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DurtyR

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  1. I have an issue where the targeting pod and FLIR ball show an entirely pink image (see pic). They function propperly otherwise (ie guiding a missile). Tracers for guns/cannons also appear pink. Im running the latest version of ksp and bda continued.
  2. Hey BD I see you have added the line "radarLOAL = true" for the amraam a couple of patches back. My radar guided air to air missiles seem to work fine with or without it, so I was wondering what exactly does it do?
  3. Usually, it won't unless the pilot or someone else like a wingman can see the launch and figure out it is likely an IR missile since they didn't get a radar launch warning. There are however systems that can detect missile launches (bad analogy: imagine having thermal cameras pointing in every direction and beeping when they see a launch) like on the A-10C, and then do the same process.
  4. BD, I've been trying to make semi active missiles work by changing the "activeRadarRange" to 0, but the missiles do not seem to track. I've made a semi active copy of the amraam (no other changes whatsoever) to try and locate any other reason why it might not work, but nothing else is interfering. I've tried upping the range to 1000, then the missile would track towards the intercept vector, but lose track after a while unless i it got within said 1000m before long (ie 2-3km launch range). For information, normal missiles seem to work fine.
  5. I've been playing around with the new version (and had a lot of fun), so here is some quick feedback/bugreports. The jammer pods can only be active one at a time, when trying to activate a second one either from the modules menu or manually by rightclicking the pod, the old one will be disabled. Having multiple pods add on to a total "layer" of jamming would be nice. When having the RWR window open and getting swept by the Large Detection Radar, the other BD Armory windows such as the radar screen, targeting pod camera and even the main BD Armory menu are flickering and being pretty much unclickable. Im not having this problem with any other radars and don't know if this is on my end or an issue with the radar itself.
  6. COM = Center Of Mass. It will lock the camera to the unit it is pointed at, even if it is moving (slowly).
  7. The goalkeeper isn't the best example since it must be one of the highest dps weapons in BD Armory atm. If you tried the same with the .50cal turret, you'd either need to fire for a long time, or just straight up not be able to break stronger parts like said structural panels. There is always the "DMG_MULTIPLIER" in settings.cfg as well as the weapon stats in the part.cfg's of individual weapons if you feel they deal too much damage, or you can always mod parts yourself with high maxTemp in order to withstand more fire.
  8. I know you are working on AI, but any idea how they will handle the new targeting systems yet? Like will IR SAMs without own/linked radars only fire if an enemy enters the narrow seeker lockon window, and will vehicles with/without targeting pods use missiles like hellfires against ground targets? As a follow up on the jammers, will the AI fire missiles in HOJ mode, or wait for a burn through even if this happens closer than set guard range, and will this even be configurable in the guard menu?
  9. First of all, let me say that the updates you are showing off in your videos look fantastic, and that i didn't even dream such things could be achieved in KSP. I've got a few questions, though. Will there be different tracking systems for active or semi active radar missiles? I know you don't have any semi active missiles in your mod right now, but having the code be there for anyone who wants to modell an AIM-7 or R-27 etc would be nice. The AIM-120 as an active missile should also only need radar lock from its parent vehicle untill it goes pitbull and takes over with its own radar, will this also be modelled? Pretty much the same goes for ground attack weapons, will there be the option to have fire and forget missiles like the Kh-29T and some AGM-65 modells where you only need lock on with the targeting pod to fire them, and won't have to maintain lock untill impact? With the latest datalink features, will there be dedicated anti radar missiles for destroying targeting radars rendering their datalinked AA pieces unable to fire? Another idea might also be to have radars of different strenght (perhaps a "RadarMaxRange=X" in the part.cfg files for each individual radar)? A SPAAG with its own onboard radar shouldn't really be able to track targets at the same range as an AWACS (though within the ranges ksp operates with, this might be "realistic enough"). Once again, thanks a lot for your continued work with one of the unquestionably best mods ksp has to offer. Now if only squad would get themselves together and give us multiplayer...
  10. Forcing opengl actually solved it, thanks a lot!
  11. I'm having a problem with the green HUD where it has a large black square in the center (see pic). I don't have any other mods that changes cockpit interiors, so no likely conflict there. Any idea what might cause it?
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