RobloxianPLAYS Posted February 12, 2015 Share Posted February 12, 2015 um, I can't seem to be able to use the weapons, I have the weapon command module thing attached but nothing happens when I right click the part Link to comment Share on other sites More sharing options...
Joshwoo70 Posted February 12, 2015 Share Posted February 12, 2015 Try another turret it think it is LOS (line of sight.) Link to comment Share on other sites More sharing options...
CursoryRaptor15 Posted February 12, 2015 Share Posted February 12, 2015 Btw, I failed to successfuly make a cluster bomb out of cluster bombs as I can't get them to deploy all at once (the action group just drops them).Any ideas?It's easy. This missile......used to be armed with a total of 12 Mk. 20s, mounted in a similar fashion to what you see here. The trick to getting the bombs to all deploy at the same time and in a roughly even distribution is:1. Setting all of your bombs to drop at the push of a single button. Easy to do with action groups (but it looks like you're already doing that, so let's move onto...)2. Setting all of your bombs to decouple (symmetrically) at different speeds. Don't worry about setting the first group's decouple speed to 0 if you're using cluster bombs. Instead, try to focus on evenly saturating as much area as possible.3. Dropping the bombs from a relatively steep angle. This ensures that all of the cluster bombs hit the deploy altitude at pretty much the same time. It also ensures they'll hit the target at about the same time, too. Oh, and depending on how your missile or whatever drops your bombs and in what kind of spread, it can also make pretty patterns of explosions on the target area, too! I hope this helps!CursoryRaptor Link to comment Share on other sites More sharing options...
tetryds Posted February 12, 2015 Share Posted February 12, 2015 (edited) Ty, I already know how to make it out of bombs, just asking about the cluster ones as they must be activated in order to deploy properly, via weapons manager, but that only drops one by one.I made one similar to yours, with a honeycomb pattern, pretty neat.Thanks for the tips, I am sure someone will make good use of them Btw you can also spin the core for a bigger splash radius Edited February 12, 2015 by tetryds Link to comment Share on other sites More sharing options...
Voyager1 Posted February 12, 2015 Share Posted February 12, 2015 Ty, I already know how to make it out of bombs, just asking about the cluster ones as they must be activated in order to deploy properly, via weapons manager, but that only drops one by one.I made one similar to yours, with a honeycomb pattern, pretty neat.Thanks for the tips, I am sure someone will make good use of them Btw you can also spin the core for a bigger splash radiusYou can change the attitude of each cluster bomb so that they all deploy at once by right clicking a cluster bomb and adjusting the deploy height dial when in the VAB or SPH. Just make sure all bombs are perfectly aligned next to each other on the vehicle so they all deploy at once. Link to comment Share on other sites More sharing options...
bartekkru99 Posted February 12, 2015 Share Posted February 12, 2015 Ty, I already know how to make it out of bombs, just asking about the cluster ones as they must be activated in order to deploy properly, via weapons manager, but that only drops one by one.I made one similar to yours, with a honeycomb pattern, pretty neat.Thanks for the tips, I am sure someone will make good use of them Btw you can also spin the core for a bigger splash radiusYou can bind cluster bombs to action group (not weapon manager) and they will drop all at once. Link to comment Share on other sites More sharing options...
Aerolfos Posted February 12, 2015 Share Posted February 12, 2015 Ty, I already know how to make it out of bombs, just asking about the cluster ones as they must be activated in order to deploy properly, via weapons manager, but that only drops one by one.I made one similar to yours, with a honeycomb pattern, pretty neat.Thanks for the tips, I am sure someone will make good use of them Btw you can also spin the core for a bigger splash radiusEasy! Use as many weapon managers as you have cluster bombs. Bind the "fire" and "next weapon" on them all to the same key, so they all select cluster bombs at one press, then when you fire each manager drops one bomb... which is all of them. - - - Updated - - -Someone could mod in MM files to add weapon managers to every pod Do it yourself. It's literally a few lines of code in the part.cfg (Along with the BDArmory.dll plugin or whatever.. but that is written already )That's how I make Kerbal Infantry, give them a resized grabbable (KAS) .50 cal with adjusted position (To be held in hand), integrated ammo and a weapon manager module thing. Then you have infantry that can be targetted by guard mode and shoot back!(Kudos to my friend for coming up with the idea) Link to comment Share on other sites More sharing options...
CursoryRaptor15 Posted February 12, 2015 Share Posted February 12, 2015 (edited) I AM GOING TO RUIN SOMEBODY'S DAY Okay, so what you see above is my best attempt at making a bomber that can carry at least 20 Mk. 20 cluster bombs, cruise at Mach 1.5+ at 2000 m fully loaded, be able to pull 3Gs or more while flying that fast without ripping the wings off, and still be able to carry at least four AIM-120s. All with Ferrum Aerospace Research enabled.It's taken almost a month, and five complete redesigns from the ground up, but this design manages to do all of these things....and yet, I'm a little disappointed.Does anybody know of a way to build an aircraft with a wide, flat cargo bay? Every attempt I've made at making a high speed bomber that can fulfil my requirements AND carry most of the bombs internally has failed. Mostly because the only Mk. 2 cargo bay is too narrow, so I'd have to link a lot of Mk. 2 cargo bays together for the bomber to be able to carry a lot of bombs internally. This always winds up being a problem because releasing bombs mounted along the length of the aircraft one by one really messes with the center of gravity. And long, thin aircraft tend to break in half if you try to turn hard at high speed.Any tips?Edit: For the record, there is no way I'm going to use that fat, ugly space shuttle cargo bay.CursoryRaptor Edited February 12, 2015 by CursoryRaptor15 Link to comment Share on other sites More sharing options...
Hodo Posted February 12, 2015 Share Posted February 12, 2015 I AM GOING TO RUIN SOMEBODY'S DAY http://i.imgur.com/hkFfPQI.pngOkay, so what you see above is my best attempt at making a bomber that can carry at least 20 Mk. 20 cluster bombs, cruise at Mach 1.5+ at 2000 m fully loaded, be able to pull 3Gs or more while flying that fast without ripping the wings off, and still be able to carry at least four AIM-120s. All with Ferrum Aerospace Research enabled.It's taken almost a month, and five complete redesigns from the ground up, but this design manages to do all of these things....and yet, I'm a little disappointed.Does anybody know of a way to build an aircraft with a wide, flat cargo bay? Every attempt I've made at making a high speed bomber that can fulfil my requirements AND carry most of the bombs internally has failed. Mostly because the only Mk. 2 cargo bay is too narrow, so I'd have to link a lot of Mk. 2 cargo bays together for the bomber to be able to carry a lot of bombs internally. This always winds up being a problem because releasing bombs mounted along the length of the aircraft one by one really messes with the center of gravity. And long, thin aircraft tend to break in half if you try to turn hard at high speed.Any tips?Edit: For the record, there is no way I'm going to use that fat, ugly space shuttle cargo bay.CursoryRaptorRetrofuture parts.It has a slightly bigger cargo bay that is a bomb bay but isnt huge. Link to comment Share on other sites More sharing options...
King_komodo93 Posted February 12, 2015 Share Posted February 12, 2015 I AM GOING TO RUIN SOMEBODY'S DAY http://i.imgur.com/hkFfPQI.pngOkay, so what you see above is my best attempt at making a bomber that can carry at least 20 Mk. 20 cluster bombs, cruise at Mach 1.5+ at 2000 m fully loaded, be able to pull 3Gs or more while flying that fast without ripping the wings off, and still be able to carry at least four AIM-120s. All with Ferrum Aerospace Research enabled.It's taken almost a month, and five complete redesigns from the ground up, but this design manages to do all of these things....and yet, I'm a little disappointed.Does anybody know of a way to build an aircraft with a wide, flat cargo bay? Every attempt I've made at making a high speed bomber that can fulfil my requirements AND carry most of the bombs internally has failed. Mostly because the only Mk. 2 cargo bay is too narrow, so I'd have to link a lot of Mk. 2 cargo bays together for the bomber to be able to carry a lot of bombs internally. This always winds up being a problem because releasing bombs mounted along the length of the aircraft one by one really messes with the center of gravity. And long, thin aircraft tend to break in half if you try to turn hard at high speed.Any tips?Edit: For the record, there is no way I'm going to use that fat, ugly space shuttle cargo bay.CursoryRaptorSide by side bays? Link to comment Share on other sites More sharing options...
Voyager1 Posted February 12, 2015 Share Posted February 12, 2015 I know nuclear bombs are not widely talked about here but I found something interesting that might be a cool weapon. The "Fat Man" bomb had a conventional version that was actually used during the war called the pumpkin bomb. It looks exactly identical to the nuclear version and has the same weight.http://en.wikipedia.org/wiki/Pumpkin_bomb Link to comment Share on other sites More sharing options...
CursoryRaptor15 Posted February 12, 2015 Share Posted February 12, 2015 Side by side bays?Tried that.Side-by-side bomb bay attempt 1 (six test flights with between 15 minutes to an hour of tinkering in between flights):Side-by-side bomb bay attempt 2: (eight test flights with between 15 minutes to an hour of tinkering in between flights):I had high hopes for this concept. The bombs and the fuel were more or less centered around the center of gravity, and while it was a bit of an ordeal to arrange the bomb bays such that their doors wouldn't impinge on each other when opening, the design was so fast I was able to fly 1000m directly over four SAM sites with AIM-120s while fully loaded and fueled without ever having to pop so much as a single flare.Unfortunately, the developers at Squad didn't seem to anticipate anyone attaching Mk. 2 bays side by side. The only Mk. 2 part that would attach to the side of the center bomb bay or fuel tank were Mk. 2 fuel tanks, and even then, it was difficult to attach correctly. This complicated things. I also had to add a bunch of carefully placed struts to keep the three Mk. 2 fuselages together.All complexity aside, two apparently irresolvable problems ensured my discarding of this concept:1. Both configurations shown above were very sensitive when it came to pitch. It was very easy to slip from pulling a 1.5 G turn to pulling a 4.5 G turn (breaking the fuselage in half). But whenever I tried to adjust FAR's dynamic control assistance (DCA) values to prevent overstressing the airframe, I found that the range of DCA values that allowed one to turn reasonably well (i.e. 2.5 Gs) was very, very narrow, and changed constantly. So just flying these two aircraft was a chore.2. This is the problem that killed the concept for me. Every time I pitched up, the aircraft would want to roll right pretty hard. When I pitched down, the aircraft would want to roll hard left. I rebuilt both of these aircraft from the ground up four times, checking the relative position of the center of mass and center of lift every time I attached a part. Still, the problem plagued me.(Wow... this reply was a lot longer than I'd intended it to be.)CursoryRaptor Link to comment Share on other sites More sharing options...
schnautzi Posted February 12, 2015 Share Posted February 12, 2015 I've encountered a strange bug for which I also have found a solution. I have the following mods installed:B9MK2 lightning cockpitkw rocketrymechjeb 2procedural fairingsquickscrollI'm running the 32bit build, version 0.90 currently (but this occurred on earlier versions), windows 8.1 When KSP crashes (which it does sometimes), the bombs disappear from the parts list and crafts with bombs can't be loaded (parts missing). This only happens with freefall bombs, the rest of the parts work fine. This can be fixed by deleting ModuleManager.ConfigCache and ModuleManager.ConfigSHA and restarting KSP.Strange eh? Link to comment Share on other sites More sharing options...
Voyager1 Posted February 12, 2015 Share Posted February 12, 2015 (edited) I know nuclear bombs are a bit touchy to talk about here but I think this could be a cool weapon. The "Fat Man" bomb actually had a conventional version used in battle called the "Pumpkin" bomb because of its round shape. The bomb itself looks and weighs almost exactly as much as the nuclear version (without the explosive yield of the nuclear bomb of course). I think it might be a cool addition to the mod, here's a picture.http://en.wikipedia.org/wiki/Pumpkin_bombSorry about that, accidentally posted it twice. Edited February 12, 2015 by Voyager1 Link to comment Share on other sites More sharing options...
King_komodo93 Posted February 13, 2015 Share Posted February 13, 2015 Tried that.Side-by-side bomb bay attempt 1 (six test flights with between 15 minutes to an hour of tinkering in between flights):http://i.imgur.com/mCp5F2h.pngSide-by-side bomb bay attempt 2: (eight test flights with between 15 minutes to an hour of tinkering in between flights):http://i.imgur.com/qqs6n4x.pngI had high hopes for this concept. The bombs and the fuel were more or less centered around the center of gravity, and while it was a bit of an ordeal to arrange the bomb bays such that their doors wouldn't impinge on each other when opening, the design was so fast I was able to fly 1000m directly over four SAM sites with AIM-120s while fully loaded and fueled without ever having to pop so much as a single flare.Unfortunately, the developers at Squad didn't seem to anticipate anyone attaching Mk. 2 bays side by side. The only Mk. 2 part that would attach to the side of the center bomb bay or fuel tank were Mk. 2 fuel tanks, and even then, it was difficult to attach correctly. This complicated things. I also had to add a bunch of carefully placed struts to keep the three Mk. 2 fuselages together.All complexity aside, two apparently irresolvable problems ensured my discarding of this concept:1. Both configurations shown above were very sensitive when it came to pitch. It was very easy to slip from pulling a 1.5 G turn to pulling a 4.5 G turn (breaking the fuselage in half). But whenever I tried to adjust FAR's dynamic control assistance (DCA) values to prevent overstressing the airframe, I found that the range of DCA values that allowed one to turn reasonably well (i.e. 2.5 Gs) was very, very narrow, and changed constantly. So just flying these two aircraft was a chore.2. This is the problem that killed the concept for me. Every time I pitched up, the aircraft would want to roll right pretty hard. When I pitched down, the aircraft would want to roll hard left. I rebuilt both of these aircraft from the ground up four times, checking the relative position of the center of mass and center of lift every time I attached a part. Still, the problem plagued me.(Wow... this reply was a lot longer than I'd intended it to be.)CursoryRaptorI made a space plane using the 3 set thing worked ok outside of running out of oxidizer halfway to a full orbit. I made it work, with stock Aerodynamics so may or may not work for you, by shifting the side portions down and in and a strategic use of struts. (oddly you can fix any problem with the right amount of struts no simply more)Screenshot of the spaceplane. I think the shift was 2 down 3 in. Link to comment Share on other sites More sharing options...
Tommygun Posted February 13, 2015 Share Posted February 13, 2015 I was just wondering if anyone has ever suggested a vehicle mounted flamethrower before?It might be too close ranged to be much fun.Maybe napalm bombs? Link to comment Share on other sites More sharing options...
Hodo Posted February 13, 2015 Share Posted February 13, 2015 I was just wondering if anyone has ever suggested a vehicle mounted flamethrower before?It might be too close ranged to be much fun.Maybe napalm bombs?That would be cool, napalm weapons, but they wouldn't have much of a blast force but they would do a great deal of heat damage over time. Would be cool but probably not that useful other than looks. Link to comment Share on other sites More sharing options...
mr. engino Posted February 13, 2015 Share Posted February 13, 2015 with this mod, I might have discovered a fun way to deorbit old satellites >;D Link to comment Share on other sites More sharing options...
LORDPrometheus Posted February 13, 2015 Share Posted February 13, 2015 (edited) Oddly enough the best aircraft I've designed in recent days is a replica predator drone using a retro future rear mounted prop and procedural wings. I also use FAR. It can perform very impressive manuvers at less than Mach 1 and hits a top speed of Mach 1.5 at 8,000m (above that it beings to loose too much air) it is armed with eight hellfire missiles like the real drone.My harrier/ F14/ F15 hybrid aircraft somehow become a long range bomber able to fly around the planet twice fully loaded.... Not sure how that happend but it can hit Mach 8.35 and carry a decent payload. Its a hybrid because its. VTOL with a harrier style body F-15 style wings and F-14 style weapons playlod. Not sure how I got 50k delta vMy blackbird esque spaceplane/ bomber built using the OPT mod works great as long as you don't turn above Mach 5 (instantaneous deconstruction) can fly to anywhere on the planet in around 1 in game hour drop its 48 500lb. JADAMs and return to KSC without refueling.My tanks work well but not amazing yet (still working on stability and maneuverability)Oh yeah I also built an orbital weapons platform focused in kinetic bombardment. It can drop a .625m missile (armed with a custom mini warhead since kinetics is kinda garbage currently) on a heavy tank from orbit and has 28 of the little guys. It can also be resupplied and two orbital ammo haulers are in orbit outside of loading distance from it. Edited February 13, 2015 by LORDPrometheus Link to comment Share on other sites More sharing options...
Hodo Posted February 13, 2015 Share Posted February 13, 2015 Oddly enough the best aircraft I've designed in recent days is a replica predator drone using a retro future rear mounted prop and procedural wings. I also use FAR. It can perform very impressive manuvers at less than Mach 1 and hits a top speed of Mach 1.5 at 8,000m (above that it beings to loose too much air) it is armed with eight hellfire missiles like the real drone.My harrier/ F14/ F15 hybrid aircraft somehow become a long range bomber able to fly around the planet twice fully loaded.... Not sure how that happend but it can hit Mach 8.35 and carry a decent payload. Its a hybrid because its. VTOL with a harrier style body F-15 style wings and F-14 style weapons playlod. Not sure how I got 50k delta vMy blackbird esque spaceplane/ bomber built using the OPT mod works great as long as you don't turn above Mach 5 (instantaneous deconstruction) can fly to anywhere on the planet in around 1 in game hour drop its 48 500lb. JADAMs and return to KSC without refueling.My tanks work well but not amazing yet (still working on stability and maneuverability)Oh yeah I also built an orbital weapons platform focused in kinetic bombardment. It can drop a .625m missile (armed with a custom mini warhead since kinetics is kinda garbage currently) on a heavy tank from orbit and has 28 of the little guys. It can also be resupplied and two orbital ammo haulers are in orbit outside of loading distance from it.Are you using FAR or NEAR? If you are using those things and the stock overpowered turbojet engines you can do some stupid numbers in KSP D/V wise. I never make full size replicas in stock KSP because of the horrible aerodynamic model and over powered jet engines. If you want realistic numbers go full RO with AJE and you will find that the F-15 is an amazing aircraft. Link to comment Share on other sites More sharing options...
CursoryRaptor15 Posted February 13, 2015 Share Posted February 13, 2015 Are you using FAR or NEAR? If you are using those things and the stock overpowered turbojet engines you can do some stupid numbers in KSP D/V wise. I never make full size replicas in stock KSP because of the horrible aerodynamic model and over powered jet engines. If you want realistic numbers go full RO with AJE and you will find that the F-15 is an amazing aircraft.After using FAR for a while, I'd decided to give the Advanced Jet Engines mod a try. First thing I tried was slapping two SR-71 engines a plane as small and sleek as an F-5. That was interesting.Things went surprisingly well once I figured out how to take off (with a little help from some rockets). Flying the thing turned out to be very easy once you figured out that any attempt to turn would rip your wings off. I highly recommended this design for anyone obsessed with flying in perfectly straight lines. Link to comment Share on other sites More sharing options...
Hodo Posted February 13, 2015 Share Posted February 13, 2015 After using FAR for a while, I'd decided to give the Advanced Jet Engines mod a try. First thing I tried was slapping two SR-71 engines a plane as small and sleek as an F-5. That was interesting.Things went surprisingly well once I figured out how to take off (with a little help from some rockets). Flying the thing turned out to be very easy once you figured out that any attempt to turn would rip your wings off. I highly recommended this design for anyone obsessed with flying in perfectly straight lines.Well seeing as you put two of the most powerful engines ever made on perhaps one of the smallest twin jet engine airframes ever made. I am surprised it didnt turn inside out.There was this test design last year...It did well up to mach 4.4 then its nose melted.Then there was this design which was a joy to fly.But I mainly tested it for lower altitude speed performance testing out AJE. Link to comment Share on other sites More sharing options...
tetryds Posted February 13, 2015 Share Posted February 13, 2015 Guys this is not the FAR thread, please stay on topic. Link to comment Share on other sites More sharing options...
Hodo Posted February 13, 2015 Share Posted February 13, 2015 Guys this is not the FAR thread, please stay on topic.Actually that would be an AJE possibly RO discussion not FAR. Link to comment Share on other sites More sharing options...
teamleader14 Posted February 14, 2015 Share Posted February 14, 2015 when will this mod be ready for KSP .90? Link to comment Share on other sites More sharing options...
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