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Aerolfos

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Posts posted by Aerolfos

  1. 21 hours ago, colfighter said:

    can you add handheld lasers that use KIS or something along the lines of a photon torpedo from star wars

    As Spannermonkey said, no real use for those anymore.

    As for photon torpedo, nope, no idea how to. Remember that the current space missile is broken, so there's nothing to base off. Also do not know how to do custom explosion effects.

  2. On 17/05/2017 at 6:14 PM, Magnavox said:

    If your craft will take off between 20-30 m/s in water, then set the takeoff speed to 20.

    Takeoff Speed determines when the AI pilot begins to apply positive pitch to begin the takeoff. If it's set too high, the AI will not pitch up even though the plane is already going fast enough. Unless you built in some positive pitch such as having a longer nose gear than tail gear. 

    On water if you leave the takeoff speed at 70 which is the default I believe, the plane may never reach that speed due to excessive drag from the water and therefore the AI will never try taking the plane off. 

    It's best for water takeoffs to have the takeoff speed as low as you can. A fighter plane should have a lot of lift and so will take off at very low speeds unless you have your CoL well behind the CoM.

    I've tried everything from 10 (minimum) to 30. The problem is the AI is applying about 60-70% of maximum possible pitch when it does try to take off. A player applying 100% pitch at 20-30 m/s can take off easily, but the AI doesn't do that.

    On 17/05/2017 at 6:52 PM, SpannerMonkey(smce) said:

    I always set take off speed at zero for everything, gets things in the air quickly and as yet the AI hasn't stalled one , For water take off the less junk you have in contact with the water the faster it'll lift off,   One of the earlier entrants couldn't take off via AI, and simply moving the intakes from underneath to on top allowed it to lift off and  fly readily

    ...ah. I was building old style, trying to use intakes as floaters. No way to take off in old KSP unless you did that.

  3. Just now, jrodriguez said:

    Take Off speed reduction , torque wheels, aero brakes with pitch activated? 

    Take off speed at 100% pitch is about 20-30 m/s, I do not know how to lower that further. Torque wheels, well it's quite the aggressive turner, it might stall (even worse), AI really doesn't seem to care. Maybe I should try something like that. Airbrakes I already tried, nothing.

  4. Well, after extensive testing and tweaks.... technically I have a craft. Quite a good one too.

    But:

    On 22/04/2017 at 9:28 PM, jrodriguez said:

    Your plane should be able to take off from water!

    It does. Quite well. As long as a player is doing it.

    The AI does not apply 100% pitch input, no matter what I tweak, and as such my plane is a very expensive boat in the hands of the AI. Give it to a player for (literally) 5 seconds and it is off to the skies.... no idea what to do about it. Any hints?

     

  5. 23 hours ago, SpannerMonkey(smce) said:

    @Aerolfos  Hiya wondering if your still working on this as I've a couple of possible candidates for future weapons, they don't really fit in any of my other weapon mods ( and to some extent they're all pretty much full) .  However if you're no longer wanting to add maintain it I'd be happy to take it on. The ground and air war is well taken care of,  time to get some sci fi stuff happening and bully BDA in new ways 

    Yes I am. I don't have anything to add myself at the moment, and it's working and up-to-date is all.

    But I would love more stuff for sure!

  6. 18 hours ago, adsii1970 said:

    Any chance of adding something like a photon torpedo?

    For one, space weapons (The space missile) are broken. I have no idea how they work anyway.

    Secondly, not really sure how you would do a photon torpedo anyway. What do they look like? How is the explosion? And are any of those things I can actually make in KSP? (Probably not)

    So, sadly, not likely.

  7. On 5.11.2016 at 11:04 PM, jrodriguez said:

    @Aerolfos BDArmory has been updated to KSP 1.2.1. Let us know if you need any further assistance from the BDArmory team to update this awesome weapons pack :wink:

    Cool. Probably not, it is a very simple mod.

     

    EDIT: And that seems to be that. Should be working now, in 1.2.1!

  8. 11 hours ago, IraqiWalker said:

    Question: Do you intent to update to 1.2 once the BDAc crew finish their 1.2 update? Or is this mod not going to be supported any longer?

    Yes I do indeed.

    Sorry about 1.1.2, I ended up very confused about that and quite busy, have not played KSP in a while, and with 1.2 and a BDA update for that, I've decided to just wait.

  9. 13 hours ago, schnip said:

    Is there a config to allow these weapons to be fired using electric charge? Either that or a converter from electric charge to the charge used to fire would be really nice for extended battles.

    No but it should be a simple switch. And yeah, thoguht so too but couldn't figure it out, and wanted to get the mod out so just left it. Might look at it at some point.

    Look under module, find:
        bulletMass = 0.01497
        bulletVelocity = 800
        ammoName = Power
        requestResourceAmount = 100

    Change to: ammoName = ElectricCharge

  10. 1 hour ago, Pds314 said:

    Interesting that there is no minimum weight. This should allow for some interesting fiddling with the TWR.

    On a related note, I notice a distinct lack of DynamicDeflection. I suppose I can just disable the DD on all craft.

    "Procedural wings thickness must be greater than 0.120 for any reasonably sized wing part to prevent glitches."

    Does this include at wingtip? Because almost 5" seems ridiculously thick for a wingtip.


     

    There is a minimum weight, 6 tons for heavy fighters... no maximum however, did you mean that?

    Well, how big is the wingtip and how glitchy is it?

    3 hours ago, tetryds said:

    @Gnoyze Nope, this is a dogfight tournament not a battlefield simulation :P

    @Doke Yeah, that would kind of break the balance.

    @SuicidalInsanity Pretty much :P
    Or 6x .50cal if you are making a heavy fighter.

    Edit: by the way, how many confirmed entrants do we have already?

    Edit2: Ah, and remember that the AI can use more than one weapon now, it switches weapons when the one it's using overheats.

    I am an entrant. I'll try making it today really, along with updating my mod.

    All the weapons. Too bad 6 is max. Also, how smart is the AI in terms of cannon vs. machine guns? It should use high fire-rate bullet spam up close, but try to snipe with cannons at longer ranges/after machineguns overheat or jam.

    And you can use jet engines as long as their thrust is not too high or what? (Are there even any that you can fit?)

  11. 1 hour ago, tetryds said:

    You nailed it.
    Also, I thought you were talking about BDArmory's DMG_MULTIPLIER, not the damage on the charts, lol.
    They are not really arbitrary but good to compare the weapons.

    @SuicidalInsanity Yes, it's a FRIGGIN HOWITZER :D
    I am surprised that you put enough time and effort on making an airplane that can actually score a kill with it, would love to see a video/gif.

    Indeed. I was talking about the damage value? Well, I don't have much experience beyond tweaking some weapons to make laser variants. And trying to make a HE machine gun/autocannon... that failed miserably, but was in at least 0.24 or earlier, now there are "proper" HE weapons.

    Also... I did make an airplane with that. And scored a kill.

    Now, you didn't specify anything about the kind. Kill was a random ground target. XD

  12. 23 hours ago, tetryds said:

    @Aerolfos it breaks my heart to see you saying thay the value is arbitrary.

    DMG_MULTIPLIER = 100 took me nearly a day of testing to define.

    When BDArmory updated everything was overpowered and I tested the guns and gave values for baha to work with, also the DMG_MULTIPLIER value itself.

    ROF, Power, reliability, two more and you name all of the stats of the mgs and cannons. Since cooldown and accuracy are doubtlesly important I can assume that the charts are 100% effective.

    And at this point you probably figured out there is no "overall best" for any type of weapon :)

    Well, arbitrary as in assigned without much correlation beyond "Higher numbers, more power". If it had been defined in a non-arbitrary way you wouldn't need to test to know what it meant. I have absolutely no doubt you know what it means and balanced accordingly of course. Because for instance I don't, and just go with what works.

    Exactly.

    I had suspected as much, but had to try nonetheless :P

    Might be a few niche guns though, and general ones that work well with most anything, although not always the absolute best and most optimal choice. Or it's just I need an excuse to not spend hours testing every gun setup on everything I builf.

  13. 21 hours ago, CommanderBacara said:

    Cant you upload it to curse (ugh) or a download site like mediafire?

    No.

    As for other dl site, there was something about a replacement.

    3 hours ago, giga said:

    Welp

    You can Upload it to Spacedock. Because is the replacement of Kerbalstuff

    Yes this, but I had the understanding it was not operational? Anyone have a link in that case?

    EDIT: Got it. "Email sent, check in an hour or two" though.... yeaah... well it'll be up soon hopefully...

  14. 19 hours ago, CommanderBacara said:

    where can i download this now that kerbalstuff is rip in pepperonies?

     

    That is the question isn't it? I have not figured out what to do about that at all....

    7 hours ago, JeffreyCor said:

    How do these work in space? Would be a great way for blasting debris!

    Oh they should work just fine... I actually haven't tested them. But indeed they should. Maybe I'll finally get some explosive autolasers working now. (I tried in a much, much, muuuch earlier version of BDArmory. Couldn't do it, but now there's support for that.)

  15. 7 hours ago, tetryds said:

    @xiones11

    By the way, "damage" is a very subjective term, a lot of games have a hard time trying to quantize it.

    I've messed with BD Armory and the configs.. the "Damage" value seems quite arbitrary indeed. Higher, more damage, as expected, but beyond that...

    And charts are indeed more for picking a high rate of fire weapon, but still balancing it somehwat against damage. Or feeling that you need to fire long bursts and focus on finding a gun that suits that.

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