Neros7 Posted August 30, 2020 Share Posted August 30, 2020 Its just parts so they should work until bdarmory changes something and usually they still work even if bdarmory changes, just some things get weird and newer features wont work with old parts Quote Link to comment Share on other sites More sharing options...
Eknolounn Posted October 30, 2020 Share Posted October 30, 2020 May I ask why my mod lacks some chassis and turrets? Quote Link to comment Share on other sites More sharing options...
DuckDuckCute Posted June 25, 2021 Share Posted June 25, 2021 The loading stop at many part of this mod(all turrent,big canon and some gun,but missile are fine to be loaded) the log end like this: [LOG 17:45:51.673] PartLoader: Compiling Part 'KerbalField/Parts/EU/MG151/MG151/MG151' [LOG 17:45:51.691] PartLoader: Part 'KerbalField/Parts/EU/MG151/MG151/MG151' has no database record. Creating. [LOG 17:45:51.691] [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. [LOG 17:45:51.694] DragCubeSystem: Creating drag cubes for part 'MG151' [EXC 17:45:51.723] NullReferenceException: Object reference not set to an instance of an object BDArmory.Modules.ModuleWeapon.GetInfo () (at <5e78411038524e878e91ad3c520ea848>:0) PartLoader.CompilePartInfo (AvailablePart newPartInfo, Part part) (at <a1ca58b5ca7140639de29a81de5e3f32>:0) PartLoader+<CompileParts>d__56.MoveNext () (at <a1ca58b5ca7140639de29a81de5e3f32>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Quote Link to comment Share on other sites More sharing options...
AirShark Posted July 31, 2021 Share Posted July 31, 2021 Dead mod? Quote Link to comment Share on other sites More sharing options...
callsignblaze Posted August 2, 2021 Share Posted August 2, 2021 On 7/31/2021 at 3:26 PM, AirShark said: Dead mod? doubt it its being used in the fighter jet round table currently Quote Link to comment Share on other sites More sharing options...
Kernowden Kerbin Posted August 17, 2021 Author Share Posted August 17, 2021 On 8/1/2021 at 3:26 AM, AirShark said: Dead mod? no Quote Link to comment Share on other sites More sharing options...
Marssu1309 Posted September 23, 2021 Share Posted September 23, 2021 Does this work on 12.2??? Quote Link to comment Share on other sites More sharing options...
BGYT Posted September 28, 2021 Share Posted September 28, 2021 yes Quote Link to comment Share on other sites More sharing options...
BF2_Pilot Posted September 28, 2021 Share Posted September 28, 2021 On 9/24/2021 at 1:01 AM, Marssu1309 said: Does this work on 12.2??? KerbalField on SpaceDock updated 10 minutes ago, BGYT said: yes Quote Link to comment Share on other sites More sharing options...
Briso Posted November 4, 2021 Share Posted November 4, 2021 Hi, could you add a little more Russian air-to-air missiles. We are talking about the R-27, R-37 and R-73 missiles. Quote Link to comment Share on other sites More sharing options...
可爱的滑稽菌 Posted November 23, 2021 Share Posted November 23, 2021 (edited) 这个模组下下来后不会用 [Moderator added translation] This module will not be used after it is downloaded Edited November 23, 2021 by James Kerman Added Translation Quote Link to comment Share on other sites More sharing options...
James Kerman Posted November 23, 2021 Share Posted November 23, 2021 6 minutes ago, 可爱的滑稽菌 said: 这个模组下下来后不会用 [Moderator added translation] This module will not be used after it is downloaded Welcome to the forum, an English translation has been added to your comment because all posts, outside of the international sub forums require it. We have this rule because not every browser or device supports automatic translation so we encourage you to use a service like google translate if you wish to post in the general forums. [Google Translation] 欢迎来到论坛,您的评论已添加英文翻译,因为国际子论坛之外的所有帖子都需要它。我们有这个规则,因为并非每个浏览器或设备都支持自动翻译,因此如果您想在一般论坛上发帖,我们鼓励您使用像谷歌翻译这样的服务。 Quote Link to comment Share on other sites More sharing options...
Pds314 Posted November 26, 2021 Share Posted November 26, 2021 (edited) I notice an odd difference between these missiles and the ones that come with BDA. In BDA, the missiles have this segment of code in the cfg. If I understand correctly, these are setting Bezier curves in Unity. Your missiles do not appear to have either of these curves. I don't know what exactly BDA does if they're not present. Assume some default value? I'm not 100% sure. I will investigate whether these missiles are indeed ever chasing flares, but I'm honestly not totally sure why they're more accurate most of the time than the default sidewinder, whether it's just that they have much better stats or they might not see flares correctly. EDIT: Tried pitting two He-162 clones against each other using the particularly anemic TY-90 missiles (The weight being set to the same as an AIM-9 when in reality it's 30% that much doesn't help any in their being anemic, and nor does the fact I'm using them against airplanes rather than helicopters). The flares definitely work against them. I don't know exactly what BDA is doing WRT flare detection in these missiles but these missiles do actually know flares exist. Of course, in this situation the flares are basically 100% effective. Althogh if you remove them, the missiles become pretty lethal. Even the really anemic ones like MICA, TY-90, and PL-8. lockedSensorFOVBias { // floatcurve to define how the missile weights targets and flares off the center of where the seeker is looking // is only active once the missile has locked onto a target // should be set from 0 (seeker is looking directly at target/flare) to at least lockedSensorFOV/2 (target/flare is on edge of sensor FOV) // it is recommended that the value at 0 be set to 1.0 and max value set to 0. Here is an example of an effective flare rejection curve: // key = angle off seeker centerline weighting bias // key = 0.0 1 // Highest weighing on centerline // key = 3 0.83 // 17% lower weighting at edge of sensor FOV // key = 10 0.25 // Beyond Sidewinder FOV, provided for example purposes for large sensor FOV missiles // key = 30 0.1 // // key = 90 0.0 // Beyond 90 flare/target is behind missile // This set up will maxmize flare effectiviness: // key = 0.0 1 // key = 90 1 // This is the current default curve (same as 1.4.0.7 BDAc Sidewinder): key = 0 1 0 0 key = 0.6 0.993333333333333 -0.0222222222222222 -0.0222222222222222 key = 1.2 0.973333333333333 -0.0444444444444444 -0.0444444444444444 key = 1.8 0.94 -0.0666666666666667 -0.0666666666666667 key = 2.4 0.893333333333333 -0.0888888888888889 -0.0888888888888889 key = 3 0.833333333333333 -0.111111111111111 -0.111111111111111 // For other missiles it will scale from 0 to lockedSensorFOV/2 instead of 0 to 3 (3 = lockedSensorFOV/2 for Sidewinder) } lockedSensorVelocityBias { // floatcurve to define how the missile weights targets and flares based on the angle between their velocity vectors // is only active once the missile has locked onto a target // should be set from 0 (tracked target and flare/alternate target have aligned velocity vectors) // to an angle less than 180 (tracked target and flare/alternate target travelling in opposite directions) // it is recommended that the value at 0 be set to 1.0 and max key value be 0. Here is an example of an effective flare rejection curve: // key = angle between velocities weighting bias // key = 0.0 1 // Highest weighing for target/flare travelling in same direction as tracked target // key = 3.0 0.83 // // key = 10 0.25 // // key = 30 0.1 // // key = 90 0.0 // ignore flares travelling perpendicular to target or in opposite direction // This set up will maxmize flare effectiviness: // key = 0.0 1 // key = 180 1 // This is the current default curve (same as 1.4.0.7 BDAc Sidewinder): key = 0.0 1 key = 180 1 } Edited November 26, 2021 by Pds314 Quote Link to comment Share on other sites More sharing options...
Mr.jeff Posted December 24, 2021 Share Posted December 24, 2021 Hey so i have a problem the CN DF-17 is fine and all but it seems to crash a couple of km next to the target. Here are the settings, i don't know if it will help Quote Link to comment Share on other sites More sharing options...
BF2_Pilot Posted December 28, 2021 Share Posted December 28, 2021 On 12/25/2021 at 7:27 AM, Mr.jeff said: Hey so i have a problem the CN DF-17 is fine and all but it seems to crash a couple of km next to the target. Here are the settings, i don't know if it will help one of bugs of BDA ,lol if your missile's speed is fast ,it's common to fly over target and miss XD BDAc is not suitable for this kind of missile , I will fix it after learning C++ programing Quote Link to comment Share on other sites More sharing options...
Mr.jeff Posted December 28, 2021 Share Posted December 28, 2021 32 minutes ago, BF2_Pilot said: one of bugs of BDA ,lol if your missile's speed is fast ,it's common to fly over target and miss XD BDAc is not suitable for this kind of missile , I will fix it after learning C++ programing Oh, thank you for informing me. i don't know why the missile just doesnt slow down when near it's target. i mean it's still going at like 1.500 m/s when it is near the target Quote Link to comment Share on other sites More sharing options...
BF2_Pilot Posted January 2, 2022 Share Posted January 2, 2022 On 12/28/2021 at 10:30 PM, Mr.jeff said: Oh, thank you for informing me. i don't know why the missile just doesnt slow down when near it's target. i mean it's still going at like 1.500 m/s when it is near the target It's what DF17 did in real world(featured high speed) You can decease its "thrust" in "cfg" by yourself to avoid overspeed . Quote Link to comment Share on other sites More sharing options...
mega234 Posted January 7, 2022 Share Posted January 7, 2022 could this work with bda for the runway project? Quote Link to comment Share on other sites More sharing options...
oilwell0314 Posted January 24, 2022 Share Posted January 24, 2022 On 1/6/2022 at 11:34 PM, mega234 said: could this work with bda for the runway project? The latest version of KBF works absolutely fine. Quote Link to comment Share on other sites More sharing options...
BF2_Pilot Posted January 25, 2022 Share Posted January 25, 2022 9 hours ago, oilwell0314 said: The latest version of KBF works absolutely fine. On 1/7/2022 at 12:34 PM, mega234 said: could this work with bda for the runway project? BDA-rp is doing well ,adding some amazing functions like "BulletTypeChange" , so I have added AP/HE for most of turrets weapon lol . It's certain that I am glad to bring Kerbalfield to BDA-rp environmnet but if I use these modules in runway projects, those who still using traditional BDAC will not able to start their game. Quote Link to comment Share on other sites More sharing options...
Don0303 Posted April 9, 2022 Share Posted April 9, 2022 cant get the ADS to work, any tips? Quote Link to comment Share on other sites More sharing options...
DuckDuckCute Posted April 16, 2022 Share Posted April 16, 2022 (edited) How to use the "KBF LAD-X Low-Altitude Dispenser"? It seems that there's no way to toggle it, BDA manager doesn't show it during flight, and the part's own right-click window doesn't show any toggle or fire option neither. Edited April 16, 2022 by DuckDuckCute Quote Link to comment Share on other sites More sharing options...
verniervonkerman Posted August 3, 2022 Share Posted August 3, 2022 Same here Quote Link to comment Share on other sites More sharing options...
Aaron11 Posted August 22, 2022 Share Posted August 22, 2022 作者啥时候出个步战车八大轮的底盘呗(笑) When will the author come up with the chassis of the eight wheels of the chariot (laughs) https://imgur.com/gallery/NkiQm7 Quote Link to comment Share on other sites More sharing options...
Aaron11 Posted August 22, 2022 Share Posted August 22, 2022 6 minutes ago, Aaron11 said: 作者啥时候出个步战车八大轮的底盘呗(笑) When will the author come up with the chassis of the eight wheels of the chariot (laughs) https://imgur.com/gallery/NkiQm7 以及建议你可以内置个同轴机枪~ And it is recommended that you can have a built-in coaxial machine gun~ Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.