Small correction: Target hold tries to hit whatever the current active command part is. You can use this to juke missiles sometimes by setting your control point to be a probe somewhere on the wingtip so the missile doesn't hit the center of your plane as often.
1:00 I haven't had the time to keep up with all your content over the last since I subbed, but I can tell you've improved, thanks for sticking with it =)
I have spent ATLEAST 20 hours trying figure out to target I didn’t know it was down their bro thank you and thanks for the gyro thing ima use taht for my designs
I had used to put ore tanks in the missles. They are heavy, and they arch down quite a bit, but if even one gets a hit, it will turn the structural plates into confetti, warp them out of place, or even destroy them.
I would advise making them duel mounted instead of only one, because of how the contact is, having only one will shift the center of mass to the side drastically, as well as interfering with aerodynamics. Edit: I primarily do this kind of missile in space, as the horrific aerodynamics of it doesn’t affect the missile.
Id like to throw some ideas at you, I have some spin stabilized rocket i beams that are relatively accurate and small enough for a medium sized aircraft to carry a dozen or so
you can make the missiles do more damage by putting a grip pad on the tip of the nose cus they have a very high impact tolerance (the missile wont break)
Yes, I really need to do an updated vid soon as pretty much every weapon I show could be improved a lot by adding grip pads, as well as covering a lot of weapons I missed!
I built the missile an I am trying to test it. But when I fly my plane up and try to switch to the missile it says "cannot switch vessels while in atmosphere". How did you do it?
I can't believe that I didn't include that! In the vid I'm using the mod Physics Range Extender (PRS) to make the video a bit easier to film and let me switch crafts regardless. But you can do it completely stock though by attaching everything that your gonna need to switch between (missiles, planes etc.) together with decouplers. Then getting it into the air before detaching them. This leads to some really silly looking launches with two planes stacked on top one another taking off lol but completely fixes the switching problem between them once they are detached mid-air. Let me know if that works for you! :D
There's a bug on KSP Console science mode where the launchpad pretends to be level one instead of max, so you have to destroy it and rebuild it to continue progressing, so this might be useful...
Yeah, I really wish they would add them on console. It's really unfair for everyone playing on there! There are still a ton of possibilities, at some point I'm gonna do a follow up to this vid with some more in depth weapons ( guided artillery, bigger better rockets, "guns" without the fireworks etc.) and most of that should work on console
I wish console had those. I have to make stock weapons a bit differently. Also can’t overclock with console kal. Vid is a little long but good overall. Have a sub.
Do you get the bug where the launch pad decides your craft is too big or heavy even when it's within the limits, forcing you to plan the launchpad's rapid disassembly?
Thanks!! I'm using Scatterer, TUFX, Blackrack's volumetric clouds (from patreon), and parallax (with vegetation turned off) Also I don't recall exactly what TUFX config I was using for this video but will let you know if I find it!
Yes, you can put any BDA gun on there, idk if the AI can control it though. I know that as it is in the video the AI will just ignore the turret, there may be some way to get it to use the turret that I'm unaware of.
I found someone who said this was how you got to that debug menu on xbox, "Pause the game, then while on the pause screen hit Up, Up, Down, Down, Left, Right, Left, Right. All on the Dpad." let me know if it works and if it does I'll pin it for other console players :)
Development seems to have more or less stopped on the console version before they ever released the update that contained firework launchers unfortunately :(
Question, did they remove the starshot 8 and 32, or is it a DLC that isn't breaking ground or History and Parts? Because ive looked for hours and just can't find it 🤔
Like I said these aren't about being the best it's just the basics behind the ones I've used and made in the past, and not at all really for TLW or anything
There's a lot of options like I said at the end of the video, this is just the basic principles behind all stock weapons. I would have added stuff like the artillery we've been working on in the server but was already looking at a nearly 40 minute video. Just the building blocks basically
@@smooneychad you're just doing conventional weapons in this video. There are unconventional weapons like my plasma lance that you've seen in the discord. There are also torsion torturers, mass drivers, asteroids, lag machines, basically you've not even scratched the surface of an absolutely giant iceberg.
What guide should I do next? :D I post .craft files here -> discord.gg/Wkypc4Qa8Y Edit for my console comrades! You can pull up the debug menu I show at 5:28 by pausing the game and pressing Up, Up, Down, Down, Left, Right, Left, Right on the D-pad ( konami code reference)
@@smooneychad plain structural plate armor is for noobs. You need to layer it with wings and use struts literally everywhere. That way, if the joint is broken, the armor is still there. And have you ever tried to shoot a strut? They're too small to hit.
Small correction: Target hold tries to hit whatever the current active command part is. You can use this to juke missiles sometimes by setting your control point to be a probe somewhere on the wingtip so the missile doesn't hit the center of your plane as often.
Its a good day when smooney uploads
wow this is what i needed
Great video, I didn't know about some of these, the ball turrets are very clever!
Thanks!! Glad to inform you, I love making those things
1:00 I haven't had the time to keep up with all your content over the last since I subbed, but I can tell you've improved, thanks for sticking with it =)
Good to see you again! Thanks coming back and checking things out! :D
The way it pass true those pannels feels like real balistic going too fast to actually blows things up :3
I have spent ATLEAST 20 hours trying figure out to target I didn’t know it was down their bro thank you and thanks for the gyro thing ima use taht for my designs
Same 💀
Hey no problem, that’s awesome I could help out!
I had used to put ore tanks in the missles. They are heavy, and they arch down quite a bit, but if even one gets a hit, it will turn the structural plates into confetti, warp them out of place, or even destroy them.
I've got to try that! sounds brutal
I would advise making them duel mounted instead of only one, because of how the contact is, having only one will shift the center of mass to the side drastically, as well as interfering with aerodynamics.
Edit: I primarily do this kind of missile in space, as the horrific aerodynamics of it doesn’t affect the missile.
Press the F4 key to enable the boxes for nearby crafts
I'll have to try that next time that happens, thanks! :D
Target boxes and any other vessel marks are toggled on F4 (function 4) button
I’m so dumb for not knowing that lol thanks! :D
Id like to throw some ideas at you, I have some spin stabilized rocket i beams that are relatively accurate and small enough for a medium sized aircraft to carry a dozen or so
you can make the missiles do more damage by putting a grip pad on the tip of the nose cus they have a very high impact tolerance (the missile wont break)
Yes, I really need to do an updated vid soon as pretty much every weapon I show could be improved a lot by adding grip pads, as well as covering a lot of weapons I missed!
I built the missile an I am trying to test it. But when I fly my plane up and try to switch to the missile it says "cannot switch vessels while in atmosphere". How did you do it?
I can't believe that I didn't include that! In the vid I'm using the mod Physics Range Extender (PRS) to make the video a bit easier to film and let me switch crafts regardless. But you can do it completely stock though by attaching everything that your gonna need to switch between (missiles, planes etc.) together with decouplers. Then getting it into the air before detaching them. This leads to some really silly looking launches with two planes stacked on top one another taking off lol but completely fixes the switching problem between them once they are detached mid-air. Let me know if that works for you! :D
@@smooneychad ty, it worked!
best video ever
How come I don’t have the firework launcher on console! I bought both of the DLCS
very cool video!
God bless!
Thanks! And God bless! :D
There's a bug on KSP Console science mode where the launchpad pretends to be level one instead of max, so you have to destroy it and rebuild it to continue progressing, so this might be useful...
I finally thought I found a cool thing for console but I needs the firework launchers
Yeah, I really wish they would add them on console. It's really unfair for everyone playing on there! There are still a ton of possibilities, at some point I'm gonna do a follow up to this vid with some more in depth weapons ( guided artillery, bigger better rockets, "guns" without the fireworks etc.) and most of that should work on console
@@smooneychad thank you
I wish console had those. I have to make stock weapons a bit differently. Also can’t overclock with console kal. Vid is a little long but good overall. Have a sub.
Much appreciated! It's a true shame that console has a nerfed KAL (and no fireworks) Gonna do an updated version soon so keep an eye out!
Do you get the bug where the launch pad decides your craft is too big or heavy even when it's within the limits, forcing you to plan the launchpad's rapid disassembly?
спасибо за гайд!
what version do i need to be in for the fire work launchers to be in the game?
They were added in 1.12 on PC but I don't believe they have been added to any console version so far though, no idea why but it really sucks.
aw man
what graphics mods are you running, you're game looks fantastic! especially that bloom
Thanks!! I'm using Scatterer, TUFX, Blackrack's volumetric clouds (from patreon), and parallax (with vegetation turned off) Also I don't recall exactly what TUFX config I was using for this video but will let you know if I find it!
can you use the turret to mount BDA cannons... also if yes will the AI be able to control the turret
Yes, you can put any BDA gun on there, idk if the AI can control it though. I know that as it is in the video the AI will just ignore the turret, there may be some way to get it to use the turret that I'm unaware of.
I don’t have firework cannons:(
Same, are you on console?
I cant find the starshot. Are they from a DLC? Im palyin in ps4 by the way
dont think ps4 has firework launchers i have DLC😕
Albert Einstein over here blowing my mind
I don’t have the firework launcher
Thanks edit 5:27 uhhhhhh….xbox
I found someone who said this was how you got to that debug menu on xbox, "Pause the game, then while on the pause screen hit Up, Up, Down, Down, Left, Right, Left, Right. All on the Dpad." let me know if it works and if it does I'll pin it for other console players :)
@@smooneychad i had console ksp for a while, can confirm it works
@@revydevy k nice, many thanks revy!
@@smooneychad i’ll try to do it soon
@@smooneychad it does work
I don't have the firework cannons on xbox. How do i get them
Development seems to have more or less stopped on the console version before they ever released the update that contained firework launchers unfortunately :(
Question, did they remove the starshot 8 and 32, or is it a DLC that isn't breaking ground or History and Parts? Because ive looked for hours and just can't find it 🤔
if ur console fireworks arnt in the game for no reason😕
@@Ham_Sandwich143 just figured it out, apparently console ksp is an earlier version, and is there a way to get to the modern versions on console?
Hey Smoon's Room. This is CanIChangeThisLater. I don't have the DLCs and still make better stock weapons than this
Like I said these aren't about being the best it's just the basics behind the ones I've used and made in the past, and not at all really for TLW or anything
25:10 How were you able to switch to the missile during the flight
[ and ]
FIRST FROM THE UNITED WINGMAN
AYYY nice! edit: I think you're first over all!
@@smooneychad yasssssss
Sadly, on console version there are no fireworks launchers, but that's okay, 😅
Maybe one day! :D (unlikely)
Console edition doesn't have fireworks :(
Yep It's sad :( at least the missile work I suppose!
Is it in console update version?
is this in ksp2?
This is Ksp1. But I have done some limited weapons in ksp2 though! th-cam.com/video/UFggc2x7BVQ/w-d-xo.htmlsi=hODvVShrmlfgLvzn
i dont have fireworks on mine
If you're on console, they never actually added them unfortunately. On PC they are only in the 1.12 update
Is this on ps4
Yes but it’s a slightly more limited version than on PC (no firework cannons or “overclocking”)
23:36 don’t mined this
99% talk 1% showcase
th-cam.com/users/shortsFn8Q3xVcKzQ first of series I'll do condensing all the info from this vid and others (this one focuses on the guns)
99% wrong 1% right
@@15GT-jd8zo if you know some stuff I got wrong do let me know, i don't want to spread any misinformation
I think he was talking about the og commenter
99% of my braincells lost reading this conversation 1% stayed
Milk Fed's lead engineer here, no. Fireworks are _NOT_ the heart of every stock gun.
There's a lot of options like I said at the end of the video, this is just the basic principles behind all stock weapons. I would have added stuff like the artillery we've been working on in the server but was already looking at a nearly 40 minute video. Just the building blocks basically
@@smooneychad you're just doing conventional weapons in this video. There are unconventional weapons like my plasma lance that you've seen in the discord. There are also torsion torturers, mass drivers, asteroids, lag machines, basically you've not even scratched the surface of an absolutely giant iceberg.
@@scottwilliams846 I mean everything is an iceberg really, if you want to cover in a vid that stuff feel free though :)
What guide should I do next? :D
I post .craft files here -> discord.gg/Wkypc4Qa8Y
Edit for my console comrades! You can pull up the debug menu I show at 5:28 by pausing the game and pressing Up, Up, Down, Down, Left, Right, Left, Right on the D-pad ( konami code reference)
Stock armor. If you can figure it out.
Yes, this is CanIChangeThisLater
@@Local_Bosnian Oh dang, that'll probably be my next build vid now. Thanks! :D
@@scottwilliams846 I think I've seen some people use structural panels as armor but it would definitely be interesting to make and test it!
@@smooneychad plain structural plate armor is for noobs. You need to layer it with wings and use struts literally everywhere. That way, if the joint is broken, the armor is still there. And have you ever tried to shoot a strut? They're too small to hit.
it can be turned on by pressing ALT+F12