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Deathpuff12

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Everything posted by Deathpuff12

  1. I'm sorry I misunderstood your problem, but in no way does that call for such a response. I understand now, but at the time I didn't. Although, I WAS just trying to help. For future reference, don't use CKAN. It can really mess things up, and BDA is in no way meant to work with it:
  2. If you want to fire missiles with your mouse, bind Arm/Disarm to a key and then you can arm weapons in-flight and fire everything with the mouse.
  3. I noticed in the video that the AIM-9 was fired right as the lock changed from the enemy craft to the recently launched AIM-120. It's nothing about the missile launch. It's just that the AIM-9 locked onto a heat source (the AMRAAM's engine) that wasn't great enough for it to stay locked, so then it lost its lock and exploded. Although, some of those missiles did come dangerously close to hitting your aircraft. It's generally a bad idea to have missiles on the top of your plane, because gravity will make them come right back down. If you really want to have them, though, it's better to launch them forward as fast as possible with 0 drop time.
  4. Correct me if I'm wrong, but I think it was changes to the guidance. I mean, the mod is completely different now than it was when that missile worked.
  5. Would passive radar homing missiles be possible? Or maybe even multi-mode missiles, with both active and passive homing modes, where active homing is only used in the terminal stage or if there's nothing for the passive seeker to lock on to?
  6. I noticed that the .50 cal guns actually do seem to do a good amount of damage if they're in salvo mode (if that's the mode where all guns fire at once). It's probably due to the fact that the bullets all hit at about the same time, which means each succession of shots is going to hit a specific area, instead of the plane shooting guns one after another and the enemy possibly maneuvering and causing those bullets to hit different parts of the plane.
  7. Yeah, I'd say it's for lag control. On my PC, KSP turns into a slideshow when the fire happens. And I don't have a low-end PC.
  8. Ahh ok, thanks. I just assumed it would at least be a little more stealthy. I guess I'll give this YCSM in DCK a try. Thanks again!
  9. Somebody, teach me the ways of the stealth! I wish to make ninja jets. I tried to make a YF-23 replica, but it had no less of a cross section than all my other aircraft. I don't remember the cross section, but it was able to be locked at about 13km when I gave up on it. I hadn't even started on the tail.
  10. I like to build with procedural wings, and then try to match that using stock wing parts. It can be tricky and it can raise your part count, but it's the only alternative (that I can think of) to putting armor on your wings.
  11. It's nice to see I'm not the only one that has experienced this! As for your issue, you may want to create an issue on GitHub, if you haven't already. That way, you can be sure that pretty much everyone involved with BDA will know about it.
  12. Yeah, I've done it without anything else. I just tested it watching from the target on the ground, and nada. Same problem. I stand by my assumption that it's something wrong with the AI pilot or guard mode.
  13. Oh yes, I know. There's actually a very well-made guide that I like to refer to from time to time: I've read it several times, because it has a lot of helpful information to go through. From the guide, I gather that the two forces (CoL being slightly above and behind CoM and CoT being slightly below CoM) would counteract each other. In flight, this seems to be the case, as the F/A-18 seems to have a slight pitch down without SAS on, and, despite that, it performs very well and it's very stable. I'm no expert, and I certainly haven't spent time studying the best practices for building aircraft, but I've seen a couple guides and I've learned through experience, and many of my jets perform very well in my eyes.
  14. I'm sorry if that was rude or harsh. It's just that SpannerMonkey has been relentlessly maintaining his idea that it's my fault, and then you came and said the same thing. If you haven't seen the video I posted, I suggest you watch it; the craft in the video is actually pretty much perfectly balanced, and it still has the problems I've been describing. The issue isn't a very major one, but it's an issue nonetheless. I don't mean to be mean, but I feel like I'm being misunderstood or maybe even rejected, and I feel like I need to defend myself. I've seen discussions descend into arguments, and I don't want that to happen to me.
  15. Please don't patronize me. I know how to build aircraft; I have hundreds of hours in KSP. Look at the differences you're pointing out. The CoL is slightly above and behind the CoM, leading to a slight tilt downward, which is greatly diminished by the offset CoT. So, the Super Hornet has a slight downward tilt, which is not a problem at all for SAS and shouldn't be a problem for the AI pilot. There is no doubt in my mind that the problem doesn't stem from the aircraft design. If you look at the video I posted, which I use a completely different craft in, the results are exactly the same as I've described. The MiG-21 has its CoL, CoM, and CoT in an almost perfectly straight line, and it's just as stable as, if not more than, my Super Hornet. In fact, I've tested the problem with every other jet I have made. It is a problem for every single one of them. I'm going to post an issue on the GitHub. Sorry for wasting your time trying to explain it here; I should have posted the issue on GitHub before I even mentioned it here.
  16. The issue with the craft pulling up too hard does appear to affect all craft. For the clipped cockpits, I've never had a problem with that before, and the issues do seem to affect all craft. The AoA is set at 17.5 to keep it from pulling hard maneuvers and losing too much speed. The real Super Hornet can reach a much higher AoA, but the AI isn't as smart as a real pilot, and I don't trust it to not stall and become a sitting duck. I don't think the problem stems from this, as the jet is actually pulling up too much, and other aircraft (with different max AoAs) have the same problem. But, I'll try changing it to rule that out as a cause. EDIT: Just tested these things. There was no change in anything. The jet still goes straight up if the default altitude is set high, and it still does a flip when bombing if the altitude is set over ~3km. I even tested another craft, my MiG-21, to see if it does the same thing, and it does. I feel like this is a problem with the code, because almost every craft I test seems to react the same way. The MiG-21 can handle the near-vertical climb, but many jets don't have a 1.00+ TWR. I made a video showing the two problems. I may have cut the first part a little too short, but all that really happens after the end of it is the MiG flipping over and trying another run.
  17. Here's what I've gathered so far, in all my testing: Around 3km and up, the AI will, when bombing, pitch up very hard; it does this long before the bombing circle is anywhere near the target. In my case, the AI drops below 80m/s and it continues the flip so that it can extend and regain speed. It usually does this several times, and it may eventually line up correctly, but by that time it would probably be dead. Below that, the AI does relatively fine when bombing. The angle of climb an AI uses depends on the default altitude and the presence of enemies. If there are enemies, and the altitude is high, it will go up the fastest way it knows how: like a rocket. The problem that I'm trying to address here is the fact that the AI performs strangely when it's set on the higher end of the default altitude scale and it's going against ground targets. I think that some anti-ground weapons are meant to be used from higher altitudes, but this problem makes that difficult; bombs seem to be useless above 3km, and if a jet is set to a really high altitude, it has trouble actually reaching that altitude. I understand that most of this could be solved by spawning the attacking jet very far, letting it gain altitude, and then going to the battle, but it takes time, and some people want to have a quick battle. Plus, the jets will lose altitude during attack runs, and they'll screw up eventually. I hope this isn't a stupid problem or some oversight on my part. If it is, I'm very sorry for wasting your time on a trivial matter. If it isn't, I hope that it gets fixed, because it sort of makes any aircraft, other than fighters and jets with 1.00 thrust/weight ratio, useless.
  18. There was nothing odd about the navball. I spawned one craft in, rolled it off the runway, and then spawned the other craft and enabled its pilot and guard mode.
  19. Ok, I took all the mods out of my GameData folder except for BDA and PRE. I tried several different versions of my Super Hornet, and I tried the BDA AA test plane (set the default altitude to max: 8500m). All of them still tried to go straight up when there was an enemy craft nearby (note: debug label, during this, says, "Target position is below minAlt. Adjusting by [distance to my set default altitude]"). All craft involved would pitch up and go straight up until, in the case of the test plane, they got there, or, in the case of my planes, they stalled a few times and for some reason decided to actually attack. Also, sometimes when they would go on an attack run, the jets would go straight at the enemy craft, without selecting a weapon, and they'd just pass over harmlessly. I tried changing their default altitudes to the default (1.5km), and none of the problems described (except for the pitching up to reach default alt.) went away. I tried putting bombs on the craft to see if the other issue still exists (pitching up and then doing a full loop because of loss of speed). The Super Hornet seems to be the only craft with the problem, but I can't fathom why it would have this problem. When manually controlling this aircraft, it's completely stable. There's no problem with the craft pitching too far up when I pitch up, which is what I would think would be the cause of the problem. When controlling it, I can turn SAS off and it flies just as smooth as it does when SAS is on. I can only think that this is a problem with the AI, but for some reason it only happens with this jet. I think it would be worth saying that I'm in 1.3.1 with the latest beta version of BDA. I don't think it has anything to do with the fact that it's a beta version, as I remember having similar problems in previous versions, such as the guard mode not selecting a weapon, or the AI pilot pitching up too hard on a bombing run. I have never, however, had the problem with the AI pitching up, and that's the problem that I feel warranted this report of sorts. If you would like, I could get whatever log files you need, and I could record a video of the screwy behavior. EDIT: Here's a link to my Super Hornet: https://kerbalx.com/Deathpuff12/FA-18F-Super-Hornet-CAP
  20. Ok, thanks for the reply. I have a lot of mods that I don't use, so I'll give it a try.
  21. Hello! So, I've been having a problem with a recent build of mine; an F/A-18F Super Hornet, to be exact. I just set up a battle to test it, with several ground targets and two Super Hornets with different loadouts (one w/ JDAMs, one w/ HARMs). Both of them keep trying to climb straight up to get to their default altitudes (~5km for JDAMs, ~7km for HARMs). Since they kept losing altitude to make up for the loss of speed when climbing straight up, I activated guard mode on both to speed things up a bit. The jet with HARMs performed fine after that, although it did fly straight over the enemy and get shredded by AA. The jet with the JDAM loadout, however, would line up for a target, go in, and then pitch up 90 degrees. Then, it would continue the flip because it was going slower than the minimum speed, and it would run away because it was taking fire. It would repeat this over and over, and it never even dropped a single JDAM. So, I tried running the scenario again, but this time with fewer craft and with the debug lines/labels enabled. I didn't see anything messed up in the debug labels, but I did notice that there was a label that said something like "climb limit angle: unlimited." I assume that the AI flies straight up like this because there are enemies nearby and it's way below the set altitude, so, instead of climbing up slowly, it says, "Oh no, enemies! I need to get up there fast!" and it climbs straight up. Could we possibly get an option to set the max climb angle on the AI pilot? (I just tested the BDA plane to see if it does the same thing. Without any enemy craft around, it flies up in a spiral, but, with enemy craft nearby, it flies straight up) EDIT: It appears the AI pilot is extending, and it wants to quickly reach its default altitude while extending.
  22. Omg the Audi Quattro is* my favorite car. I tried making it a while back but I wasn't very good at making stuff then, and I just couldn't get it started.
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