Combatsmithen Posted November 25, 2015 Share Posted November 25, 2015 [quote name='tongpong']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][/QUOTE] you used to be able to. oh those were the days Link to comment Share on other sites More sharing options...
theend3r Posted November 25, 2015 Share Posted November 25, 2015 (edited) Would it be possible to allow the guard module to operate multiple weapons at once? My guard fires rockets at me just fine but doesn't use its CIWS. Or two machineguns at once. [quote name='tongpong']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][/QUOTE] I definitely can. Try to uncheck the "Check for clearance" in the settings, that worked for me. Some of my missiles were a bit... cramped in the cargo bay of my stealth fighter. Edited November 25, 2015 by theend3r Link to comment Share on other sites More sharing options...
SpacePod9 Posted November 25, 2015 Share Posted November 25, 2015 Update to 1.0.5 Link to comment Share on other sites More sharing options...
Melfice Posted November 25, 2015 Share Posted November 25, 2015 [quote name='SpacePod9']Update to 1.0.5[/QUOTE] Didn't momma teach you to ask nicely? Link to comment Share on other sites More sharing options...
Rutuu93 Posted November 25, 2015 Share Posted November 25, 2015 Are you ever going to add in a nuke? Link to comment Share on other sites More sharing options...
V8jester Posted November 25, 2015 Share Posted November 25, 2015 [quote name='Rutuu93']Are you ever going to add in a nuke?[/QUOTE]This has been directly answered as No a few times now. North Kerbin dynamics has nukes though. Link to comment Share on other sites More sharing options...
TheSpaceManiac Posted November 26, 2015 Share Posted November 26, 2015 Is there any way to allow AI tanks with guard mode on to move on their own? Link to comment Share on other sites More sharing options...
Thatdude253 Posted November 26, 2015 Share Posted November 26, 2015 [quote name='TheSpaceManiac']Is there any way to allow AI tanks with guard mode on to move on their own?[/QUOTE] Not yet. Link to comment Share on other sites More sharing options...
Bluejay0013 Posted November 26, 2015 Share Posted November 26, 2015 all these new people askin for stuff that has already been answered multiple times. tsk. tsk. Link to comment Share on other sites More sharing options...
eurybaric Posted November 26, 2015 Share Posted November 26, 2015 Hey BD, First off let me say that you're super duper awesome and your mods make KSP for me (and countless others I'm sure!). Now, I'm not nagging for any earlier release or change of plans concerning the armory, but I'd like to know if 1.1 being delayed changes anything for the mod. I know you've been wanting to wait for the new UI and all. Thanks for all the modding, Cheers! Link to comment Share on other sites More sharing options...
Thatdude253 Posted November 26, 2015 Share Posted November 26, 2015 [quote name='Bluejay0013']all these new people askin for stuff that has already been answered multiple times. tsk. tsk.[/QUOTE] Seriously though [quote name='eurybaric']Hey BD, First off let me say that you're super duper awesome and your mods make KSP for me (and countless others I'm sure!). Now, I'm not nagging for any earlier release or change of plans concerning the armory, but I'd like to know if 1.1 being delayed changes anything for the mod. I know you've been wanting to wait for the new UI and all. Thanks for all the modding, Cheers![/QUOTE] He's said that after v.0.9.x he's waiting to see what KSP 1.1 brings to the table so he can develop it from there Link to comment Share on other sites More sharing options...
Combatsmithen Posted November 27, 2015 Share Posted November 27, 2015 RIP ye old forums. I never understood why we needed to change from vbulletin. Oh well. I heard that the new forum engine is crap Link to comment Share on other sites More sharing options...
War Eagle 1 Posted November 29, 2015 Share Posted November 29, 2015 Welcome back Link to comment Share on other sites More sharing options...
sashan Posted November 30, 2015 Share Posted November 30, 2015 On 27.11.2015 01:03:54, Combatsmithen said: RIP ye old forums. I never understood why we needed to change from vbulletin. Oh well. I heard that the new forum engine is crap It is crap, my eyes hurt from it. ALso, inserting images requires few more clicks now. On topic: Half of bombs don't detonate for me now, and cluster bombs don't work as well. Link to comment Share on other sites More sharing options...
Thatdude253 Posted November 30, 2015 Share Posted November 30, 2015 God this format sucks so much Link to comment Share on other sites More sharing options...
BahamutoD Posted November 30, 2015 Author Share Posted November 30, 2015 (edited) I know I said I might release a very small update soon, but it turns out there's alot of things I want to work on/fix before releasing an update. On top of improvements to AI Pilot I've been working on, ferram4 has generously been working on some new features such as aerodynamic drag on bullets and G-force/AoA limits on AI Pilots. Today I had an idea for getting turrets to be able to carry missiles, such as for SAM turrets. Before you ask, this "tech" won't work for attaching random parts onto gun turrets. It will, however eventually allow guards to aim SAM's in the correct direction, so you won't need to mount missiles pointing straight up, or in every direction. Here's a quick test video: SAM Turret Test Edited November 30, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
theend3r Posted November 30, 2015 Share Posted November 30, 2015 1 hour ago, BahamutoD said: I know I said I might release a very small update soon, but it turns out there's alot of things I want to work on/fix before releasing an update. On top of improvements to AI Pilot I've been working on, ferram4 has generously been working on some new features such as aerodynamic drag on bullets and G-force/AoA limits on AI Pilots. Today I had an idea for getting turrets to be able to carry missiles, such as for SAM turrets. Before you ask, this "tech" won't work for attaching random parts onto gun turrets. It will, however eventually allow guards to aim SAM's in the correct direction, so you won't need to mount missiles pointing straight up, or in every direction. Here's a quick test video: SAM Turret Test That's incredible. Looking forward to a new release. The current one works fine so no need to hurry. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted November 30, 2015 Share Posted November 30, 2015 (edited) 8 hours ago, BahamutoD said: I know I said I might release a very small update soon, but it turns out there's alot of things I want to work on/fix before releasing an update. On top of improvements to AI Pilot I've been working on, ferram4 has generously been working on some new features such as aerodynamic drag on bullets and G-force/AoA limits on AI Pilots. Today I had an idea for getting turrets to be able to carry missiles, such as for SAM turrets. Before you ask, this "tech" won't work for attaching random parts onto gun turrets. It will, however eventually allow guards to aim SAM's in the correct direction, so you won't need to mount missiles pointing straight up, or in every direction. Here's a quick test video: SAM Turret Test That has been needed for a long time…thank you. Still can't wait for that wingman update and the bug with heat from destroyed bombs/missiles causing other missiles/bombs in the area to be destroyed. Edit: another bug that needs fixing is that AI's tend to fire missiles from left to right (or right to left) rather than one wing after the other in a balanced way Edited December 1, 2015 by War Eagle 1 Link to comment Share on other sites More sharing options...
BahamutoD Posted December 1, 2015 Author Share Posted December 1, 2015 Last night, I wrote the behavior for the guards using missile turrets. It works great for heat seekers - the guard won't need to use the radar, making for a very sneaky air defense unit. Video here. ps - Does anyone know how to embed videos now? Link to comment Share on other sites More sharing options...
Acea Posted December 1, 2015 Share Posted December 1, 2015 (edited) Insert video links directly would be okay. All right I need to find out why it works in editor and behaves useless in the pages BB codes don't work either Edited December 1, 2015 by Acea Forget it plz Link to comment Share on other sites More sharing options...
Temeter Posted December 1, 2015 Share Posted December 1, 2015 (edited) Having a blast getting back to BDA and blowing stuff up, especially with those new lightning style cockpits! Thanks for continuing to deliver superfun stuff (without even asking for money), Baha. Can't wait to put those turrets onto my Carriers... On a sidenote, is there some incompatability with the current BDA Mod and KSP 1.5? Basic functionality works just finde, but the AI pilots are currently kinda weird for me. They constantly stall their plane and just seem to ignore their current velocity and vector while trying the most crazy maneuvers. All using no affecting mods (aside adjustable wheels), basically stock planes that work fine otherwise (one even copied from your MK22 preview!). Edited December 1, 2015 by Temeter Link to comment Share on other sites More sharing options...
theend3r Posted December 1, 2015 Share Posted December 1, 2015 22 minutes ago, Temeter said: Having a blast getting back to BDA and blowing stuff up, especially with those new lightning style cockpits! Thanks for continuing to deliver superfun stuff (without even asking for money), Baha. Can't wait to put those turrets onto my Carriers... On a sidenote, is there some incompatability with the current BDA Mod and KSP 1.5? Basic functionality works just finde, but the AI pilots are currently kinda weird for me. They constantly stall their plane and just seem to ignore their current velocity and vector while trying the most crazy maneuvers. All using no affecting mods (aside adjustable wheels), basically stock planes that work fine otherwise (one even copied from your MK22 preview!). Try to modify the pilot parameters, especially the one called something like turn damping or what, it prevents them from turning too hard and stalling. Link to comment Share on other sites More sharing options...
Temeter Posted December 1, 2015 Share Posted December 1, 2015 (edited) 3 minutes ago, theend3r said: Try to modify the pilot parameters, especially the one called something like turn damping or what, it prevents them from turning too hard and stalling. Tried it, but it's more like they completely ignore their current situation. E.g. flying 50m/s, panther engines, and trying to pull upwards. Which ofc results in falling like a stone. Edited December 1, 2015 by Temeter Link to comment Share on other sites More sharing options...
BahamutoD Posted December 1, 2015 Author Share Posted December 1, 2015 (edited) Since missile turrets will work now, I'm also making a Patriot launcher for the larger SAM's. Also, I'm adding turretID fields to weapons and radars (anything that uses the turret module) so you can have multiple in one part. This will mean that CIWS gun turrets can have built-in radars where the tracking radar points at the target, while the gun leads the target. ------------------------------------------------------------------------------------------------ Temeter, overdoing turns at low speeds is something I'm working on fixing. For now, I usually just disable thrust vectoring on AI planes if I don't want them doing flips. Edited December 2, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
War Eagle 1 Posted December 1, 2015 Share Posted December 1, 2015 41 minutes ago, BahamutoD said: Since missile turrets will work now, I'm also making a Patriot launcher for the larger SAM's. Also, I'm adding turretID fields to weapons and radars (anything that uses the turret module) so you can have multiple in one part. This will mean that CIWS gun turrets can have built-in radars. ------------------------------------------------------------------------------------------------ Temeter, overdoing turns at low speeds is something I'm working on fixing. For now, I usually just disable thrust vectoring on AI planes if I don't want them doing flips. Its looking awesome. How is wingman looking as well. You must be having a blast with it Link to comment Share on other sites More sharing options...
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