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TheDog

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Everything posted by TheDog

  1. Almost like that, yes, it can see the hottest part of the vessel within the boresight limit of the missile. So it is possible to outmaneuver ir missiles, though difficult...
  2. We dont have any components for that, unfortunately. Since heat is basically using the stock heat system, maybe using alot of radiators might help, although I dont think they have a lot of effect on an engine running on full afterburner...
  3. You may also might have a look at the mod Hangar by allista. This avoids the whole issue with decoupling, as the craft spawns inside the hangar as a new craft. I had some success making (non-flying) aircraft carriers with it...
  4. I can confirm this in my (heavily modded) install as well. Downgrade to 18.2 resolved it. Appears to be excessive garbage generated per frame. EDIT: though from the changes between 18.2 and 18.3 I cannot spot anything suspicious regarding per frame data in the code, mmhh...
  5. Ahhh, I think I am halluzinating... I swear by my dead dog that I do not have the AirPark mod by gomker installed, but somehow in Buffalo this keeps appearing: (imgur) Anyone an idea where this comes from? EDIT: disregard, found it, comes from buffalo config itself... MODULE { name = WBIAirParkController }
  6. And another one ( I know, I am annoying...): The MOLE parts have module WBIResourceDistributor when Pathfinder is installed, however, in the code of the resource distributor there is a check for vessel situation LANDED, otherwise no distribution will happen... Is that intentional? Thus MOLE parts in orbit will never perform resource distribution, although they could...?
  7. Logged your suggestion as issue on our github: https://github.com/PapaJoesSoup/BDArmory/issues/452
  8. Sure, point is, I am not sure if any of our members has sound effect creation know-how... I know there are a few web sites around which offer royalty free sound effects, its just quite some effort to search for something suitable. If you have any free (as in CC-BY-SA free) sound effect in mind, toss us a link and we'll happily evaluate it!
  9. I believe the MOLE Hab needs the following config addition so that the Blacksmith Workshop is functional (using the pathfinder hab path): (basically same as in ponderosa config)
  10. With USI-LS I am getting some nullrefs ("baseconverter getdeltatime") when activating LifeSupport Recyclers on parts such as WBI_CrewCab. I checked the Recylcer definitions from USI-LS, and have changed the MM_USI.cfg of Buffalo accordingly like this (for parts WBI_CrewCab and WBI_LongPassengerCab): Not quite sure why your old definition (which seemed completely legit) doesnt work any more, and I am too lazy to debug USI-LS right now, so just letting you know if you wanna change the MM patch. I can also send you a pull request if you want, would need to github fork first though...
  11. Pestering all bda related threads, especially CLOSED ones, with your request won't help your case...
  12. That is a limitation of the current AI pilot. If you FLY the plane manually and just enable guard mode (but NOT AIPilot), then the gun should be used. Unfortunately extending the AIPilot piece of code is a massive task, most likely requiring at least a partial rewrite...
  13. Anti-radar (passive radar) exists and is typically used by air-2-ground missiles such as the HARM. No reason why it cannot work in ground-2-ground or even air-2-air guidance mode. Combining this with active radar is currently not supported though.
  14. Sorry if this is the wrong thread, but could someone briefly explain how to use the PatchManager option/patches in IFS? Background: I dont have PatchManager (the mod) installed. In IFS, there used to be some MM patches in the "patches" folder, and I used to delete those that I did not want. Case done. Now with PatchManager I am somewhat confused what gets applied when and where, expecially if the PM mod is *not* installed... For simplicity I just deleted the whole "Patches" and "PatchManager" folders within IFS, to make sure I dont get stuff applied that I dont want. But somehow I am too square to understand how this PM system is supposed to work, would appreciate a quick explanation.
  15. Congrats on release, great work! Looking forward to building a fleet of 054, 056 and maybe even 055 one day!!
  16. Yeah, quite right, instead of these legacy fields we'll have to show the proper values from the bullet definition.
  17. Sounds like we need to rebalance a bit - weird thing is, in other videos I constantly see the first (and mostly also second) amraam being dodged easily, mmhh...
  18. Weird - I have the impression most people consider ecm/decoys overpowered, and usually in dogfight tournaments I see 4 AMRAAM being dodged by a single fighter... I suppose you are talking about radar guided missiles? The key to dodge them is to enable ECM (if present) and continously(!) drop chaff (like guard mode / pilotAI does) until the missile is clearly off. Passive radar guided missiles (like the patriot SAM) can additionally be defeated by breaking line of sight with the launcher's tracking radar. An active missile like the amraam is nearly impossible to defeat by maneuvering alone. Flares against heat seekers are a tad more effective, and once a heatseeker has locked onto a flare there is no need to drop more. Hope that helps.
  19. Sure its possible. You need to provide a lot more information for us to determine whether there is a bug or works as designed: Which radar exactly? What is the radar cross section size of the target? What does the RCS analysis window say about the lock/track range of that sepcific radar vs that specific target? Is the target vessel splashed down or landed, or is the radar airborne with a high look-down angle?
  20. What do you mean by coming release? All the changes regarding stealth and radar are in the current release 1.0.0, and no other changes are in the pipeline for the next release...
  21. Correct - angles surfaces can only get you so far - they cannot make your craft fully stealthy by themselves. This is realistic. You need additional 2nd gen stealth coating, provided by specially configured ECM jammers, like the YCSM by DCK or the bda mk22 cockpit. How did you set the guard mode options of firing Intervall and burst length? For rapid shooting and target switching both must be set LOW (like 1sec).
  22. As said before: multiple radars per craft can be useful and will be handled properly. That aside, multiple locks on a craft is currently nothing more than a nice gimmick when piloting manually, and quickly firing off multiple radar missiles. The Pilot-AI / guard mode does not know how to utilize multiple locks, it will engage a single target at a time only.
  23. Just checked with several existing missiles (SARH and Fire&Forget), firing from both ground and air. None came back. But if one of your modders has an issue with a new missile, he can send me the missile config (and ideally a savegame .sfs file) and I will debug/have a look at it!
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