TheStig Posted September 5, 2014 Share Posted September 5, 2014 I'm actually trying to do something like that but I'm just doing some tests, I'm new in KSP mod.For now my goal is to make impossible to select an object out of the radar range. Link to comment Share on other sites More sharing options...
CitizenAerospace Posted September 6, 2014 Share Posted September 6, 2014 I'm having a problem; I can't select the turrents when I place them on my crafts.... I can pick them up and stuff but connect them to action groups. I have KAX, Firespitter, SpacePlane Plus, MechJeb and active texture management, if that helps. Any suggestion on how to fix it? Link to comment Share on other sites More sharing options...
xxninjabudderxx Posted September 6, 2014 Share Posted September 6, 2014 http://img.photobucket.com/albums/v327/tseter/Changedweapons_zps3f12cdce.gifHere is a quick pic of the changes I have done so far.Mark 91 250 pound General purpose unguided bomb:Half as powerful as the normal stats 3/4 the size of normal.[*]Mark 92 500 pound General purpose unguided bomb:100% normal weapon[*]Mark 93 1000 pound General purpose unguided bomb:Twice as powerful as the normal stats all around one and half larger than the normal.[*]75mm Howitzer:Half as powerful as the normal stats 3/4 the size of normal. 18 rounds per minute. 28 ammo 6 power 28 radius[*]105mm Howitzer:100% normal stats[*]155mm Howitzer:Twice as powerful as the normal stats all around one and half larger than the normal. 7.5 rounds per minute. 16 ammo 14 power 60 radius[*]AGM-114 Hellfire Missile:100% normal stats[*]M31 Guided Unitary MLRS:Twice as powerful and one and three quarters the normal size.High thrust for boost phase but short duration, low thrust long duration cruise phase.Is the a download to them, id love to have more options Link to comment Share on other sites More sharing options...
xxninjabudderxx Posted September 6, 2014 Share Posted September 6, 2014 Is there any way to make it so that the kerbals can carry guns, that'd pretty sick Link to comment Share on other sites More sharing options...
Jeb_Pls Posted September 6, 2014 Share Posted September 6, 2014 (edited) I think i have some problems with your mod, whenever i destroy a capsule/pod/anything that can contain kerbals, my User Interface goes full potato because when i click with my mouse anywhere on the screen, it will flash briefly and in the debug menu, 2 lines stuffed with "ArgumentException" errors will pop up. Also sometimes i'm unable to revert flight/return to the space center, because some random NullReferenceError will also appear. Do you know if this is linked to your mod? because this was the first thing i noticed when installing it (I had fresh installed the game, with no other mods) Edited September 6, 2014 by Jeb_Pls Link to comment Share on other sites More sharing options...
eeveelution Posted September 6, 2014 Share Posted September 6, 2014 Not sure if suggested/planned, but a mouse-guided missile would be awesome And so it won't try to fly to laythe form a kerbin orbit, make it have a 5km or so "barrier" from your ship, so that it works like an invisible glass wall around you if you understand me Link to comment Share on other sites More sharing options...
BahamutoD Posted September 6, 2014 Author Share Posted September 6, 2014 I'm having a problem; I can't select the turrents when I place them on my crafts.... I can pick them up and stuff but connect them to action groups. I have KAX, Firespitter, SpacePlane Plus, MechJeb and active texture management, if that helps. Any suggestion on how to fix it?Make sure you installed it correctly.Is there any way to make it so that the kerbals can carry guns, that'd pretty sickI'm not sure what you would do with kerbals that had guns.. Not sure if suggested/planned, but a mouse-guided missile would be awesome And so it won't try to fly to laythe form a kerbin orbit, make it have a 5km or so "barrier" from your ship, so that it works like an invisible glass wall around you if you understand me Maybe!I made some more progress.Guard mode works on turrets, added some warning sounds, and guards can attempt to shoot down missiles (kinda hard to see in the video). Lasers are much much more effective than the vulcan at this. Link to comment Share on other sites More sharing options...
Batteriii Posted September 6, 2014 Share Posted September 6, 2014 Your updates are like waiting for a new update to a game Link to comment Share on other sites More sharing options...
BahamutoD Posted September 6, 2014 Author Share Posted September 6, 2014 The trajectory prediction system I used for the gun/rocket aimers simulates the trajectory of the projectile all the way to its target.I applied the system to the bombs, taking into account atmospheric drag, velocity, and gravity at each simulated point, and now the bomb prediction is extremely accurate. It only works in stock aerodynamics for now.. I need to figure out how to get drag values from FAR.Here's a screenshot of the system with the whole trajectory line being rendered. In the release, the prediction lines will be off, but you can turn it on if you want. (The bomb dropped after this screenshot was a direct hit) Link to comment Share on other sites More sharing options...
Space Scumbag Posted September 6, 2014 Share Posted September 6, 2014 I don't know what to say. Really impressive work, and you did/will do much more than I expected. From some simple guns and cannons to this, awesome. Any updates for the railgun and surface to air missiles? Link to comment Share on other sites More sharing options...
Batteriii Posted September 7, 2014 Share Posted September 7, 2014 The trajectory prediction system I used for the gun/rocket aimers simulates the trajectory of the projectile all the way to its target.I applied the system to the bombs, taking into account atmospheric drag, velocity, and gravity at each simulated point, and now the bomb prediction is extremely accurate. It only works in stock aerodynamics for now.. I need to figure out how to get drag values from FAR.Here's a screenshot of the system with the whole trajectory line being rendered. In the release, the prediction lines will be off, but you can turn it on if you want. (The bomb dropped after this screenshot was a direct hit)http://i.imgur.com/8c9UyET.pngOmg you just thinke about everything, AND I LIKE IT Link to comment Share on other sites More sharing options...
buddertroll Posted September 7, 2014 Share Posted September 7, 2014 Does FAR effect bombs? Link to comment Share on other sites More sharing options...
King_komodo93 Posted September 7, 2014 Share Posted September 7, 2014 The trajectory prediction system I used for the gun/rocket aimers simulates the trajectory of the projectile all the way to its target.I applied the system to the bombs, taking into account atmospheric drag, velocity, and gravity at each simulated point, and now the bomb prediction is extremely accurate. It only works in stock aerodynamics for now.. I need to figure out how to get drag values from FAR.Here's a screenshot of the system with the whole trajectory line being rendered. In the release, the prediction lines will be off, but you can turn it on if you want. (The bomb dropped after this screenshot was a direct hit)http://i.imgur.com/8c9UyET.pngCould you just release what you've done so far as 0.5.15 because 0.5.2 seems to simply be taking forever. *Note" This is only made in jest, take the time you need to to make the next update just as good as the rest. Link to comment Share on other sites More sharing options...
Camacha Posted September 7, 2014 Share Posted September 7, 2014 (edited) I have always had a dislike for weapons mod, as KSP is about creating and not destroying, but this one is done very well and without too much hassle surrounding it. There are a few minor quibbles, such as guns shooting even when clicking inside menus or the interface and flares causing a bit of lag, but I think those can be easily ironed out. Edited September 7, 2014 by Camacha Link to comment Share on other sites More sharing options...
vortexHD Posted September 7, 2014 Share Posted September 7, 2014 Very cool mod!! Now my A-10 Thunderbolt II have power of gau 8 =D Link to comment Share on other sites More sharing options...
Melfice Posted September 7, 2014 Share Posted September 7, 2014 There are a few minor quibbles, such as guns shooting even when clicking inside menus or the interface and flares causing a bit of lag, but I think those can be easily ironed out.To "fix" that, turn off the gun whenever you intend to click any buttons. Link to comment Share on other sites More sharing options...
Camacha Posted September 7, 2014 Share Posted September 7, 2014 I was wondering why those rockets had a short range, but they just ran into the physics limit and disappeared Guess I need to follow them with the camera.To "fix" that, turn off the gun whenever you intend to click any buttons.That is less than optimal when clicking the context menu's of different guns. If you have three and you right click > activate turret on the first, all is well. If you try to do the same for the second, you shoot the first. The same goes for turning on brakes and stuff like that.You can work around it, but it is less than optimal. Just a small thing. Link to comment Share on other sites More sharing options...
Camacha Posted September 7, 2014 Share Posted September 7, 2014 Do Sidewinders blow up after a certain distance? I have a couple that are right on target, but blow up just short. Link to comment Share on other sites More sharing options...
Melfice Posted September 7, 2014 Share Posted September 7, 2014 I was wondering why those rockets had a short range, but they just ran into the physics limit and disappeared Guess I need to follow them with the camera.That is less than optimal when clicking the context menu's of different guns. If you have three and you right click > activate turret on the first, all is well. If you try to do the same for the second, you shoot the first. The same goes for turning on brakes and stuff like that.You can work around it, but it is less than optimal. Just a small thing.Use action groups for the guns. Link to comment Share on other sites More sharing options...
Hodo Posted September 7, 2014 Share Posted September 7, 2014 Use action groups for the guns.+1.When he is right he is right on! Link to comment Share on other sites More sharing options...
Camacha Posted September 7, 2014 Share Posted September 7, 2014 (edited) Use action groups for the guns.Don't worry, I can think of workarounds However, it remains less than optimal. Action Groups are a limited resource. Working around problems should not be the goal. Edited September 7, 2014 by Camacha Link to comment Share on other sites More sharing options...
Eclipse842 Posted September 7, 2014 Share Posted September 7, 2014 Make sure you installed it correctly.I'm not sure what you would do with kerbals that had guns.. Maybe!I made some more progress.Guard mode works on turrets, added some warning sounds, and guards can attempt to shoot down missiles (kinda hard to see in the video). Lasers are much much more effective than the vulcan at this. Holy Cahooly that is amazing, when will it be ready to be released. Link to comment Share on other sites More sharing options...
Sid Brandt Posted September 7, 2014 Share Posted September 7, 2014 A larger laser weapon for a Low Orbit Ion Cannon please? Link to comment Share on other sites More sharing options...
vortexHD Posted September 7, 2014 Share Posted September 7, 2014 A larger laser weapon for a Low Orbit Ion Cannon please? Good idea!! I can create config for it, but i need model and texture. Link to comment Share on other sites More sharing options...
BahamutoD Posted September 7, 2014 Author Share Posted September 7, 2014 Don't worry, I can think of workarounds However, it remains less than optimal. Action Groups are a limited resource. Working around problems should not be the goal.In the next version, you'll be also be able to switch to guns with the weapon manager, but you're right, I need to find out how to make it not register fire commands when clicking on gui elements..A larger laser weapon for a Low Orbit Ion Cannon please?It would have to be extremely low orbit.. You can't actually affect things on the ground from orbit. Link to comment Share on other sites More sharing options...
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