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Vault_Buster

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Everything posted by Vault_Buster

  1. I've been interested in BDarmory configs, and using KWS as guidance as well as the stock parts to BDarmory, I've been trying to make my own missiles based off older Air-to-air missiles of yesteryear. Again this is a private mod I have no intention of releasing, think of it as a learning experience. I've been trying to recreate the AIM-9C by modifying the AIM-120.cfg that comes with stock BDarmory and changing the model, but it seems that it doesn't load. I properly copied over the model file, and the node attachment points that the Sidewinder has over to the Aim-120.cfg. The part doesn't load, so I look into the log and I get this message "Config in file '\BDArmory\Parts\aim-120\Aim-9C.cfg' contains an unnamed node. Skipping." I don't know what the issue is, looking over the cfg, all I did was change things, not actually removed anything . The 'model9.mu' is the mesh of the aim-9 sidewinder I renamed and placed within. I still can't figure out the issue, and looking at the documentation for BDarmory (Which if there is more documentation that'd be nice, so far there's a lot of things unexplained and I don't think the Github wiki even lists all the modules) on the Github and even the example provided looks fine when compared to what I have. Any help? PART { // Kerbal Space Program - Part Config // // // --- general parameters --- name = 37AIM9C module = Part author = BahamutoD // --- asset parameters --- mesh = model9.mu rescaleFactor = 1 // --- node definitions --- node_attach = 0.0, 0.06188124, 0, 0, 1, 0, 0 node_stack_top = 0.0, 0.06188124, 0, 0, 1, 0, 0 // --- editor parameters --- TechRequired = precisionEngineering entryCost = 2100 cost = 400 category = none bdacategory = Missiles subcategory = 0 bulkheadProfiles = srf title = AIM-9C Sidewinder Missile manufacturer = Threece Aviation description = Short-range light-weight semi-active radar missile // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,0,0,1 // --- standard part parameters --- mass = 0.085 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 2 crashTolerance = 5 maxTemp = 3600 MODULE { name = MissileLauncher shortName = AIM-9C thrust = 12 //KN thrust during boost phase cruiseThrust = 0 //thrust during cruise phase dropTime = 0.55 //how many seconds after release until engine ignites boostTime = 5 //seconds of boost phase cruiseTime = 0 //seconds of cruise phase guidanceActive = true //missile has guidanceActive maxTurnRateDPS = 35 //thrust+maxTurnRateDPS is the value used by the AI to prioritize missiles over each other. maxTurnRateDPS, in degrees per second, ONLY affects flight of RCS missiles like the HEKV1 decoupleSpeed = 5 audioClipPath = BDArmory/Sounds/rocketLoop exhaustPrefabPath = BDArmory/Models/exhaust/smallExhaust boostExhaustPrefabPath = BDArmory/Models/exhaust/mediumExhaust boostTransformName = boostTransform boostExhaustTransformName = boostTransform optimumAirspeed = 1372 //deals with how missile leads the target and calculation of turn radius for dynamic launch zone calculation, should match the max speed of your missile aero = true //Missile has aerodynamics liftArea = 0.0020 //increases lift which helps with manuevering and turning, but also increases drag steerMult = 4 //big number = steer harder... maxTorque = 10 //ammount of torque that will be applied to the missile for turning maxAoA = 18 //max AoA missile can turn at, will limit missile's turn radius below what is possible with maxTorque if set too low missileType = missile homingType = aam //air to air missile different types are AAM, AGM, Cruise and Ballistic targetingType = radar activeRadarRange = 0 maxOffBoresight = 0 //maximum angle, from the boresight, that the missile can track the target. This also controls how the missile can launch off boresight. When launched from the air at another air target with allAspect = false, launch off boresight is at 0.35*maxOffBoresight, otherwise it is at 0.75*,maxOffBoresight (allAspect = true OR either launching craft or target is landed/splashed). allAspect = false // Only affects when missile can launch for radar-guided missiles, see comment on maxOffBoresight for how. For heat-seeking missiles this also allows lock-on after launch. lockedSensorFOV = 2.5 //the field of view the missile can see to maintain a lock after launch, will affect accuracy minStaticLaunchRange = 500 // minimum launch range in meters assuming craft don't move, final min launch distance is dynamically calculated based on target/launching craft speeds maxStaticLaunchRange = 25000 // maximum launch range in meters assuming craft don't move, final max launch distance is dynamically calculated based on target/launching craft speeds radarLOAL = false //radar lock on after launch engageAir = true engageMissile = false engageGround = false engageSLW = false } MODULE { name = BDExplosivePart tntMass = 11 } }
  2. Hi! Been looking at the documentation for the radar so I can make my own classic radar sets from history. Some of them being old radar gunsets used by F-86s and the AN/APQ-120 for the Phantom, my problem is that the documentation for Radar Configuration , doesn't cover what scanRotationSpeed, lockRotationSpeed and lockRotationAngle really means. I made a test radar and I really can't find a difference between the stock radar and my radar. This is not including other variables I can probably extrapolate their use, for instance lockAttemptFOV being used for when you're attempting to lock an aircraft and it represents the pointing of the radar beam. I assume. but changing the first 3 I see no noticeable change. If someone can provide some extra information on these variables, I'd appreciate it.
  3. I'm running both the runway version of BDA that's 1.4, and I have extracted the correct folder into the Game data folder not the ' AviatorArsenal 1.5' but regular Aviatorsarsenal, yet when loading the game I freeze from module manager 'Module manager: Running post patch callbacks' Any tips? I have 1.11.2 and the latest version of module manager. 4.1.4
  4. Galen was right. I misunderstood what "battery connected" meant. I thought that you literally needed to connect a battery, not flip a switch. I guess there was nothing wrong at all, except me taking something too literally.
  5. @Stone Blue So I assume then, the issue might lay with Warbird Cockpits? I do have the latest version I can find, directly from the forum page. I don't believe there was any continuation of the mod either. Also, my bad. Not MFD. I mean HUD. the switch to turn on the cockpit HUD doesn't work. Not the MFD. After testing, it is indeed warbird cockpits causing the issue, but I have no idea what's causing it. I extracted the folder as "galen" according to what the mod maker said, and I have both the continued version of RPM and both the latest of ASET props and avionics, but what I did notice is that the game while loading gives me a warning when warbirds is installed. Any clue on the issue?
  6. Some gauges and parts from ASET don't work. For instance, the button to flip open the MFD works, but flipping the switch to turn it on doesn't, like the switch physically moves and can be used, but it's as if the MFD display is broken. Another example is the altimeter gauge not working at all, as in,increasing in altitude but it stays at zero. Some gauges work and some don't. I don't know if anyone else has had this issue. The issue I experienced this is, is the mk.2 inline cockpit mostly. https://www.dropbox.com/s/lqy6laqmt0v6suo/KSP.log?dl=0 my log
  7. Not installed "wrong" but I installed the wrong thing, funnily enough. When I go to the github, I downloaded the "master" instead of the release. My apologies. The buttons work, but some gauges just don't.
  8. I've been using RasterPropMonitor, and after following the directions, I have the JSI folder in my Gamedata folder, yet none of my IVAs seem to work. For instance, the buttons from the ASET Avionics and ASET props don't work, they show up but unusable. None of the MFDs show up, or if they do, they're blank. I have the latest version of the module manager 4.1.4, the latest version of RPM provided, the latest version of both ASET props and avionics provided, and KSP 1.11.2. Any fixes?
  9. I dunno if this is the result of using the mod that's made for 1.9.1 for 1.10, but I've noticed that AIM-9s simply don't lock; at all. I though it was because my aircraft has an internal bay with the missiles. I then placed some on the wings, and still no luck. Even when aiming at an afterburning engine, rear aspect, from two miles away, the missile still acts as if there's no heat signature there. Has anyone else encountered this problem?
  10. I have Aerokerbin Industries IVA pack for RastersPropMonitor. My question is there any IVA for the inline mk 1 cockpit? Not the regular one with the nose attached. I'm wondering this because the KSA IVA Upgrade basically replaces all the main IVA's, so I'm wondering... Do I need to download the KSA IVA upgrade and rip the Mk 1 Inline IVA file out and throw away the other stuff? Or is there a dedicated IVA mod for the Inline Mk 1 cockpit?
  11. Woops I was looking at the wrong page... Oh well.
  12. I don't know how it's a RAM problem. I had more mods than this when I had KSP the last time (Same computer. Just lagged the excrements out of it. But then that same issue was suddenly occuring little before I had to delete the my old KSP. I kept the mods though.) Still I don't know why the mods want to break now. Does copying and pasting the mod break it in any sort of fashion?
  13. Damn dude, just need to ask for a better image. Not go sound all sour about it. Just didn't realize I could just print screen the game. I also didn't post the mods because I forgot. If you want me to list each individual one then I don't mind
  14. I've recently re downloaded KSP due to me last time loading so many mods that the game just went to a crawl. So I downloaded it again and took the mods I used most and threw it into the game data folder. Issue is, I have thrust effects and smoke effects appearing in my hangar and the Staging is completely absent until I go to launch my rocket. If you need any more images I am happy to provide some. The awkward effects Mods Folder1 Modsfolder2
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