets in real life don't produce smoke when fired. They do leave a vapor trail caused by the air flow moving around it. Similar to when a jet makes makes a high G turn. It isn't smoke that's on the wings but the air moving around it.But back on topic, if he does it should be an option because low quality computers (like my MacBook) would not handle the graphics as well. But it is an interesting concept. That said if he does it should be way down the line as it isn't something I would consider a priorityI was thinking tracer round style, and cfg configurable, but maybe a master on/off in the alt+b menu like shell eject. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted September 12, 2015 Share Posted September 12, 2015 I was thinking tracer round style, and cfg configurable, but maybe a master on/off in the alt+b menu like shell eject.I think it already is set as tracer rounds. Link to comment Share on other sites More sharing options...
TUKE Posted September 12, 2015 Share Posted September 12, 2015 I think it already is set as tracer rounds.Well either way you get what i'm trying to say? Link to comment Share on other sites More sharing options...
EdusacconBR Posted September 12, 2015 Share Posted September 12, 2015 Just a question about the wingman AI for when we do get it, will the wingmen break off to engage or try and fight in formation?I didnt tried to, but i believe if you release them, they will engage stuffand its a SAVE BREAKER Link to comment Share on other sites More sharing options...
Combatsmithen Posted September 12, 2015 Share Posted September 12, 2015 I want to make a fixed forward firing gun. But i don't know how. I know how to make an engine from this tutorial http://forum.kerbalspaceprogram.com/entries/3232-Part-Modding-Tutorial-1-5-Modeling But i don't know how I would configure a model in unity to make it fire bullets. Link to comment Share on other sites More sharing options...
TUKE Posted September 12, 2015 Share Posted September 12, 2015 I want to make a fixed forward firing gun. But i don't know how. I know how to make an engine from this tutorial http://forum.kerbalspaceprogram.com/entries/3232-Part-Modding-Tutorial-1-5-Modeling But i don't know how I would configure a model in unity to make it fire bullets.PM me Link to comment Share on other sites More sharing options...
Kowalskicore Posted September 12, 2015 Share Posted September 12, 2015 (edited) Aiming retcicle support/explanation for part based dumbfire rocketsthat would be great, it would make things like the PC-500RS and PC-1000RS feasibleyou can already give bombs thrust, but the bombsight will point at the location where it would impact if it didnt have thrust. Edited September 12, 2015 by Kowalskicore Link to comment Share on other sites More sharing options...
Combatsmithen Posted September 12, 2015 Share Posted September 12, 2015 Ok so i had a change of plans. im not making the N-37 im making the 75mm gunpod that is on the HS129 Link to comment Share on other sites More sharing options...
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