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a999999999999999999

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Everything posted by a999999999999999999

  1. I've managed to implement the first part, but need to make it work better with low-flying targets at close ranges (such as cruise missiles entering LoS) - currently, I have no means of distinguishing when a direct intercept would be preferential over attempting to ascend to altitude. Whenever I'll figure out how to make it work nicely, I'll make a pull request.
  2. Superior physics at long distances, mostly
  3. A lot about the range will also depend on the speed and altitude of the craft you're firing the missile from (craft goes faster - missile can go faster and the higher the craft is, the more room the missile has to gracefully glide down)
  4. Hi, would it be possible to make an air-to-air missile (or a surface-to-air one) climb to a set altitude (say, 20km) before beginning the glide/powered flight to the target craft? I find that the current behavior doesn't work very well with missiles that have their engine burn out at higher distances to the enemy (50-60km) - they don't have a lot of energy remaining to chase after the craft. The missile doing an initial climb to 20km, then thrusting/gliding to the enemy craft could help interceptions by having more energy by the time of interception. In addition, making AAM and AGM missiles respect the cruiseSpeed config parameter may help realism - currently, missiles achieve speeds higher than their IRL counterparts rather easily (especially when attempting to intercept ballistic missiles high above)
  5. The RCS reduction in ModuleECMJammer seems to be broken - not applying on 1.5.8.0 (judging from the debug RCS viewer). While it shows up in the editor's RCS viewer, it does not work in flight. How to reproduce: Make a part with an ECM jammer config, say, like this: MODULE { name = ModuleECMJammer alwaysOn = true resourceDrain = 0.0 jammerStrength = 0 lockBreaker = false lockBreakerStrength = 0 rcsReduction = true rcsReductionFactor = 0.03 // factor for radar cross section: from 0 (craft is invisible) to 1 (no effect) } (yes, I know it's horrifyingly overpowered) Place the part on a ship Go into flight See the radar cross section reduction not applying
  6. An interesting addition to the mod could be adding a capability for cruise/ballistic missiles to attempt to evade incoming anti-air missiles, as well as flare/chaff/ECM jammer capacity. While you can install a ModuleECMJammer on a missile, I don't believe it actually behaves as it would on a craft and does not break radar locks. Currently, air defense just catches too many cruise/ballistic missiles.
  7. Hi, CKAN has a 1.5.6.1 version of BDA+ featuring a fix for the broken radar system. Not sure why it's not in the changelogs here.
  8. Hi, I've noticed a minor problem in the AI's logic while dealing with multiple targets. If the AI settings allow for multiple missile targets and it fires SARH missiles with a later-activated active seeker (example: AMRAAM), it will switch targets to fire another missile before the AMRAAM's active seeker kicks in, thus breaking the first AMRAAM's lock. This causes the AI to needlessly waste missiles. Can this be corrected via AI settings, or is it an actual bug? I can provide a video of the bug in action, if necessary.
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