Prototype Aircraft Development System

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Re: Prototype Aircraft Development System

Post by The Cobbler on Wed Sep 24, 2014 1:35 pm

Where does it say MP cost rose?
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Re: Prototype Aircraft Development System

Post by JayDee on Wed Sep 24, 2014 1:59 pm

its just develompent warrior, its still the same MP
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Re: Prototype Aircraft Development System

Post by Warriorbulb on Wed Sep 24, 2014 9:01 pm

Wait.

Is it the same for tanks?
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Re: Prototype Aircraft Development System

Post by Mobius on Wed Sep 24, 2014 9:32 pm

Yeah. MP stays the same.
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Re: Prototype Aircraft Development System

Post by Warriorbulb on Wed Sep 24, 2014 9:34 pm

Yesh
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Re: Prototype Aircraft Development System

Post by Mobius on Thu Nov 13, 2014 4:52 am

borisperrons wrote:Maybe as we have different ammo type for tanks, there could be different external armaments for the planes (F&F missiles, infrared, radar semact, TV guide, iron bombs...), and maybe SEAD capabilities. IMHO crew number would be another nice addition, but not a first priority.

I can add a system for different guiding systems for missiles if a majority likes it. Maybe different guiding systems allow you to fire at a higher percentage of your radar range. For example, Semi-Active radar allows you to fire at 90% of your radar range, and your radar range is at 48 km, so your missile has a range of 43.2 km.

SEAD is a good idea, but I'm not sure if it should stay as a subdivision of ground attack or not. I think a SEAD Squadron, with a large bonus against anti-air vehicles and missile cruisers, but a penalty against everything else, would be a nice fourth type of squadron. Or it could just be a purchased upgrade for ground attack.

I think we should draw the line at crew number though. It doesn't serve much of a purpose to add extra PP for a second kerbal. Feel free to say your fighter has a one or two-man crew.
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Re: Prototype Aircraft Development System

Post by twinky827 on Fri Nov 21, 2014 2:51 am

Can we go through with this? I want a super fighter.
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Re: Prototype Aircraft Development System

Post by Mobius on Wed Dec 03, 2014 6:52 pm

Added types of weaponry to the system.
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Re: Prototype Aircraft Development System

Post by Mobius on Thu Dec 04, 2014 10:27 pm

Since no objections have been made in a few months, I will be adding this system to the university of Roleplay later tonight. Complain now, or forever hold your peace.
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Re: Prototype Aircraft Development System

Post by Paradox on Thu Dec 04, 2014 11:20 pm

Thoughts on Depleted Uranium Bullets?

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Re: Prototype Aircraft Development System

Post by Mobius on Thu Dec 04, 2014 11:45 pm

That's a good idea. I'll add that.
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Re: Prototype Aircraft Development System

Post by Crichton on Fri Dec 05, 2014 3:23 am

It makes multiple references to different types of aircraft carrier, but there's only one in the actual gm system.
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Re: Prototype Aircraft Development System

Post by Mobius on Fri Dec 05, 2014 4:15 am

Oh, right. I added that after yuri started working on a ship development system, which included multiple types of carriers to build. Since that system still needs a lot of work before it's added, I'll simplify the carrier capability part.
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Re: Prototype Aircraft Development System

Post by Yuriski on Fri Dec 05, 2014 5:26 pm

Personally, I'm no longer interested in the Naval customization, since I've grown to disagree with the entire customization system over time. If somebody else wants to continue that, I'll happily send them the files.

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Re: Prototype Aircraft Development System

Post by borisperrons on Fri Dec 05, 2014 5:32 pm

The infrared avionics are useless, since there are non infrared missiles.
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Re: Prototype Aircraft Development System

Post by Mobius on Fri Dec 05, 2014 7:28 pm

Infrared missiles come free with the avionics. I didn't find anything about different types about infrared missile systems, so I left that out.
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Re: Prototype Aircraft Development System

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