BF2_Pilot Posted February 27, 2016 Share Posted February 27, 2016 (edited) Do not support the X64Unifx Edited February 27, 2016 by BF2_Pilot Link to comment Share on other sites More sharing options...
MarvinCZ Posted February 27, 2016 Share Posted February 27, 2016 5 hours ago, Wraith977 said: Would it be possible to implement a mortar type weapon, a gun that fires a high arc, low velocity shell. I ask because all current land based weapons fire a high velocity, low arc projectile that makes it very hard to hit targets over even small hills. Such a weapon could also make for some very interesting land base assaults, don't get hit by the mortar shells on the way to attack the base and such. The P.E.W. mod contains the Mk.19 grenade launcher that fires in a high arc, so it is possible. Link to comment Share on other sites More sharing options...
Wraith977 Posted February 27, 2016 Share Posted February 27, 2016 1 hour ago, MarvinCZ said: The P.E.W. mod contains the Mk.19 grenade launcher that fires in a high arc, so it is possible. Yeah just tried it out now, the shell has the right velocity but the maximum firing arc is 45 degrees. One definition of a mortar is a gun that can only fire in a higher than 45 degree arc, the Mk. 19 works to an extent but it's no mortar (especially with that ROF.) I did attempt to 'adapt' the Mk. 19 into a mortar by angling it 45 degrees on a craft, setting it's minimum pitch to 0 and yaw range to 90 however the aiming system does not seem to work with 'mortar style' aiming. It seems to want to lower the barrel to reduce range even though it would have to do the opposite. You can manually aim it at the sky in a higher than 45 degree arc but that has obvious problems, trying to target the ground doesn't work. Link to comment Share on other sites More sharing options...
sashan Posted February 27, 2016 Share Posted February 27, 2016 (edited) 16 hours ago, Veskenapper said: my own :3 Me wunt that F-15 Can you share? Edited February 27, 2016 by sashan Link to comment Share on other sites More sharing options...
Veskenapper Posted February 27, 2016 Share Posted February 27, 2016 8 hours ago, sashan said: Me wunt that F-15 Can you share? Sure – Curse is a hassle, but already had an account there, so here you go: http://www.curse.com/shareables/kerbal/242267-vsp-combat-aircraft Link to comment Share on other sites More sharing options...
gomker Posted February 27, 2016 Share Posted February 27, 2016 @BahamutoD Any plans to have your test crafts in the releases ? Link to comment Share on other sites More sharing options...
damowang2 Posted February 27, 2016 Share Posted February 27, 2016 One small problem but not fixed for three versions: when switching to map view and then back, gun pointer will disappear. Haven't tested it with missile. Better check it out Link to comment Share on other sites More sharing options...
sashan Posted February 27, 2016 Share Posted February 27, 2016 3 hours ago, gomker said: @BahamutoD Any plans to have your test crafts in the releases ? He has some of them on his KerbalX Link to comment Share on other sites More sharing options...
Angstinator Posted February 28, 2016 Share Posted February 28, 2016 @BahamutoD - so here's something I don't think's been asked before. Can the HARM be made to lock onto the signatures emitted by ECM pods? Link to comment Share on other sites More sharing options...
Wraith977 Posted February 28, 2016 Share Posted February 28, 2016 47 minutes ago, damowang2 said: One small problem but not fixed for three versions: when switching to map view and then back, gun pointer will disappear. Haven't tested it with missile. Better check it out Can confirm, all the aircraft I've been making recently have iron sights for emergencies. As far as I can find through experimentation is that the only way to get the aimer back is to go back to the KSC and reload the craft from the tracking station. Switching crafts, changing and applying settings and switching weapons all have no effect. This happens with all weapon aimers, missiles and radar boresight included. Link to comment Share on other sites More sharing options...
dark jam Posted February 28, 2016 Share Posted February 28, 2016 (edited) On February 26, 2016 at 10:08 AM, damowang2 said: select any gun in weapon manager, salvo and barrage option should appear below the trigger and weapon name (where ripple setting located). Salvo is all guns fire at the same time, while barrage is to divide the interval of fire by the amount of weapon, and trigger them one at a time. I dont see it i have a turret with a AA gun and a goalkeeper what have i done wrong EDIT: Oh it has to be the same type of weapon i figured it out Edited February 28, 2016 by dark jam Link to comment Share on other sites More sharing options...
tetryds Posted February 28, 2016 Share Posted February 28, 2016 @Wraith977 That is simply awesome, lol. Link to comment Share on other sites More sharing options...
Jackvony Posted February 28, 2016 Share Posted February 28, 2016 Whenever I release my wingman and trun off his AI pilot, he continues to orbit and I can't regain control. Please help tired of having to shoot down unbehaving aircraft. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted February 28, 2016 Share Posted February 28, 2016 On 27/02/2016 at 0:25 AM, flywlyx said: Is it possible to make a single part contains multi-pal turrets? Yes it is possible to have multiple turrets in one part Link to comment Share on other sites More sharing options...
dark jam Posted February 28, 2016 Share Posted February 28, 2016 1 hour ago, Jackvony said: Whenever I release my wingman and trun off his AI pilot, he continues to orbit and I can't regain control. Please help tired of having to shoot down unbehaving aircraft. I had that problem too i have to really tried to do that again but i know that happened Link to comment Share on other sites More sharing options...
marc defranco Posted February 28, 2016 Share Posted February 28, 2016 Not sure if this has been reported yet, but if a FLIR pod is destroyed while you have turrets slaved to it they'll be permanently stuck on the last laser target. Link to comment Share on other sites More sharing options...
hallaballa321 Posted February 28, 2016 Share Posted February 28, 2016 @BahamutoD is there a way to get the ai to open a cargo bay and fire a missile? Link to comment Share on other sites More sharing options...
damowang2 Posted February 28, 2016 Share Posted February 28, 2016 9 hours ago, hallaballa321 said: @BahamutoD is there a way to get the ai to open a cargo bay and fire a missile? In editor, right click the weapon you intended to put in cargo bay, there is an option saying "in cargo bay", click to turn false to true, and the AI is supposed to be able to use it. Did not test with it. Link to comment Share on other sites More sharing options...
Cdodders Posted February 28, 2016 Share Posted February 28, 2016 (edited) It seems that turret functionality does not respond well to Hyperedit (which I use to move ships from runway to sea), ie they stop working entirely. Also, missiles in VLS cells that have been clipped into a structure dont disregard said structure and there is much explosions and catastrophe After Hyperedit, turrets fixed upon a singe point, and the firing of missiles led to explosions, multiple of. The quad-packed missiles in the forrad VLS block dont register on the manager at all for some reason Edited February 28, 2016 by Cdodders Link to comment Share on other sites More sharing options...
Wraith977 Posted February 28, 2016 Share Posted February 28, 2016 5 minutes ago, Cdodders said: It seems that turret functionality does not respond well to Hyperedit (which I use to move ships from runway to sea), ie they stop working entirely. Use the Vessel Mover, rather than Hyperedit for moving craft around on kerbin, it's much easier and less buggy. Link to comment Share on other sites More sharing options...
dark jam Posted February 28, 2016 Share Posted February 28, 2016 2 hours ago, Wraith977 said: Use the Vessel Mover, rather than Hyperedit for moving craft around on kerbin, it's much easier and less buggy. I agree it is super awesome Link to comment Share on other sites More sharing options...
Thatdude253 Posted February 28, 2016 Share Posted February 28, 2016 3 hours ago, Wraith977 said: Use the Vessel Mover, rather than Hyperedit for moving craft around on kerbin, it's much easier and less buggy. Thirded. I can clip VLS tubes into hull parts with no issues using vessel mover. Don't even bother with hyper edit Link to comment Share on other sites More sharing options...
marc defranco Posted February 28, 2016 Share Posted February 28, 2016 (edited) 3 hours ago, Cdodders said: It seems that turret functionality does not respond well to Hyperedit (which I use to move ships from runway to sea), ie they stop working entirely. Also, missiles in VLS cells that have been clipped into a structure dont disregard said structure and there is much explosions and catastrophe After Hyperedit, turrets fixed upon a singe point, and the firing of missiles led to explosions, multiple of. The quad-packed missiles in the forrad VLS block dont register on the manager at all for some reason Where are the hull parts from, or are they PWings? Edited February 28, 2016 by marc defranco Link to comment Share on other sites More sharing options...
Combatsmithen Posted February 29, 2016 Share Posted February 29, 2016 42 minutes ago, marc defranco said: Where are the hull parts from, or are they PWings? too smooth to be P-wings. Link to comment Share on other sites More sharing options...
dark jam Posted February 29, 2016 Share Posted February 29, 2016 10 minutes ago, Combatsmithen said: too smooth to be P-wings. is there not a mod for boat parts Link to comment Share on other sites More sharing options...
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