DoctorDavinci

[1.4.x] BDArmory Continued v1.2.2.2 [8/8/2018] + Vessel Mover, Camera Tools, BDMk22, Destruction Effects, Burn Together

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On 9/19/2017 at 9:49 PM, SpannerMonkey(smce) said:

@Galane Here's the patch to allow the Pilot Ai to use the FS  FS1TP Turboprop Engine,   As you want to go quickly i've been generous and they ll pull that  162part 1.5tonne p38 along at 170m/s at sea level. 



@PART[FSturboProp]:NEEDS[Firespitter]:NEEDS[BDArmory] //;NEEDS[aPrayer]// At [ThisPart] Needs [this] Needs [That] or I wont do anything
{
  !MODULE[FSengine]{} // remove stock fs engine module
	MODULE // install new engine module 
	{
		name = ModuleEngines
		thrustVectorTransformName = thrustTransform
		exhaustDamage = False
		ignitionThreshold = 0.1
		minThrust = 0.1
		maxThrust = 105
		heatProduction = 15
		useEngineResponseTime = True
		engineAccelerationSpeed = 0.5
		engineDecelerationSpeed = 0.5
		useVelocityCurve = True
		PROPELLANT
		{
			name = LiquidFuel
			resourceFlowMode = STAGE_PRIORITY_FLOW
			ratio = 1
			DrawGauge = True
		}
		PROPELLANT
		{
			name = IntakeAir
			ignoreForIsp = True
			ratio = 10
		}
		 atmosphereCurve
		 {
			key = 0 17000
		 }
		atmChangeFlow = True
		useVelCurve = True
		useAtmCurve = True
		multiFlow=false
		velCurve
		{
			key = 0 0.75
			key = 0.12 0.885
			key = 0.35 0.94
			key = 0.78 0.12
			key = 0.90 0.035
			key = 1.2 0
		}
		atmCurve
		{
			key = 0 0
			key = 0.3 0.5
			key = 0.6 1
			key = 0.7 1
			key = 0.8 1
			key = 0.9 1
			key = 1 1
		}	
	}
	@MODULE[FSplanePropellerSpinner]
    {
	%rotationSpeed = -150
	%spinUpTime = 7.0
	%rotorDiscSpeed = -150
	%useRotorDiscSwap = 1
	}
}

and if you want one ready to drop in  https://www.dropbox.com/s/dph46dmdoecotc9/FStoBDA_MM.zip?dl=0

Note it's not the best engine for the purpose the sound is all wrong of course, and it has no proper blur, the disc is simply not there so i can't do anything about that  ,  but they work presentably well .

Thanks. I'll give this a try. I've been doing major reworking of Mewt Sparrow to see what can be done with it. Has B9 wings now and many other alterations.

Mewt is Maltese for Death. I just looked up words for death in other languages and that's pretty much the first one that wasn't *obviously* just another language's word for death. What could be more obscure? If I could find what the Boontling word for death is...

Edit: It makes the thrust work with BDA but the blades still aren't powered. They only spin from windmilling through the air and seem to cause a whole bunch of drag. Could barely get the plane up to 200, and that only with a long level run or in a dive at full throttle. Any time the AI backed off the throttle it slowed down fast.

(Much experimentation later...) It now has gimbal locked Panthers and circular intakes on the back and front of structural fuselage pieces set in the middle of two pieces of B9 wing. It also sports a dual Vulcan, droppable gun and fuel pod on the belly, four AIM-9 missiles under wing, and wingtip drop tanks plus an ECM pod stuffed between the tailfin and fuselage. Still has the six nose mounted .50's. Set to drain the tip tanks, then the belly pod before the main 400 unit tank, the tip tanks can be dropped for better agility once combat is joined. The Mewt Sparrow project has become a decent COIN, ground support and FAC aircraft that's able to do air to air battle in a pinch. More missile rails and/or hardpoints could be put on the wing to support targeting pods for air to ground ordnance.

Edited by Galane

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Version KSP: 1.1.3

I have a problem.. I cant get it to work

Everythings installed at common\Kerbal Space Program\GameData, as per usual mod installs. so i.e the BD folder is located at \common\Kerbal Space Program\GameData\BDArmory. 

The symptoms are: I do not get a toolbar/the BD button that brings up the menu

None of the parts are in the regular meny, i have to go to the special menu list, and list by manufacturer to find the parts

If i add the parts to my vehicle, they have no functionality. 

      -  the parts are there ingame, but if i for example left click/right click (dont remember the right one) to get up the weapons  menu for that weapon, it will not show.

      - I also have no alternatives in the while construction them. As in, if i try to assign them to a group. There's no alternatives for them. Only says "50.caliber browning", and then nothing

Edited by tafinator
Wasnt done.. managed to hit post

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59 minutes ago, tafinator said:

Version KSP: 1.1.3

You have in all probability installed the wrong version for you KSP install    1.1.3 BDA  should be https://github.com/PapaJoesSoup/BDArmory/releases/download/0.11.1.0/BDArmory.0.11.1.0_07312016.zip

That aside for further help please read the first post of this thread , regarding bug reporting and learn how to help us help you.

Edited by SpannerMonkey(smce)

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Hi all,

@Papa_Joe
@jrodriguez
@SpannerMonkey(smce)
@gomker
@TheDog
@DoctorDavinci

Love this - i'm trying to get the AI pilot to fly my plane but the maximum idle speed is too low. Is there a way to increase the idle speed? The relevant field is in BDArmory/BDArmory/Control/BDModulePilotAI.cs on github. Unfortunately, i have no idea of how to make patches.

when the plane reaches the min altitude it slows to 200m/s and that is too slow.

 

thanks for your help in advance

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12 hours ago, Toontoonizer said:

Love this - i'm trying to get the AI pilot to fly my plane but the maximum idle speed is too low. Is 

200m/s is too slow? Are you sure the plane is aerodynamically sane?

Anyway, if you can wait for the next release (not soon though) we can increase the slider range...

Edited by TheDog

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On 9/4/2017 at 9:38 AM, XOC2008 said:

Unless something is different that I haven't noticed, you can use the BDA input settings and map the fire weapon control to ANY button, including a joystick fire button.

I would like  to use Keyboard input as well since I don't use gamepad when operating Naval or land units.

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Just a quick question-is it possible to get missiles (any type, modular missiles or real parts) to explode when they hit the water? I'm trying to test out nuclear ICBMs against entire fleets.

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1 hour ago, Krakenator said:

Just a quick question-is it possible to get missiles (any type, modular missiles or real parts) to explode when they hit the water? I'm trying to test out nuclear ICBMs against entire fleets.

Hi the trouble with ICBM's is they have to be tough to with stand the forces they encounter , so that gives them a certain robustness

However if the missile is configured with the correct options it can do a couple of things.   If terminal guidance is set up in cfg or patched in, then the missile can instead of heading to GPS , target an enemy weapon manger equipped vessel.   Check out the BDA patches for the how to if the missiles you are using do not have terminal guidance set up. 

For simple surface detonation you can set the water impact modifier lower than the missile strength ,  this enables BDA to apply different values for water and surface impact. Can also be done with a patch :)

 

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Thank you. I also have a question about modular missiles.

https://imgur.com/a/vYTAM

 

I tried a ballistic missile with these settings, using both the Modular Missile Guidance part (The one that looks like the AI pilot tool, but for missiles) and the Modular Missiles core. Both times, the Missile flew straight up until it reached space.

 

My launch procedure was to

1) Go to weapon manager, select the missile on weapon manager

2) Go to modules, GPS, select target

3) Throttle up

4) Press "fire missile" and then press spacebar, sending the missile up

 

It wouldn't turn over, just go straight up. Any help? Thanks!

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20 minutes ago, Krakenator said:

It wouldn't turn over, just go straight up. Any help? Thanks!

Hi  sounds very much like the weapon never received the target data, before clicking launch make sure that there is a visible marker dot showing the direction of target , this is a green dot  visible in flight scene , you should only fire when you have checked. 

Should you check, and find the dot present for your selected target and the missile still does not rotate to track and you have established it is not a missile problem , ie have you given it the ability to steer ?. In this case  a zipped copy of your KSP .log will be required before anything more can be done or suggested.

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3 hours ago, Krakenator said:

Thank you. I also have a question about modular missiles.

https://imgur.com/a/vYTAM

 

I tried a ballistic missile with these settings, using both the Modular Missile Guidance part (The one that looks like the AI pilot tool, but for missiles) and the Modular Missiles core. Both times, the Missile flew straight up until it reached space.

 

My launch procedure was to

1) Go to weapon manager, select the missile on weapon manager

2) Go to modules, GPS, select target

3) Throttle up

4) Press "fire missile" and then press spacebar, sending the missile up

 

It wouldn't turn over, just go straight up. Any help? Thanks!

In addition to what SpannerMonkey said, 

You only need one core but you have added two. I suggest  removing the one that looks like the AIPilot and use the missile core instead. 

I wrote a detailed guide about how to create, attach  and fire a modular missile here. 

https://github.com/jrodrigv/BDModularMissileParts/wiki/1.-Building-your-first-Modular-Missile

If you read this guide you will see that you don't need to Throttle up or click spacebar to stage :)

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1 hour ago, Krakenator said:

Still the same problem, doesn't turn at all.

 

I'm not sure how to upload directly to the forums so here is a google drive link:

https://drive.google.com/file/d/0B1Us4kBnkY8UQ0tJQWN1Wm9BRDg/view?usp=sharing

 

Thanks!

 

Would you mind to attach some screenshots  (imgur.com)? I would like to see the vehicle you are using to fire the missile, actions, etc. 

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Missile in VAB:

https://imgur.com/a/UDJ3g

 

Missile with target selected and selected in weapon manager. Green dot is there.

https://imgur.com/a/TBkqy

 

Throttling up and hitting fire missile

https://imgur.com/a/Q5dXD

 

Fired. As you can see, it isn't trying to pitch or yaw. Gimbal is free.

https://imgur.com/a/FSa0z

 

ICBM just in space, having done nothing.

https://imgur.com/a/MrsQ3

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3 hours ago, Krakenator said:

Missile in VAB:

https://imgur.com/a/UDJ3g

 

Missile with target selected and selected in weapon manager. Green dot is there.

https://imgur.com/a/TBkqy

 

Throttling up and hitting fire missile

https://imgur.com/a/Q5dXD

 

Fired. As you can see, it isn't trying to pitch or yaw. Gimbal is free.

https://imgur.com/a/FSa0z

 

ICBM just in space, having done nothing.

https://imgur.com/a/MrsQ3

Did you read the guide I posted yesterday?

https://github.com/jrodrigv/BDModularMissileParts/wiki

You need to attach the missile to a vehicle with the weapon manager! 

As you would normally do with a normal missile like PAC-3,etc.

Example :

 

Edited by jrodriguez

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On 9/24/2017 at 11:54 AM, TheDog said:

200m/s is too slow? Are you sure the plane is aerodynamically sane?

Anyway, if you can wait for the next release (not soon though) we can increase the slider range...

:D it is just about aerodynamically sane...it is capable of a stable Mach 3.5, but has a fairly small wing area. Going straight at 200m/s is okay-ish but maneuvers are a no go...the plane needs to travel at a higher velocity to generate enough lift to be stable for maneuvers.

I have no problem with waiting but i'm running on 1.2.2 (for realism overhaul) and i doubt the 1.2.2 version will be updated so was hoping for a config patch.

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On 9/23/2017 at 11:18 PM, Toontoonizer said:

200m/s and that is too slow.

 

On 9/24/2017 at 11:54 AM, TheDog said:

Are you sure the plane is aerodynamically sane?

 

5 minutes ago, Toontoonizer said:

Going straight at 200m/s is okay-ish but maneuvers are a no go

Er no that'd be a fail on aerodynamically sane, horizontal rocket.  I'm sure if i shoved a tank down the runway at 200m/s  720kmh or 447.4 mph it'd fly too, doesn't make it an aircraft :lol:

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1 hour ago, Toontoonizer said:

:D it is just about aerodynamically sane...it is capable of a stable Mach 3.5, but has a fairly small wing area. Going straight at 200m/s is okay-ish but maneuvers are a no go...the plane needs to travel at a higher velocity to generate enough lift to be stable for maneuvers.

I have no problem with waiting but i'm running on 1.2.2 (for realism overhaul) and i doubt the 1.2.2 version will be updated so was hoping for a config patch.

You're attempting to dogfight with something like an X-15? :wink:

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10 minutes ago, SpannerMonkey(smce) said:

 

 

Er no that'd be a fail on aerodynamically sane, horizontal rocket.  I'm sure if i shoved a tank down the runway at 200m/s  720kmh or 447.4 mph it'd fly too, doesn't make it an aircraft :lol:

:lol::lol: sooo maybe it needs bigger/more wings, but a large wingspan is not in the design spec

..but outside of that what if i just wanted a higher idle speed?

7 minutes ago, Galane said:

You're attempting to dogfight with something like an X-15? :wink:

maybe....why not? i've seen crazier things done in Kerbal. Plus around 500-1000m/s its quite maneuverable and stable..so why not? I call it a HVIC - high velocity interdiction craft.

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Is there a way of keeping things rendered/loaded out past 10 km? I'd be nice to exploit the claimed >10km ranges that many of the missiles have.

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1 hour ago, Themohawkninja said:

Is there a way of keeping things rendered/loaded out past 10 km? I'd be nice to exploit the claimed >10km ranges that many of the missiles have.

Edit Physics Range Extender settings.cfg (Not sure if you can in game, I don't remember)

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2 hours ago, Themohawkninja said:

Is there a way of keeping things rendered/loaded out past 10 km? I'd be nice to exploit the claimed >10km ranges that many of the missiles have.

Click on the PRE button after physics has loaded, enter the range you'd like to have  and click the button to set it

The range will be persistant until you change it again

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1 hour ago, stickman939 said:

Edit Physics Range Extender settings.cfg (Not sure if you can in game, I don't remember)

Sweet, now I can see stuff past 10km. However this has created the new issue of said targets destroying themselves once I get ~>15 km away. Not sure if that one is fixable or not.

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2 hours ago, Themohawkninja said:

Sweet, now I can see stuff past 10km. However this has created the new issue of said targets destroying themselves once I get ~>15 km away. Not sure if that one is fixable or not.

I recommend reading the OP of PRE to know how exactly how to play well with with extended ranges. 

For the problem with landed vessels, you will need to place them on static objects (buildings,Kerbal Konstruct objects) or on water. 

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