Atatra Posted July 31, 2015 Share Posted July 31, 2015 would the radar function be available as a module that can be added to other parts? such as the radar dishes and radar set from LLL? Link to comment Share on other sites More sharing options...
Nickvr628 Posted July 31, 2015 Share Posted July 31, 2015 Nice video! I can't wait till the release! Link to comment Share on other sites More sharing options...
Ker-baller Posted July 31, 2015 Share Posted July 31, 2015 the guard mode doesn't work i have done every thing to a controlled experiment.i have made a attack turret and a defense turret on the launch pad I armed both of them, set to guard mode (scan interval 8, full everything else) and set to different teams yet no-one is shooting(both have guns)- - - Updated - - -please reply i need help Link to comment Share on other sites More sharing options...
bartekkru99 Posted July 31, 2015 Share Posted July 31, 2015 http://i.imgur.com/qzpgPSG.pngWill you add any kind nose mounted laser targeting pod for helicopters and VTOLs? Link to comment Share on other sites More sharing options...
V8jester Posted July 31, 2015 Share Posted July 31, 2015 http://i.imgur.com/qzpgPSG.pngWill you add any kind nose mounted laser targeting pod for helicopters and VTOLs?Firespitter has an apache nose radar model now. If you are inclined you may be able to use BD's module (when it is ready) and add it to the FS part. Link to comment Share on other sites More sharing options...
bartekkru99 Posted July 31, 2015 Share Posted July 31, 2015 the guard mode doesn't work i have done every thing to a controlled experiment.i have made a attack turret and a defense turret on the launch pad I armed both of them, set to guard mode (scan interval 8, full everything else) and set to different teams yet no-one is shooting(both have guns)- - - Updated - - -please reply i need helpHave you got ammo boxes on both vessels? Have you chose a weapon from the manager?- - - Updated - - -Firespitter has an apache nose radar model now. If you are inclined you may be able to use BD's module (when it is ready) and add it to the FS part.Firespitter has crappy textures, my improvised stock laser looks better for me. Link to comment Share on other sites More sharing options...
Minecraf345 Posted July 31, 2015 Share Posted July 31, 2015 the guard mode doesn't work i have done every thing to a controlled experiment.i have made a attack turret and a defense turret on the launch pad I armed both of them, set to guard mode (scan interval 8, full everything else) and set to different teams yet no-one is shooting(both have guns)- - - Updated - - -please reply i need helpYou need to set the scan interval to the lowest (1 i think) If it is on 8, it will take awhile for the others to notice. Link to comment Share on other sites More sharing options...
Crusher48 Posted July 31, 2015 Share Posted July 31, 2015 Bahamuto, will radar systems work in space in a similar way to how they work in atmosphere? Link to comment Share on other sites More sharing options...
bartekkru99 Posted July 31, 2015 Share Posted July 31, 2015 Bahamuto, will radar systems work in space in a similar way to how they work in atmosphere?There's no reason for it to not work. Link to comment Share on other sites More sharing options...
Boakamxe Posted July 31, 2015 Share Posted July 31, 2015 (edited) There's no reason for it to not work.It will, but it would probably look better with 3D radar Edited July 31, 2015 by Boakamxe Link to comment Share on other sites More sharing options...
BahamutoD Posted July 31, 2015 Author Share Posted July 31, 2015 It would work but pretty much nothing in this mod other than the HEKV is designed for space. Link to comment Share on other sites More sharing options...
bartekkru99 Posted July 31, 2015 Share Posted July 31, 2015 It would work but pretty much nothing in this mod other than the HEKV is designed for space.I've got to ask - do all turrets need radar for guard mode to work or are there some infrared guided? Link to comment Share on other sites More sharing options...
Orange_Slime_ Posted July 31, 2015 Share Posted July 31, 2015 When will the next update come out, all your youtube vids are getting me crazy excited, spec if the radar debug is built in as a seperate system Link to comment Share on other sites More sharing options...
Tbone2142 Posted August 1, 2015 Share Posted August 1, 2015 Hey guys! Just finished developing a new weapon! The Advanced Air-to-Ground Missile (XAGM). This is a top-attack missile designed to take out hard to reach targets amongst tight areas and between buildings where normal ground attack weapons could not reach.Here's a demo video that pretty much explains it. DOWNLOAD!!: http://www./download/cr00yn3n08eqv8d/XAGM.rarAlso, for some reason the missiles have two smoke trails. I dunno why. Oh and thanks Baha for your suggestion. Could you also make a link to this weapon please? Just call it Tbone's XAGM or something.I'll make a whole pack later on (and have a separate thread for it) with more fictional weapons. I might even make my own models. But for now, here's my first weapon (basically a tweaked and re-textured maverick). Enjoy! Link to comment Share on other sites More sharing options...
zacharii Posted August 1, 2015 Share Posted August 1, 2015 So I figured I'd wait till we get a public release that I'll get in the wrestling ring with the JSI module again. Instead I think I'll concentrate on more AAA choices (Tunguska, Shilka, Pivads, you get the idea) so I get more of a feel for the mod. I made a new prop devoted to the RWR though, I gotta plug it in and test it when we get the big release, until then I'm working on better cockpits and more JSI props Link to comment Share on other sites More sharing options...
Crusher48 Posted August 1, 2015 Share Posted August 1, 2015 It would work but pretty much nothing in this mod other than the HEKV is designed for space.I think most things work in space somewhat well anyways (guns and lasers), but more focus on space battles could be helpful (for example, having units on guard mode in orbit automatically face an attacker). Link to comment Share on other sites More sharing options...
DaMichel Posted August 1, 2015 Share Posted August 1, 2015 Why do you need a fire action group when you can reassign the main fire key to any button?Err, i don't know how to assign a joystick button Ok, suppose i just like to have things handled by the stock gui for consistency. There are plenty of mods doing their own thing with hotkeys and such. Mostly out of necessity. But sometimes there are conflicts. No problem if you don't like my suggestion. Link to comment Share on other sites More sharing options...
bartekkru99 Posted August 1, 2015 Share Posted August 1, 2015 Err, i don't know how to assign a joystick button Ok, suppose i just like to have things handled by the stock gui for consistency. There are plenty of mods doing their own thing with hotkeys and such. Mostly out of necessity. But sometimes there are conflicts. No problem if you don't like my suggestion.I think you can use action groups extended mod. I think it has a support for joysticks and gamepads. Link to comment Share on other sites More sharing options...
sashan Posted August 1, 2015 Share Posted August 1, 2015 (edited) Some ideas about cruise missiles.First, many of the real ones can be controlled in flight, like changing target, for example. Would be cool to have that. We already can change cruise altitude, I know. Also, there should be an option to do a pop-up maneuver, where missile gains altitude just before diving onto a target. Real Harpoon does that starting at 1800m from target, I thing we can safely decrease that to 600m. I know HArpoon is anti-ship... But still, this maneuver looks awesome. Edited August 1, 2015 by sashan Link to comment Share on other sites More sharing options...
TUKE Posted August 1, 2015 Share Posted August 1, 2015 Err, i don't know how to assign a joystick button Ok, suppose i just like to have things handled by the stock gui for consistency. There are plenty of mods doing their own thing with hotkeys and such. Mostly out of necessity. But sometimes there are conflicts. No problem if you don't like my suggestion.I did it with my joystick, click SET and then press your trigger, wham, done. Link to comment Share on other sites More sharing options...
Browning Posted August 1, 2015 Share Posted August 1, 2015 Any chance of smaller explosive warheads and more importantly proximity triggered warheads for 'home made' SAM and AA missiles?I have a SAM missile with a stock rocket motor, but it has a low direct hit rate. A proximity trigged, small explosive warhead would help make it more viable. Link to comment Share on other sites More sharing options...
Melfice Posted August 1, 2015 Share Posted August 1, 2015 Any chance of smaller explosive warheads and more importantly proximity triggered warheads for 'home made' SAM and AA missiles?I have a SAM missile with a stock rocket motor, but it has a low direct hit rate. A proximity trigged, small explosive warhead would help make it more viable.The "Build Your Own Missile" feature is still work in progress, and BahamutoD is currently working on the radar feature.It may be a while before he gets to this feature again. Maybe it's the next feature.Time will tell, so be patient. Link to comment Share on other sites More sharing options...
BahamutoD Posted August 1, 2015 Author Share Posted August 1, 2015 Hey guys! Just finished developing a new weapon! The Advanced Air-to-Ground Missile (XAGM). This is a top-attack missile designed to take out hard to reach targets amongst tight areas and between buildings where normal ground attack weapons could not reach.Very cool! I have no idea why it makes two smoke trails, since I assume you didn't edit the model.. very strange. I'll look at it after everything's done for the update.So I figured I'd wait till we get a public release that I'll get in the wrestling ring with the JSI module again. Instead I think I'll concentrate on more AAA choices (Tunguska, Shilka, Pivads, you get the idea) so I get more of a feel for the mod. I made a new prop devoted to the RWR though, I gotta plug it in and test it when we get the big release, until then I'm working on better cockpits and more JSI propsIf you're making those AAA turrets, I'd recommend to focus on the model for now, since the unity setup for the turrets will be different after the update. I'll make a video showing how to set it up the new way later.Err, i don't know how to assign a joystick button Ok, suppose i just like to have things handled by the stock gui for consistency. There are plenty of mods doing their own thing with hotkeys and such. Mostly out of necessity. But sometimes there are conflicts. No problem if you don't like my suggestion.ALT-B to bring up the options. Click 'set key', then press your joystick button. Link to comment Share on other sites More sharing options...
EdusacconBR Posted August 1, 2015 Share Posted August 1, 2015 OMG, looks AWESUM! Link to comment Share on other sites More sharing options...
Space Scumbag Posted August 1, 2015 Share Posted August 1, 2015 http://i.imgur.com/P4KNnPQ.pngAWACS, looks nice.And how long do we have to wait? I can't take it anymore! Link to comment Share on other sites More sharing options...
Recommended Posts