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Everything posted by NotAnAimbot

  1. Amazing! Don't overwork yourself too much. If you need help, I did a bit of cfg twiddling before
  2. What's the difference between piston and jet config for AJE?
  3. Yep, I've got FAR installed. I built roughly a King Air, with two PT-6 and a weight of 5 tons. However, the performance is really inferior, even when I switched for the 950 HP turboprop.
  4. Is there any plan to update this mod? The prop engines seem really under powered in 1.8.1
  5. If it can help, the console is spamming this Log here here is an interesting part EDIT: Fixed it by installing solverengines directly from the github.
  6. I've been having a blast with this mod and the GAP pack! However, I'm running into a problem with Sigma Dimensions. The bases show up on map mode only when zoomed in enough. I'm pretty sure it's because KK "unloads" base icons when you're too far to save memory or something. It's not gamebreaking, just that I can't see most base icons in map mode. Kerbin is resized to earth scale. Is there some cfg I can edit to change it?
  7. A good idea I considered, but I wanted to keep it as simple as possible and I don't have much experience in 3D modeling. I guess I could go this way, although I have considered another possibly simpler solution by making the command modules consume the same resource as engines do (the engines would not shut down, but the command parts would)
  8. Any leads to how to do this? Would I have to use module manager?
  9. Hello I am working on a personal rebalance for more realistic combat in BDA, and one of the requirements I had was to find a way to have players build realistically sized planes. I am hoping to partially achieve this by modifying "short" (wheesley, panther, all node attaching engines) jet engines to require an "engine space" resource for use, and creating heavy, fuel-free engine space Mk1 fuselages to occupy this space and thus make players have build larger planes for better engine performance (as irl). I've been messing around with .cfg files for a while but I don't have any real m
  10. I have also noticed an "observer bias" where observed teams of same aircraft consistently lose matches by either not firing weapons or pulling harder on the controls than the other team's equivalents, and one of my friends have also noticed the same. I've mitigated it by testing from a spectatir that's a cockpit with a few i-beams to keep it straight which I named "the judge" and it fixed the problem. Would be interesting to know the reason of this.
  11. Yep, am aware how the team is doing a good job, and faced the problem of balancing stuff myself when i first started doing balancing for my version of BDA. Pretty hard testing and retesting until it seems balamced then noticing one aspect of the weapon is imbalanced. I do have knowledge of hoe AP and HE works, have been in wargames and studying (although only on hobby level) armored and aerial warfare. I do understand that APHE rounds are seldom used these days and it's mostly pure APDS solid rods or pure HE or HEAT. Problem with the current armor/HP system is that HP and armor can b
  12. Problem I'm getting is AP not doing much damage on heavy armor, while low AP and medium HE rapid fire weapons (Notably the Goalkeeper, and to some extent the M230 due to its slightly higher AP) are shredding HP away due to the very high RoF, while irl they shouldn't do as much damage. On that subject, do you also have a value based explanation for how HE, AP and other factors work in bulletdefs? I know that AP makes it do more damage and HP too to some level, but i don't know exactly how much. I've been successful in making the Vulcan do little to no damage to heavy armor, but usin
  13. Yeah, my goal is to make all parts start with 0 armor to create a more marked difference between parts vulnerable to HE and those not vulnerable to it. Is there really no way to change that general calculator?
  14. I do know how to cfg change a craft's armor. However, what I'd like to do is to have any part get 0 armor default as it is placed (instead of 10) as I intend to distribute the patch. Any idea? Unless you mean going into gamedata/squad/parts/part.cfg and changing that?
  15. Hey @jrodriguez, @SpannerMonkey(smce), @TheKurgan, I was building a more "realistic" rebalance for BDA, and was wondering about some questions since I'm not that experienced in modding: Is it possible to make missiles require a certain part/resource to fire? If not, is it possible to create "new" targeting systems proper to a single part and make a missile require it? Is it possible to change the default armor quantity on parts? (Currently 10, trying to make it 0) Do you have any details on how part damage is calculated relative to a shell's AP/ explosive values and th
  16. missileType = missile homingType = aam targetingType = radar activeRadarRange = 6000 maxOffBoresight = 50 lockedSensorFOV = 5 These are the files from a 1.3.1 AIM-120, in which VLS worked fine, which is why I didn't consider the boresight issue immediately. I'll try it next time I boot up tho As for replacing missiles and the MM cache file, I found that my changes to missiles/weapons worked fine without doing so. Thanks for the notice tho, I'll do that from now on
  17. set up AIM-120 missiles vertically, and fly in a plane from afar. Or set em up diagonally, pointing away from a plane. Then, engage guard mode, and see what happens when the plane comes flying near. I'm only using base BDA and not any other addons
  18. pretty sure we'd have found it a while ago if it was that easy lol don't worry, I've been testing bda for quite a while and tried lots of solutions before concluding it was a bug.
  19. Yes, exact same settings bar the range and detonation distance. I can fire them manually fine, the AI won't fire them The solution to make them fire at aircraft is to have the craft pointed directly towards the target, and having the missiles' elevation degree approximately match the target's elevation so that the dotted circle is close enough to your target. You can try that by rotating the vehicle using vessel mover and seeing in which positions it will shoot. An image to help understand
  20. Yeah, I updated the version by offsetting the AMRAAMs' base to the TOW missile and then they had clearance. Do note that this is the modifed version, the original had fixed missiles on armor plates with more than enough clearance and the AI wouldn't fire them at all. The AI actually fires on the TOW version, but only if the dotted circle is close enough to the target. Manual fire works fine as always
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