eurybaric Posted November 17, 2015 Share Posted November 17, 2015 ^ It does. Link to comment Share on other sites More sharing options...
Nyrox_NL Posted November 17, 2015 Share Posted November 17, 2015 I don't have cool bomb effects, neither with north kerbin dynamics. Link to comment Share on other sites More sharing options...
harpwner Posted November 17, 2015 Share Posted November 17, 2015 [quote name='Nyrox_NL']I don't have cool bomb effects, neither with north kerbin dynamics.[/QUOTE] well, it's apparent that the only case in which that's happened before is incorrectly installing NKD, you need to make sure that the North Kerbin Dynamics folder is in GameData, and it has that exact name. The explosions are file structure based, so if you installed the folder the wrong way, the explosions will fail. Link to comment Share on other sites More sharing options...
Tacotown99 Posted November 17, 2015 Share Posted November 17, 2015 Hey can some one please explain how to use the GPS system I've been having a ton of problems. Thanks Link to comment Share on other sites More sharing options...
Kagame Posted November 17, 2015 Share Posted November 17, 2015 I think it's in the tutorial videos. If it isn't, well, it's actually simple enough I can explain it to you without confusing both of us: Step 1: Equip a Weapons Manager and a targetting ball on your plane. Step 2: Lock on to a target with the Weapons Manager Step 3: Click "Send GPS" Step 4: Under "Modules" in the BDA GUI, select "GPS Coordinator" Step 5: Select your target for GPS targeting by clicking the coordinates. (Optional): Rename the target's co-ordinates by clicking the "Target" button, typing in a new name for the target, and hitting Enter. (Clicking away won't save the name, BDA is weird like that.) Y'know, I might just go ahead and make a BDArmory Best Practices video or series of videos. Link to comment Share on other sites More sharing options...
Generalstarwars333 Posted November 17, 2015 Share Posted November 17, 2015 Anyone asking if this works in 1.0.5, since for me 9.9.1 doesn't work and I instead use 8.8.3, I can confirm that THAT works, so it follows that the newest version also works. Link to comment Share on other sites More sharing options...
Acea Posted November 17, 2015 Share Posted November 17, 2015 Yes it works nicely Link to comment Share on other sites More sharing options...
FLAK_GOD Posted November 18, 2015 Share Posted November 18, 2015 I haven't read through all the comments so im not sure if this question has been answered, but for whatever reason I'm having issues with AI turrets. The turret is able to lock onto the target, but for whatever reason, it deselects the weapon. When it tracks the target and manages to keep the weapon selected, the turret will follow the target but not fire. Sorry if I am being to vague, but if you need any more information, please let me know :D Link to comment Share on other sites More sharing options...
Generalstarwars333 Posted November 18, 2015 Share Posted November 18, 2015 It might have something to do with what turret is being used...though then again, I just use 8.8.3... [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] Also, made my first ever air to ground kill, and my first missile kill as well! I had a UAV with four hellfires against a goalkeeper, and although the goalkeeper tookout three, the forth one hit it and destroyed half the tank. YAY! Link to comment Share on other sites More sharing options...
Angstinator Posted November 18, 2015 Share Posted November 18, 2015 For anyone toying with missile guidance: so long as you are ready to switch modes and fiddle with the control parameters in mid-flight, it works remarkably well. That is, it works well enough to bring an orbit-to-surface cruise missile on target (assuming you kill the engines on that thing and switch it to AGM in the final phase...eeeh.) Link to comment Share on other sites More sharing options...
DiamondBack973 Posted November 18, 2015 Share Posted November 18, 2015 I love this mod. Think you could add 2 .craft files for the MLRS in the video (one with a hinge from Infernal Robotics and one without any parts from IR)? Also, think you could update the mod for 1.0.5 compatibility? Link to comment Share on other sites More sharing options...
FLAK_GOD Posted November 19, 2015 Share Posted November 19, 2015 Yeah it was the goalkeeper and i also has the TWS locking radar for targetting Link to comment Share on other sites More sharing options...
SnappingTurtle Posted November 19, 2015 Share Posted November 19, 2015 Where can I download 8.8.3? Link to comment Share on other sites More sharing options...
FungusForge Posted November 19, 2015 Share Posted November 19, 2015 [quote name='SnappingTurtle']Where can I download 8.8.3?[/QUOTE] It should be available on KerbalStuff. Click Changelog and it should bring up a list of previous versions. Link to comment Share on other sites More sharing options...
Cdodders Posted November 19, 2015 Share Posted November 19, 2015 One of the things I have noticed in 1.05 is that with the new water physics, shells just go straight through as if there is nothing there. Tried it on a heavy cruiser design with BD trurrets and NAS turrets, all went straight through the water instead of exploding on the surface. Suggest adding a yes/no function to the code required to sort this so modders can decide if a projectile shouldn't go through the water (shells) or should (torpedoes) Link to comment Share on other sites More sharing options...
Lt_Ryan Posted November 20, 2015 Share Posted November 20, 2015 With latest version I experienced some cruise missile issues. They fail allways and what is DLZ? Link to comment Share on other sites More sharing options...
Angstinator Posted November 20, 2015 Share Posted November 20, 2015 What issues, and watch the instruction videos. Link to comment Share on other sites More sharing options...
Kardel Posted November 21, 2015 Share Posted November 21, 2015 In military aviation, it means Designated Landing Zone Link to comment Share on other sites More sharing options...
Angstinator Posted November 21, 2015 Share Posted November 21, 2015 Actually, it's Dynamic Launch Zone in the context of this mod. Which, as stated above, is explained in the tutorial vids. Link to comment Share on other sites More sharing options...
Jimbodiah Posted November 22, 2015 Share Posted November 22, 2015 The guard-mode keeps turning off the selected weapon after a few seconds (plenty of ammo), am I doing something wrong? Link to comment Share on other sites More sharing options...
Angstinator Posted November 22, 2015 Share Posted November 22, 2015 No. Bring a target within range and the system will select a weapon to engage it with. Not always a sensible choice of weapon, mind you, but it will work. Link to comment Share on other sites More sharing options...
Jimbodiah Posted November 22, 2015 Share Posted November 22, 2015 AH okay... thought you had to turn it on in order to work... Just tested it, yeah they work ;) Had four goalkeepers on a platform, awesome :))) Link to comment Share on other sites More sharing options...
tongpong Posted November 23, 2015 Share Posted November 23, 2015 Can anyone fire the weapons by weapons manager in 1.0.5? I can set the fire hot-key in actions group but I can't use it However I can fire the guns by morse Link to comment Share on other sites More sharing options...
FungusForge Posted November 23, 2015 Share Posted November 23, 2015 [quote name='tongpong']Can anyone fire the weapons by weapons manager in 1.0.5? I can set the fire hot-key in actions group but I can't use it However I can fire the guns by morse[/QUOTE] Guns don't fire on hotkeys. I came here for different business however. Could I make landmines with BDA? I figure Smartparts and the warhead could suffice for a naval mine, but that isn't small enough for an anti-tank mine, so i'm kinda hoping to streamline it as a munition. Link to comment Share on other sites More sharing options...
tongpong Posted November 24, 2015 Share Posted November 24, 2015 [quote name='FungusForge']Guns don't fire on hotkeys. I came here for different business however. Could I make landmines with BDA? I figure Smartparts and the warhead could suffice for a naval mine, but that isn't small enough for an anti-tank mine, so i'm kinda hoping to streamline it as a munition.[/QUOTE] I mean I cant fire by weapons manager on hotkeys, for example I can't fire the [COLOR=#545454][FONT=arial]missile by weapons manager[/FONT][/COLOR] Link to comment Share on other sites More sharing options...
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