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TheDog

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  1. v1.0.0 - Under the radar, over the horizon is now RELEASED! Please consider this beta thread closed for now. For the next release with the damage & armor system overhaul a new beta thread will be opened by the team. Thank you to everyone having supported us in here!
  2. Release: v1.0.0 - Under the radar, over the horizon Changelog: NOTE: As always, BDA needs PhysicsRangeExtender and ModuleManager to work properly!Latest versions (as of this release date) are bundled in the download release zip. Important note regarding the radar redesign & stealth features: All existing 3rd party part mods which contain radars (or MM configs to add radar capabilities to other parts) will need an update to function properly with BDAc 1.0.0! see our developer wiki for technical information on how this works, and what changes are needed to existing radar parts or MM config Most modders are already aware of the required changes, and have already released updates, or will release updates shortly. This includes widely used mods such as: SM-Marine, SM-Armory, MTW, Red vs Blue, NAS, and others. Check the release thread of your parts mods for updates stating compatibility with BDAc 1.0.0. Special thanks & acknowledgements: Special thanks to our test group, and all testers and modders who supported us during our closed and open beta phases!
  3. Sorry to hear that, hope you can get up to speed again without too much trouble...
  4. I have something for you: in the next release, the selectable display range for the radar (and rwr) will automatically adjust to your configured physics range. So, when you set 500km physics range (via PRE), your radar display can go up to 500km automatically! The actual detection & lokcing ranges still need to be configured individually per radar, but it seems you already got that right...
  5. Excellent, guys, thank you very much! We are starting release preparations, merging some more pull requests and checking whether some fixes for issues can make it in. Side note: thanks to a PR it looks like we will have destructible kerbals again with the next version, making mods like BDArmory FPS useful again! Edit: we may be release-ready in a week, max 2, I assume. Edit: clarification: the new damage & armor overhaul will be tested and released separately, of course. Your feedback and cooperation on that will also be valued (having an open beta phase, similar to this one)
  6. @TMasterson5, @Eskandare, @Acea, @LORDPrometheus, @harpwner, @Wraith977, @Themorris, @Next_Star_Industries Guys, how are you coming along with updates for your radar parts? Any problems, open questions? I am asking cause we are thinking about going for a release, otherwise our new developments (damage model) might "overtake" this one... If BDA released in November, would that be fine for your mods/parts, or do you need more time for adaptation?
  7. Yes, it is limited to 100km (hard coded limit). It currently needs a recompile (like rbda) to extend this.
  8. Update: Preview Build 2 (NEW) Preview Build 2: https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.0.0-preview2 Changelog: - attempt to fix "stealth exploit" with additional 45° renderings. Can still be defeated, of course, but should be less sensitive to "easy" 45° angles vs all renderings, as it will compute the RCS based on the max return between "flat" zeor degree angle, and the 45° angle. Hence when reducing the flat return, at some point you will have more return from the 45° angle, which then counts (visible in rcs analysis preview).
  9. mmhh, config looks fine. How does it look like in editor, in the part right-click information (while the part is still in the catalogue)? Are the locking capabilities and ranges detected? EDIT: no, config is not fine: after the floatcurves (radarDetectionCurve and radarLockTrackCurve) the closing bracket "}" is on a line with a comment "//", thus it wont be parsed, and the config is not properly formed. Put the "}" on a new line after the last range-rcs block... No, not really. The low rcs value on your craft comes from the bda cockpit's rcs reduction factor, apparently you have increased it a lot, my example MM patch put it at 0.65, you seem to have 0.15 set (or used multiple additional YCSM modules from DCK)...
  10. I did have the need for that already, so I have provisioned a small "extraction feature": if you run the public beta build and turn on "debug labels" in the bda options, then enter sph, it will dump all currently installed guns, missiles and radars into CSV files, to be found under gamedata/bdarmory/plugins/data Maybe they are helpful for your task. Since I have a heavily modded install, I used them to compare configs of items...
  11. Not at the moment, no, but it would be useful also for our sonar/torpedoes...
  12. Well, I am grateful you found this 45 deg exploit, cause this is going into a direction we definitely don't want - and would make bda tournaments difficult as everyone would abuse this... So, we are investigating what can be done about it!
  13. Thanks for testing these extreme cases. Indeed, it is not too great that these 45° only planes can fly and have such good stealth. Franklin, though, to me it is more awkward that they can FLY in this configuration... Regarding over-excessive usage of stealth: that is exactly why our radars have an assured detection range, as mentioned earlier, and we encourage all 3rd party mods to define the same. Lastly, about using actual real-time angles and returns instead of static rcs value: yes, that would be great, but unfortunately it's computationally too expensive. It would slow your frame rates to a crawl. So this system was devised in this way to be performance friendly, though not fully realistic as a trade-off...
  14. 2nd generation stealth (sort of simulating stealth coating) is also supported, via a specifically configured ECM jammer. See our developer documentation on ECM for that. We don't provide an example part in bda, but I have an example MM config for the bda mk22 raptor cockpit, which gives it an rcs reduction effect. For an external example part see doctordavinci's DCK mod, which contains the YCSM part, which acts as a stealth ECM jammer.
  15. It was, until now Its now available to you all as a "public beta", so you can get familiar with the new radar system, and have a chance to adapt your parts before we release...
  16. Have you downloaded our preview release linked in the OP? You should have a mod icon in SPH/VAB for the RCS Analysis Window then... Also, for your parts from SAR and MTW I have already a lot of example MM configs for your radars, its in the file RADARS_MM_PATCHES_v3.zip, also on github for download together with our preview build...
  17. The only change to passive radar / antiradar is, that a radar ping has a limited max distance now. Previously it was basically unlimited. Harm missiles have no changes to how the missile and targeting works.
  18. Please excuse the mail spam, but we are specifically paging the following modders which have known parts with radars (or radar MM patches): @TMasterson5, @Eskandare, @Acea, @LORDPrometheus, @harpwner, @Wraith977, @Themorris, @Next_Star_Industries Please feel free to add/page any fellow modder we forgot to mention here!
  19. Information on BDAc's next release and public beta (MODDERS, PLEASE READ!) With the impending relese of KSP 1.3.1, the BDAc team has been hard at work with the refactor of BDA,and creating some exciting new features. As some of you will already know (those that follow the Git repository) we have a few branches where new features are being implemented. One of these has been tested extensively, and already has some third party mod support, so we are considering releasing a beta version as an open test. For this purpose, we will create a separate beta thread in the development forum for feedback and suggestions from those "brave" souls that wish to play with the latest feature. Our public beta thread is here: Now for what we have been doing. The Feature next on the release schedule is improvements to Radar, and Stealth technology. This is an exciting new feature that realistically implements Stealth into BDA. parts can be designed and vessels can be built in the Editor using the Radar Cross Section (RCS) interface. Now you can tell how your craft will behave against certain radars. As a modder who has created addon parts for BDA, especially radars (either as separate parts or as module manager patches), you are impacted by this new feature and will need to adapt/change your configs/patches! Thus, please visit our development (public beta) thread, where we have compiled some information as well as a beta release for you to get familiar with our changes and make the necessary adaptations.
  20. Note: the information below is targeted at modders who create/maintain part mods for BDArmory Continued As announced on our release thread, our next release for KSP 1.3.1 will contain, among other things, our Radar & Stealth redesign features. This will impact not only the end-users, but also all parts mods which contain radar parts, either as individual new parts or as ModuleManager patches for existing parts. This development thread here is intended to be used as an "open beta" for this feature, aiming to: get you on board for these new features and give you a chance to experience them hands-on before our release, give you the chance to adapt your parts/patches to the new radar system before our release (so you could be BDA 1.0.0 ready even before we release, if you want), assist you with adaptation and balancing, if you desire, by having an open discussion here in this thread, and of course to receive your feedback on these new features, and most critically if you encounter any bugs / problems / weird behaviours etc. Since our next release will be labelled as "1.0.0" we strive to make this one of the best releases ever, and for this we need and want your involvement! 1) What to expect from this feature: We have extensively rewritten & redesigned the way radar works in BDA. Our goals were to: Balancing/Differentiation: provide more variety of how different radars can be configured and perform in-game, giving different radars a purpose Make stealth possible: support of 1st generation stealth (building with angled surfaces to scatter radar returns), and also 2nd generation stealth (radar absorbent material coating defined for certain parts). Performance and code cleanup: improve performance of the current radar code and clean-up the codebase To achieve this, we are to introduce a number of changes to the current radar implementation: providing a new reflection shader which evaluates the RCS (radar cross section) of a craft. It works similar to the previous "count black pixels" approach, but is more sophisticated and calculates real reflections, making angled surfaces actually work in reducing a craft's rcs. Range and sensitivity will become a thing. While sensitivity actually is already a thing, the fields "minSignalThreshold" and "minLockedSignalThreshold" and their (somewhat) arbitrary values seem to be little understood, making it difficult to balance a radar part to actually behave different from others. These fields are now deprecated and are replaced with a FloatCurve, which defines the exact ranges at which a radar can detect and/or lock/track a specific size of cross section. Discussed in detail below. RWR (radar warning receivers) can receive a radar's ping at twice the maximum detection distance of that radar. Hence, a radar announces its presence to an approaching craft long before it can even detect that craft, making "passive listening" and switching radars (or sonars) off a viable tactical possibility. There is a new guideline how to setup ECM jammers which behave either as traditional "lock-breaking jammers" (break radar locks, but increase(!) your detectability while in use), or as "radar absorbent material" which simply reduce a craft's overall cross section (basically a "misuse" of ECM jammers to achieve stealth effect. While this feature has been in BDA ever since, it was not really documented yet.) To aid a player in designing his craft for stealth, and to evaluate how it is detected/tracked by different radars, a new in-editor plugin window provides a static cross section analysis with visual feedback. finally, some changes to active radar homing missiles, chaff and ECM to balance it in this overall scheme. Quick peek how it'll look like in-game: https://imgur.com/a/XwGzm 2) Changes required to existing radar parts: The previously used fields minSignalThreshold and minLockedSignalThreshold are now deprecated. Your radar needs to define 2 new FloatCurves to define at which range what minimum size of cross section can be detected (or tracked). These new fields are: radarDetectionCurve, and radarLockTrackCurve We DO NOT provide default values or try to infer values from the legacy fields, hence: Your radar part (or MM config) NEEDS an update to work properly with this new radar system! Dont worry, it is relatively easy to do that: we have documented developer guides how to configure your parts. -->See section 3 "Resources" below. we have, as an example, already provided a couple of MM patches for 3rd party mods which you can use as a template. -->See section 3 "Resources" below. we are also here in this thread to assist you with the task That having said, one word of caution: To our mind, the difficulty (or "meat") in this task is not in the DOING, it is in the DESIGN & BALANCING of your radars! We have created this new system so that we can have very different radar parts with very different strengths and weaknesses. Please, carefully choose the capabilities of the part you want to create. Not all radars excel at everything in real life. Dedicated air volume search, target illuminators, multi-band radars, etc. all have their purpose and niche. You can easily create a super-radar which is great at detection and locking/tracking, both versus air targets and versus surface targets. You can also easily make all your radars have basically the same configuration, making them all perform the same. And since it is YOUR mod, you absolutely have every right to do so. Note however, that this is exactly not what we wanted to achieve. We want to give different radars different purposes - like, a Phalanx CIWS integrated radar is great at tracking, but only at very close range, - a marine surface search radar may have a very long range, but can only detect large surface targets and is almost useless against aerial targets, - a phased array 3d volume search & track has excellent range and resolution, but is optimized vs air targets and cannot detect surface targets that well, etc. Have a look at our documentation, part configs, and templates/example configs! 3) Resources for you: 3.1) Before you even go and download our preview release, please have a look at our updated developer documentation: https://github.com/PapaJoesSoup/BDArmory/wiki/1.-Developer-Documentation, and particularly sections "1.2.3 Radar configuration (NEW)" and "1.2.4 ECM configuration & stealth". This should already answer a lot of questions. 3.2) Our current preview build for you: (NEW) Preview Build 2: https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.0.0-preview2 If we update this build we'll let you know via a post here in the forum. (oh, as always you need PhysicsRangeExtender, ModuleManager, and VesselMover is also highly recommended, but as an experienced modder you sure know that... :)) 3.3) Additionally, we have already provided example MM config patches for quite some 3rd party mods (including: SAR, MTW, MTA, bluehawk). File "RADARS_MM_PATCHES_v3.zip" as part of the above download! We advise you to download them and use them to get familiar with the new system. WE DO NOT INTEND TO DISTRIBUTE THESE MM PATCHES WITH OUR BDA RELEASE, THEY ARE PURELY FOR YOUR CONVENIENCE AND TESTING! Do with them as you please - use them as-is, incorporate in your part configs, use as a basis, thrown them away & roll your own, ... - it's purely up to you! We hope you'll enjoy these new features, and looking forward to an interesting open beta phase with lots of insights & discussions! Your BDAc team @Papa_Joe @SpannerMonkey(smce) @DoctorDavinci @gomker @jrodriguez @TheDog
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