Eidahlil

Members
  • Content Count

    179
  • Joined

  • Last visited

Community Reputation

276 Excellent

5 Followers

About Eidahlil

  • Rank
    Spacecraft Engineer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Eidahlil

    [1.7.x] BDArmory Continued v1.3.0 [05/01/2019]

    No. I really want to say "not yet". I've been wanting this myself for a while, but it is quite a complicated change to do in maintainable way, so we'll just have to see if it happens. :)
  2. Eidahlil

    [1.7.x] BDArmory Continued v1.3.0 [05/01/2019]

    It does affect guns. The AI checks if it should start firing guns every firing interval seconds. If it does, it will keep firing them for burst interval seconds, or half the firing interval if the burst interval is zero (<0.5 actually). Yeah, sorry about that. Not sure which wiki you're referring to (there's the ingame one, and the one floating on the internet), but, I guess, they are all outdated. For surface AI, you can right click the part in the VAB, and find a list of what each setting does in the part documentation. For pilot AI... I'll see if I can add that. Regarding tutorials, my favourite place is to check the BDA dogfighting competitions in the challenges subforum, but YMMV. Also, I think most of the settings will be pretty clear from description, except maybe the Factor, Damping and Ki, for which you can google about PID controllers (Factor is the Proportional part, Ki is the Integral part and Damping is the Damping part). It sounds like your control is underdamped, try increasing steer damping. Right click a weapon in VAB/SPH, Show Weapon Group UI, set both weapons to the exact same weapon group (type in the same name) - they will fire together.
  3. Eidahlil

    [1.7.x] BDArmory Continued v1.3.0 [05/01/2019]

    BDA 1.3.1 is out - just a couple of bugfixes: FIXES All parts have bulkheadProfiles - should stop bulkhead filter NREs. Rocket pods no longer fire StackOverflows.
  4. @FleshJeb you are technically correct, which, I guess, is the best kind of correct. The function produces only one side of a gaussian distribution (or the absolute value of it), which is misleading given it's name. However, in the `GaussianDirectionDeviation` above it, we're picking a random direction (-180 to 180 degrees), which you can think of as picking a direction from 0 to 180 and then multiplying by -1 50% of the time, and the -1 gives us a nice gaussian distribution again. I'll get it fixed anyway (unless you want to do a pull request yourself?) That said, this produces the wrong bullet distribution anyway. In reality the deviation is normal in any direction orthogonal to the firing line, however that make the distance from center not normal, but normal squared (aka chi-square with 2 degrees of freedom aka rayleigh). It's getting fixed in the next version.
  5. Add blank decouplers with modular missile guidance. Make sure your firing interval is not too low. The AI will start dropping drones as soon as the drone bay _starts_ opening. So you want it to fire the blank ones first. Play around with the order they are placed in. It's a wonky solution, but the only one I found. If you check the princess it has two blank ones at the back of the bay. Doesn't always work right, but sometimes it does.
  6. In very simple terms - KSP has a system to move the world around the vessel instead of moving the vessel in the world. Not all things in BDA take this into account. This system is disabled when the focused vessel is close to the ground. So if the selected vessel is on the ground, the world will stop moving, and everything will work like you would expect. In less simple terms - detecting collisions at high speed is tricky. Also, floating point number precision is directly related to their magnitude. So KSP has systems to try to circumvent these problems - velocity offloading (called Krakensbane) and floating origin (called FloatingOrigin ). The first one works by calculating the speed of everything relative to the active vessel instead of the body you're orbiting. So then when you're heading for Duna at 3km/s, and jettison a booster, Unity has to calculate if it slips between the two fins for a booster moving at 1.2 m/s for a stationary spaceship rather than if a booster moving at 3000.1 m/s slips between the fins of a spaceship moving at 3000 m/s. Turns out, the former is easier. The second one works by keeping the vessel at (0, 0, 0) in the internal coordinate system, and everything close by is also relatively close to 0 (things far away are unloaded anyway). You can probably google up a better explanation of the problem than I can manage without taking up three paragraphs but you start to lose small movements when you're far away from zero. In BDA, some things, like bullets, do not take these things into account (likely the bullets were implemented before KSP had these things). So, when the systems kick in, the bullets start inheriting the acceleration and movement of the focused vessel. Also, when the focused vessel changes, the bullets like to teleport together with the vessel change. Now, when you're close to the ground, collisions with terrain come up. And, applying the same argument, there is a lot more terrain than there is ship, and calculating collisions is easier when the terrain is stationary. So Krakensbane turns off. And since you're stationary, Floating Origin has no reason to kick in either (and it is less aggressive for vessels close to the ground too). So, a landed observer stops the main causes of the observer effects, while a flying observer does not (it might still alleviate Floating Origin issues if it stays in relatively the same place).
  7. Yeah, there are quite a few observer effects, such as bullets moving together with the selected vessel (hard to spot), bullets teleporting "randomly" occasionally and pilots extending forever. An observer aircraft doesn't really stop them from happening, if you want a truly unbiased testing, you'll have to use a landed/splashed observer craft. Note this is because of KSP reasons, not because of BDA reasons, but a workaround should still happen someday. Hopefully with next BDA release, as a probable fix is already in the dev builds.
  8. I've had pretty good results launching drones via the modular missile guidance. Even autopilot AI / guard mode can sort of figure it out. They activate rather reliably, though in this specific implementation the AI does not wait for the cargo bay to fully open, resulting in some of them hitting the door on their way out. Somewhat useful instructions here:
  9. Sure, the Rafale looks quite good, but you can probably make it pretty good: Needs proper ECM tech - add some batteries, I'd recommend at least 2K of electric charge. And add "activate ECM" to the gear action group for all the ECM. Also maybe add another ECM for a total of 3. A bit sluggish on pitch - the center of lift should move forward a bit. A bit overenthusiastic on roll. Maybe disable roll on the middle elevons and tail, and set all the elevons back to 100 authority limit (not the canards though)? And while you're at it, increase steer damping to 6? It only has 2.2 engines - 200 fuel should be plenty and save a ton of mass. What's up with the 5 second drop time on the Sidewinder? It's supposed to be a missile, not a bomb. AI tweaks - reducing max speed to ~290 would make it a lot more resistant to the initial sidewinder volley. If 2. and 3. get fixed, the minimum altitude can decrease to 300-400. And I have no idea why it has any amount of Pitch KI. FYI I did not test the head in detail. So something like this: https://kerbalx.com/juzeris/Dassault-Rafale-C-CE-Shark-III-Type-E.craft Speaking of which, @exbyde, I think the Pachycephalosaurus deserves a honorable mention. "Hydra" maybe? Or "Nietzsche poster plane" ("that which does not kill me, makes me stronger")? The Mini Shark is already pretty good. It can probably benefit from pretty much all of the comments for Rafale, but they are a lot more optional here. An ECM will increase mass by 10%, which is not insignificant, though I've found that it is very vulnerable to AMRAAMs (which lock at 3km out).
  10. They don't seem to overheat too badly when on guard mode. I suspect this is due to having many guns, and having useRippleFire on. Since the rules don't allow me to text edit that to false, and I could not find another way to turn it off for GAU-8, it sort of became a non-issue. By the way, @exbyde, do I have to specify which category the entry is for? If yes, then it's unlimited. I added the cockpit solely for looks, there's a proper drone core behind it.
  11. Well, the main reason I didn't use them is because they provide pretty much no info in the part details in the SPH. That, and the really large radar cross section. But now that you mentioned it, I went through the part.cfg files, and noticed that the Maverick engine is quite reasonable both in terms of RCS and performance. So there might an actual helicopter in the works, depending on whether I can figure out how to make it maneuverable enough.
  12. Not really a plane... While it technically has a bit of wing surface for structural reasons, at 16.6t, the 3 or so m2 hardly matter. It mainly uses props for lift. I suppose that makes it a stealth attack helicopter. At least if we ignore the parachute.
  13. I'm OK with the Pike being replaced. While we're at it, let's jump on the airplane plus train, since everyone seems to think it's the bees knees: https://kerbalx.com/juzeris/Cookie
  14. Put a decoupler on the mothership. Put another decoupler on that decoupler. Put a modular missile guidance on the first decoupler. Put your parasite craft on the second decoupler. Don't forget to tell it it's a drone, because the mothership thinks it's a potato. Add to action group 1: AI pilot - activate Weapon manager - guard mode on engine - activate probe core/cockpit - control from here second decoupler - decouple. whatever else you want to do when launching the drone Congratulations, your missile guidance now thinks that it is a super awesome decoupler - powered cannon. Set your modular missile guidance settings to: GPS guidance mode so it doesn't try to get a heat lock increase the max range to whenever you want the drones to launch I recommend having at least half a second of drop time. Congratulations, your mothership now thinks the parasite craft is a very fancy cruise missile. Your mothership will now launch these drones as it would launch cruise missiles - any time it as much as glimpses an enemy. PROFIT!!!!!! Your drone will turn off its autopilot if the mothership is destroyed. No known workaround.
  15. While we're at it, I've updated the sunfish, it should no longer get lost on the way. Hopefully. Also clamped all the values to those available in the editor. Well, at least those I've found... So feel free to still throw it out, but in case you want to keep going... https://kerbalx.com/juzeris/Hedgedrone.craft (same link as before)