randomusername1 Posted October 17, 2014 Share Posted October 17, 2014 You need an ammo box and you need to click to shoot. Link to comment Share on other sites More sharing options...
SmiteZero Posted October 17, 2014 Share Posted October 17, 2014 You need an ammo box and you need to click to shoot.Thanks! Is there a way to define the order in which rails/missiles fire from the control box? Missiles stacked behind each other keep firing the back one first and boom. hehe. Link to comment Share on other sites More sharing options...
King_komodo93 Posted October 17, 2014 Share Posted October 17, 2014 Thanks! Is there a way to define the order in which rails/missiles fire from the control box? Missiles stacked behind each other keep firing the back one first and boom. hehe.Not yet that I know of but your best bet to "fix" this at this point is in the SPH/VAB is by tweaking the drop time 0.8 seems to be the best I've found may have to double check that. Link to comment Share on other sites More sharing options...
SmiteZero Posted October 17, 2014 Share Posted October 17, 2014 (edited) Not yet that I know of but your best bet to "fix" this at this point is in the SPH/VAB is by tweaking the drop time 0.8 seems to be the best I've found may have to double check that.I havn't noticed this drop time option.. Sound's handy. I'll keep a look out...Oh duh. It's a tweakable on the bomb. Edited October 18, 2014 by SmiteZero Link to comment Share on other sites More sharing options...
BigNose Posted October 17, 2014 Share Posted October 17, 2014 A heads up:While playing career last night, I found that there is still an issue when rendezvousing with vessels. When they load, their velocity suddenly jumps to whatever velocity your vessel is. For example, I was in a suborbital trajectory on an intersect course with a stranded kerbal in orbit, and when we came within loading distance, the kerbal was suddenly in a suborbital trajectory as well. This most likely has to do with the physics range extension feature of BDArmory. You may want to remove BDArmory if you are playing KSP for real.Sorry for the inconvenience - this is still in 'Addon Development' for a reason .PS - I was still able to save the kerbal.Does this happen only with the mod-standard 5km loading distance, or also if you set it back to 2.5km and still use the mod? Link to comment Share on other sites More sharing options...
BahamutoD Posted October 17, 2014 Author Share Posted October 17, 2014 It happens even when set to 2500. If I don't find the solution for the next update, I'll put back the option of setting it to 0 to completely stop BDA from messing with the loading distances. Link to comment Share on other sites More sharing options...
Damaske Posted October 17, 2014 Share Posted October 17, 2014 (reposted from another thread as i posted in the wrong one on mistake. ( facepaws and mutters )Question: Is there any chance we can get space based missile launcher turrets/pods here sometime soonâ„¢? I've got a really nice Homeworld-like cruiser in orbit and the 8 space missiles that are on it is just not enough to do a lasting combat campaign. I've also loaded up with 8 of Lacks' turrets that he modded for this mod as with some Hydra rocket pods, and ammo. Also is there a snowballs chance in Kerbol (the sun) that the Hydra rockets can gain a gimble to the engines on them so they "might" be use with active guidance within space as a temporary fix till a better ammo based missile pod is released?Just a small (i hope )list of some things I'd like to be added in soonâ„¢ish; Large battleship triple, dual, and single turrets Medium battleship triple, dual and single turrets Small battleship dual and single turrets A variety of tank turrets though-out history including if possible turrets that had limited side to side moment. Each with proper sized guns from the tank its modeled from. Yes this is a LOT to ask for but something I do look forward too. Artillery like turrets that are like the one mod that was released to go along side this one. Link to comment Share on other sites More sharing options...
Avalon304 Posted October 17, 2014 Share Posted October 17, 2014 A heads up:While playing career last night, I found that there is still an issue when rendezvousing with vessels. When they load, their velocity suddenly jumps to whatever velocity your vessel is. For example, I was in a suborbital trajectory on an intersect course with a stranded kerbal in orbit, and when we came within loading distance, the kerbal was suddenly in a suborbital trajectory as well. This most likely has to do with the physics range extension feature of BDArmory. You may want to remove BDArmory if you are playing KSP for real.Sorry for the inconvenience - this is still in 'Addon Development' for a reason .PS - I was still able to save the kerbal.This is definitly because of the physics range extension, I noticed this when you originally implemented physics extension. It'll happen right when you get into the physics range, and you'll see the game take a moment to calculate everything. I hope you get this fixed, but unfotunately I had to remove BDArmory as I didnt want it endangering my station every time I sent a shuttle up to add a new part. Link to comment Share on other sites More sharing options...
Eskandare Posted October 17, 2014 Share Posted October 17, 2014 A heads up:While playing career last night, I found that there is still an issue when rendezvousing with vessels. When they load, their velocity suddenly jumps to whatever velocity your vessel is. For example, I was in a suborbital trajectory on an intersect course with a stranded kerbal in orbit, and when we came within loading distance, the kerbal was suddenly in a suborbital trajectory as well. This most likely has to do with the physics range extension feature of BDArmory. You may want to remove BDArmory if you are playing KSP for real.Sorry for the inconvenience - this is still in 'Addon Development' for a reason .PS - I was still able to save the kerbal.I hope you'll be able to fix it. Look forward to more blasty fun. Link to comment Share on other sites More sharing options...
Acea Posted October 17, 2014 Share Posted October 17, 2014 A heads up:While playing career last night, I found that there is still an issue when rendezvousing with vessels. When they load, their velocity suddenly jumps to whatever velocity your vessel is. For example, I was in a suborbital trajectory on an intersect course with a stranded kerbal in orbit, and when we came within loading distance, the kerbal was suddenly in a suborbital trajectory as well. This most likely has to do with the physics range extension feature of BDArmory. You may want to remove BDArmory if you are playing KSP for real.Sorry for the inconvenience - this is still in 'Addon Development' for a reason .PS - I was still able to save the kerbal.Got the same problem for once. Hoping this bug can get fixed. Link to comment Share on other sites More sharing options...
buddertroll Posted October 17, 2014 Share Posted October 17, 2014 Actually.. that glitch helped me a bit xD I was doing the saving a kerbal mission then the kerbal sudden lost all his velocity and I quickly rescued him before I hit the atmosphere... saved me some fuel xD Link to comment Share on other sites More sharing options...
bartekkru99 Posted October 18, 2014 Share Posted October 18, 2014 Baha, what do you think about cooperation with ID? Link to comment Share on other sites More sharing options...
Space Scumbag Posted October 18, 2014 Share Posted October 18, 2014 Is there a way to make the laser capable to destroy the KSC buildings. I need it for, ahem, "science". I tried to change some things in the cfg, but I think you can help. Link to comment Share on other sites More sharing options...
bartekkru99 Posted October 18, 2014 Share Posted October 18, 2014 Is there a way to make the laser capable to destroy the KSC buildings. I need it for, ahem, "science". I tried to change some things in the cfg, but I think you can help.What are we gonna see in the next video? Link to comment Share on other sites More sharing options...
Tortilla Ship Posted October 18, 2014 Share Posted October 18, 2014 I would happily give my left testicle to see weapons from FTL. BD, If you are out there (and have enough spare time and whatnot) can you consider this as an addition to the mod, or if not, maybe an expansion? Link to comment Share on other sites More sharing options...
Jeffer Posted October 18, 2014 Share Posted October 18, 2014 Really great mod! I've been having quite a lot of fun with it. I'm trying to make an atomic bomb add-on for it. It destroys most of the space center when it explodes! The radius is pretty large.Is there any way to scale up the explosion effects though? I've tried tweaking the explosion size parameter in the config a few different ways, but it doesn't seem to be able to scale up larger than 2. Link to comment Share on other sites More sharing options...
MacNuggetGaming Posted October 19, 2014 Share Posted October 19, 2014 Hey BahamutoD! I have to say, this mod is the real reason why I play KSP on 0.25! I really love the weapons and everything (I can't forget the destruction!!!)! I know that you are focusing on this mod and I was just wondering if there was a possibility for you to add a part where you have an open-backed, flat-bedded trailer with a free left-to-right movement to simulate a trailer in real life. The main reason why I want this object is to add your AA-CIWS on the platform, and because i have no skill with building or I would make my own platform. I also want to use the platform to make a AA-Missle Battery as well. I made a post on this but i have no clue where it went . Anyway, just wanted to know what you thought about this object.thanks-MNG Link to comment Share on other sites More sharing options...
Brian Wiens Posted October 19, 2014 Share Posted October 19, 2014 I'm sure it's already been asked but are you adding a 20mm CIWS (Phalanx)? Also, can you use the Goalkeeper CIWS to shoot down missiles like it was meant to do? Link to comment Share on other sites More sharing options...
Brian Wiens Posted October 19, 2014 Share Posted October 19, 2014 Additionally, do you think something like the ASM-135 ASAT Missile would be possible to make. I would be awesome to recreate the part from Red Storm Rising where a Soviet RORSAT is shot down with an ASM-135 by an F-15 in a high altitude vertical climb. Here are some pictures of it: Link to comment Share on other sites More sharing options...
bartekkru99 Posted October 19, 2014 Share Posted October 19, 2014 Really great mod! I've been having quite a lot of fun with it. I'm trying to make an atomic bomb add-on for it. It destroys most of the space center when it explodes! The radius is pretty large.Is there any way to scale up the explosion effects though? I've tried tweaking the explosion size parameter in the config a few different ways, but it doesn't seem to be able to scale up larger than 2.http://i.imgur.com/GvDZYf2.jpg?1http://i.imgur.com/7z3YKnN.jpg?1Congrats for your first post!And Baha what do you think about cooperation with ID? Link to comment Share on other sites More sharing options...
Aerolfos Posted October 19, 2014 Share Posted October 19, 2014 (edited) A heads up:While playing career last night, I found that there is still an issue when rendezvousing with vessels. When they load, their velocity suddenly jumps to whatever velocity your vessel is. For example, I was in a suborbital trajectory on an intersect course with a stranded kerbal in orbit, and when we came within loading distance, the kerbal was suddenly in a suborbital trajectory as well. This most likely has to do with the physics range extension feature of BDArmory. You may want to remove BDArmory if you are playing KSP for real.Sorry for the inconvenience - this is still in 'Addon Development' for a reason .PS - I was still able to save the kerbal.So... it was your mod doing the match velocity thing. Well, don't fix it! One of my Glitchâ„¢ based missiles uses it to cause massive destruction! Better than even a nuke Made as a result of friend making an iOP engine (Ion engines now overpowered!). Very fun to play around with. Edited October 19, 2014 by Aerolfos Link to comment Share on other sites More sharing options...
Aerolfos Posted October 19, 2014 Share Posted October 19, 2014 Really great mod! I've been having quite a lot of fun with it. I'm trying to make an atomic bomb add-on for it. It destroys most of the space center when it explodes! The radius is pretty large.Is there any way to scale up the explosion effects though? I've tried tweaking the explosion size parameter in the config a few different ways, but it doesn't seem to be able to scale up larger than 2.http://i.imgur.com/GvDZYf2.jpg?1http://i.imgur.com/7z3YKnN.jpg?1Well, if you're adding nukes I give you one condition: I want a mushroom cloud.Destroying everything can be cool enough, but what makes it truly friggin awesome is seeing a mushroom cloud rise from the remains of your enemies. Is it hard? Yes. I know. I can't do it for example.. But that is what makes a nuke cool! Link to comment Share on other sites More sharing options...
King_komodo93 Posted October 19, 2014 Share Posted October 19, 2014 I'm sure it's already been asked but are you adding a 20mm CIWS (Phalanx)? Also, can you use the Goalkeeper CIWS to shoot down missiles like it was meant to do?Guard mode switch target type you're gun/laser will now target missiles. Though if you want a little bit of a chance of destroying the thing since that is half the fun, might I suggest giving it a longer time between scans. Link to comment Share on other sites More sharing options...
ryanedward Posted October 19, 2014 Share Posted October 19, 2014 Hmm if I may add my own request of the atom bomb: I want a glassy surface of the ground in a ~200m radius - the Hiroshima bomb, one of the weakest atom bombs ever built (that is crazy to say, but it is true) glassed a huge radius when it went off. Also, make it an option for the blinding blink of light - I really want the sky to go dark for a minute after it goes off..... Ah, the potential of an atom bomb in KSP. Link to comment Share on other sites More sharing options...
Jeffer Posted October 19, 2014 Share Posted October 19, 2014 Well, if you're adding nukes I give you one condition: I want a mushroom cloud.Destroying everything can be cool enough, but what makes it truly friggin awesome is seeing a mushroom cloud rise from the remains of your enemies. Is it hard? Yes. I know. I can't do it for example.. But that is what makes a nuke cool!Hmm if I may add my own request of the atom bomb: I want a glassy surface of the ground in a ~200m radius - the Hiroshima bomb, one of the weakest atom bombs ever built (that is crazy to say, but it is true) glassed a huge radius when it went off. Also, make it an option for the blinding blink of light - I really want the sky to go dark for a minute after it goes off..... Ah, the potential of an atom bomb in KSP.I know, I want a mushroom cloud as well as other super cool effects and whatnot. I've been trying to figure out how to mod the explosion effects for the game (or really, any effects for that matter). I can't find any tutorials about creating explosions and other such effects. The more I look at it, the more I suspect that modding explosions like that may require going into the actual source code and changing things which would ostensibly mean making a new plugin itself. I'm not sure how involved the code for the explosion effects are.Hey, BahamutoD, any chance you could add a scalable mushroom cloud type of explosion effect into your mod? Link to comment Share on other sites More sharing options...
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