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BahamutoD

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Everything posted by BahamutoD

  1. Sure, and welcome back! -- I finished making the rotary rail, so I'll probably release it soon:
  2. Hmm, let me know. Thanks! It's new code. There will be an indicator showing which direction the weapon will be released.
  3. ^ I need logs (ksp/KSP_Data/output_log.txt) after this happens to be able to help you. Things like this have been reported several times but no one has submitted an output log, and I have never experienced it on a release version so I have no idea what could be causing it. It hasn't been reported yet but I suspected something like this would happen. Thanks.
  4. Projectiles that are parts (bombs, missiles) just use the normal KSP collisions. Non-part projectiles like rockets and submunitions use raycasts, but also does an altitude check and detonates if altitude is < 0 (underwater), so those shouldn't have an issue.. You should just need to have "missileType = bomb" in the config. That would be the correct way to use those, yes. I haven't done any testing with torpedo stuff yet though.
  5. For the missiles to be used by missile turret, all you need to do is make sure you don't have a collider or model on the parent gameObject (the one with PartTools exporter). Also make sure the Animation script (if you have one) is a child, not on the exporter object. All objects that are to move with the turret should be a child/grandchild etc of the exporter object. Take a look here: http://puu.sh/mXZIp/266e624c87.jpg I changed how the boosters on missiles work a little bit. If you have a booster transform, then only the particles in the booster will be fired during the boost phase. Any particle emitter that's not a child of a booster transform is assumed to be particles for the cruise phase. http://puu.sh/mY1Ul/352d80e37f.png Also there's a new field for missiles called "cruiseDelay". You can set this to have a delay between when the boost phase ends and when the cruise phase starts. If you have any other specific problems with the update, let me know. Happy belated!
  6. Thank you! -- I spent the last few hours working on a new part which should prove useful: https://www.youtube.com/watch?v=t9WAlJFn6is
  7. Update v0.10.1 = New = - "Command self" option for wing commander = Changes = - Rebalanced weapon damage - Improved AI Pilot speed management in dogfight - Improved AI Pilot collision avoidance behavior - Reduced bullet damage factor to 100 - Tweaked AIM-120 aero slightly - Increased heat of explosions - Extra explosion heat when part is destroyed is transferred to connected part - Factor in DMG_MULTIPLIER for explosives - optional cannonShellHeat value for ModuleWeapon - if defined, it will be used in heat damage calculation for shell explosion - Tweaked flare effects = Fixes = - Fixed WeaponManager using missiles asymmetrically - Fixed exceptions being thrown by WingCommander in editor - Fixed exceptions thrown by ModuleTargetingCamera during loading - Fixed RWR not functioning if it was enabled on reload - Fixed AI using incorrect gun distance when airborne - Fixed AI Pilot turning incorrect direction sometimes when enemy is beyond 90deg bearing
  8. Thanks for the heads up. Edit: wait are you sure? Missile collisions are the same as any part collisions, so does Scatterer disable all part collisions with water?
  9. How far were you from the PAC launcher? They've been configured to have a minimum launch range of 2km. What torpedo? Right now all of the explosive 30mm guns are very underpowered. We're working on balancing damage. I'll be releasing a small update with some fixes for the reported bugs soon.
  10. Try either naming the parent transform "missileTransform" in Unity, or make a new empty game object, put the whole missile as a child of it, and run the PartTools exporter on that new parent. I think the structure your missiles use are confusing the missile turret. Yeah, apparently a bunch of damage balancing needs to be done.
  11. What's happening shouldn't really be happening, so it could be a conflict from errors in other mods, but see if this works: https://github.com/BahamutoD/BDArmory/raw/master/BahaTurret/bin/Debug/BahaTurret.dll (replace BahaTurret.dll in BDArmory/Plugins) If it doesn't, try a fresh install of KSP, add BDArmory, then add mods one at a time to see which one is causing the issue.
  12. I don't think I touched modular missile guidance. Steer factor and damping behave like a PID controller - altitude for cruise is just what (radar) altitude you want it to cruise at. At the moment, only the fighter style radome (long pointy one) can multi-lock (up to three). You can still lock multiple targets if you have several radars linked together, or several on your craft enabled simultaneously. That's right, the turrets force the missiles to slide along the rail until they exit. This was necessary so they don't explode on each other in certain cases such as when they are tightly packed in the patriot turret, or if you're firing perpendicular to your velocity.
  13. Can you post an output log? That shouldn't happen as long as you are clicking "Apply Physics Distance". Yes, and you still need to have guard mode setup and enabled on the wingmen. Attack Pos essentially just flies them into the area so that guard mode and the usual AI pilot behaviors can take over.
  14. You can use the slave turrets feature on either radar or TGP with the missile turrets. Hmm, I put that behavior in to attempt to save planes from killing themselves in FAR, but it was a temporary measure since ferram4 was working on better G-limiting for the AI. I hadn't considered flying wings - the steering behavior assumes yaw stability in certain situations. I'll see what I can do.
  15. I'm just now seeing this. Wow, my friend you are really improving! Looks great!
  16. The guard will use the AIM-9 with the turret just fine. You may have been too close. Try setting the "Gun Range" value to something lower. If the target is closer than the distance set, it will only use guns. If you have a craft that only uses missiles, you can set it to 0 so that it tries to use missiles at all ranges, however missiles have a minimum static launch range (defined in the part config), under which they won't fire. The AIM-9 has a min static launch range of 300m.
  17. I was running into a lot of issues trying to fix it, so I set it aside again. Someday..
  18. Yes, I believe I have. Give it a shot. It's hard to imagine this will ever be 1.0, but.. some day. It's still far from what I envision to be feature-complete. Sure! Thanks! Not yet for the multiple different turrets. That'll be a huge thing to tackle since until now, everything is based on the guards only using one type of weapon at a time. I have plans though..
  19. Update v0.10.0 = New = - Wing Commander module - Missile launcher turrets - Rocket launcher turret - TOW Missile - Beam riding missile guidance - Guard usage of missile launcher turrets - Weapon targeting types are displayed in weapon list - Weapon alignment and converge distance indicator in editor (F2) - MinCombatSpeed variable for AI Pilot, below which the pilot will focus on regaining speed when extending or orbiting - Idle speed for AI Pilot for when it is only orbiting - Added steer damping value for missiles to reduce oscillations - Ripple fire settings will be saved per-weapon - Ripple fire action group toggle - Tweakable gun range for guards (to decide between guns or missiles) - Tweakable missiles per target value for guards (will wait until set amount of missiles have missed before firing again) - Support for turret rotation sound effects - Optional radarName field to display in modules tab instead of part title - Support for built-in radars on turrets - New bullet/tracer shader - Bullet tracer intervals - Optional ejected shell collisions - Action groups for firing guns on weapon manager and individual guns (Currently only supports Custom1-10) - Support for simultaneous use of multiple on-board radars - Support for simultaneous use of multiple off-board radars via data-link - Multi-locking TWS capability on fighter-style radome = Changes = - Radars can detect landed/splashed targets - Changed Oerlikon Millennium to more realistic high rate of fire burst - New sound effects for Millennium and M230 - Changed 30mm cannons to explosive rounds - Tweaked AIM-9 and AIM-120 aero/steering values - Tweaked drag and lift curves and coefficients - Tweaked flare thermal value - Changed PAC-3 to semi-active homing - AI Pilot will return to and orbit the area it took off from/was activated when not in combat unless commanded to a location via wingcommander - Improved AI Pilot throttle control and use of multi-mode engine (afterburner) - Improved AI Pilot handling post-stall - Improved AI Pilot evasive behavior - Improved AI Pilot behavior for ground target gun attack - Changed default max guard visual range to 5km - Guard that is fixated on a target will intermittently do a wide scan to check for new threats - Reduced weapon manager audio source ranges - Reduced Browning AN/M2 mass to 40kg - Missile smoke trails persist after missile is destroyed - Improved cruise missile behavior - Circle icon for friendly contact on B-Scope radar display = Fixes = - Fixed chain reactions causing rippled bombs to detonate simultaneously - Fixed guns firing after automatically switching when emptying stores of previous missile/rocket via fire key - Fixed empty rocket pods remaining on available weapons list - Fixed guard mode fire intervals cycling too quickly for air-to-air missiles - Fixed MANY guard mode issues causing it not to work properly/consistently - Fixed incorrect selected weapon message - Fixed targeting pod losing saved settings/target position on reload - Fixed high relative velocity missiles stepping through objects w/o collision - Fixed unnecessary snaking in sa or aa missile guidance - Fixed AGM guidance on high altitude surface targets - Fixed muzzle flashes not appearing when framerate is low - Fixed rotary cannons not appearing to spin - Fixed incorrect description in RBS-15 cruise missile (should say GPS guided) - Fixed targeting pod disabling radar tracking when radar loses lock - it will wait until next lock - Fixed turret yaw limiting behavior - Fixed AI Pilots taking off in standby mode when peace mode is enabled - RWR state is persistent - Removed turret motion range tweakables from radars = Changes by ferram4 = - Bullet damage is now based on impact energy, not momentum - Extra bullet damage when a part is destroyed is transferred to connected parts - Bullet penetration is guaranteed at >~75 degrees - Bullet ricochets are guaranteed at <~5 degrees - Optional bullet drag (per weapon) + No drag (legacy) + Analytic estimate (-new default-. no affect on trajectory - only impact velocity/damage) + Numerical Integration (affects trajectory - not accounted for by AI) = NOTE: aerodynamic values per weapon have not been applied yet Notes: - There are a few new systems and some of the systems were modified heavily during this update, so please help me if you find a sneaky bug - Since guard's gun vs missile range is tweakable now, you will have to manually set it to a lower value for AI Planes so they don't try to gun down a plane from 2km away (before, it would automatically go to 800m) - While radars can now detect landed vessels, they are still affected by ground clutter/other inhibiting factors, so it is normal if a plane can't see ground targets in a look-down situation. Low altitude choppers and ships should have less problems with this - AI Pilots can either be on standby mode or disabled, and can still be remotely activated via the wing commander's "Take Off" command. However, their engines must still be activated manually. (can be done remotely via an ActionGroup command. There is no remote staging command) - Here's a note from ferram4 about the bullet aerodynamics: bulletDragArea = 1.209675e-5 //drag area of the bullet in m^2; equal to Cd * A with A being the frontal area of the bullet; as a first approximation, take Cd to be 0.3 "...make them behave more realistically and provide reasons (for other mods) to choose between different caliber weapons when set up correctly" - This value can be defined in the ModuleWeapon module of a part's config. I haven't edited any of them yet so they all default to the above value. More details here https://www.youtube.com/watch?v=lTbl8dPEBCc
  20. I'm streaming again for a couple hours starting now. www.twitch.tv/bahamutod If you missed it, here's a clip demonstrating a couple new features in a totally ridiculous fashion: http://www.twitch.tv/bahamutod/v/37510569
  21. I'll be streaming BDArmory work today: http://www.twitch.tv/bahamutod
  22. ^ I may consider that some time down the road, but not any time soon (no promises). A couple more previews: TOW from a chopper: http://gfycat.com/BriskCookedAlleycat Improved Goalkeeper with radar: http://gfycat.com/WhirlwindCostlyElver
  23. Progress report - I got a lot of progress done on the multi-radar system, but there's still a few bugs to fix. Another feature I added is the ability to lock multiple targets with a single radar. For example, with the fighter-style radome, when you lock one target, it will continue to scan a 30 degree arc around the current target, and if there are other contacts within that field, you will be able to lock them simultaneously as well. https://gfycat.com/GrossMadeupAmericangoldfinch On another front, I added a new guidance mode - line of sight/beam riding. The missile will always attempt to maintain a position between the targeting laser source and target point. This allows for behavior like the TOW missile or the 9k121 Vikhr. For now, I made the TOW missile: https://www.youtube.com/watch?v=T50yDUM3W0Y
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