Relitto Posted June 25, 2019 Share Posted June 25, 2019 Can i edit the cfg of the Oerlikon to make the explosive rounds explode at a range greater than 3500m? Quote Link to comment Share on other sites More sharing options...
Xd the great Posted June 26, 2019 Share Posted June 26, 2019 10 hours ago, Relitto said: Can i edit the cfg of the Oerlikon to make the explosive rounds explode at a range greater than 3500m? Yes, I believe. Look for something that is 3500, set it to whatever you want. Recommend you to back up your game first. On 6/25/2019 at 7:42 AM, SkyStreak said: I'm having some difficulties with BDarmory 1.3.1. Whenever there is a hit, no damage is dealt by the weapons. I'm running with KSP 1.7.1 by the way. Did you install module manager? What are your bdac settings? @jrodriguez why is my gps targetting system missing the mark? Bombs and missiles can no longer hit their designated target accurately using gps. Quote Link to comment Share on other sites More sharing options...
Relitto Posted June 27, 2019 Share Posted June 27, 2019 20 hours ago, Xd the great said: Yes, I believe. Look for something that is 3500, set it to whatever you want. Recommend you to back up your game first. Did you install module manager? What are your bdac settings? @jrodriguez why is my gps targetting system missing the mark? Bombs and missiles can no longer hit their designated target accurately using gps. Theres nothing in the cfg set to 3500 Quote Link to comment Share on other sites More sharing options...
Box of Stardust Posted July 1, 2019 Share Posted July 1, 2019 (edited) Just a couple of notes for things I've noticed: 1. Guns clipped into other objects don't seem to be fired by the AI anymore; formerly, the AI would not care as long as the firing path was otherwise unobstructed by mesh geometry. It's a pretty edge case, but I use the GAU-8 flipped into the aircraft a lot because 1) less exposed hitbox, 2) it looks better. Not sure if this is intended behavior or not; if it is... that sucks. 2. Camera issue; potentially BDA related. In flight, the camera moves ahead of the CoM for some reason instead of staying focused. Not sure if BDA-specific related, or one of the related mods (e.g., PRE). 3. Sound issue; also potentially BDA/related mod related. Sounds are omnipresent throughout a scene; as if all engines are located right next to the camera. Seeing that the previous one is also a camera issue, I'd assume that it's BDA/PRE causing this issue. Also, seemingly around mid-April or May, a small update to BDA may have caused missile self-detonations to return? Unsure, maybe I'm just imagining it. It's not as frequent as the BDA 1.2.2 occurrences either, and the circumstances are a lot less clear. Just that it happens very consistently on certain craft, and not at all on others, or at least very, very low frequency with edge cases from other craft. Edited July 1, 2019 by Box of Stardust Quote Link to comment Share on other sites More sharing options...
Tanner Rawlings Posted July 3, 2019 Share Posted July 3, 2019 So I had a ground radar/missile emplacement on an island. I was flying a fighter towards the island, and upon the target loading, suddenly my game switches vessels to the target, then switches back to the plane and the plane explodes. Anyone else know what could be the issue? I had the plane flying with atmosphere autopilot and usually when switching vessels it sill keeps the planes stable and on track. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted July 3, 2019 Author Share Posted July 3, 2019 (edited) 11 minutes ago, Tanner Rawlings said: So I had a ground radar/missile emplacement on an island. I was flying a fighter towards the island, and upon the target loading, suddenly my game switches vessels to the target, then switches back to the plane and the plane explodes. Anyone else know what could be the issue? I had the plane flying with atmosphere autopilot and usually when switching vessels it sill keeps the planes stable and on track. It is due to PRE. Latest version of PRE has some issues. I'm working on a fix for it Which version of PRE are you using? Edited July 3, 2019 by jrodriguez Quote Link to comment Share on other sites More sharing options...
Tanner Rawlings Posted July 3, 2019 Share Posted July 3, 2019 2 hours ago, jrodriguez said: It is due to PRE. Latest version of PRE has some issues. I'm working on a fix for it Which version of PRE are you using? 1.12 or 1.13, ill have to check next time im at my computer, fairly certain 1.13 as i downloaded all my mods only a few days ago Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted July 4, 2019 Author Share Posted July 4, 2019 7 hours ago, Tanner Rawlings said: 1.12 or 1.13, ill have to check next time im at my computer, fairly certain 1.13 as i downloaded all my mods only a few days ago Maybe you can try the latest I published yesterday. I still doing fixes and I might publish new version soon. Quote Link to comment Share on other sites More sharing options...
Finalsurvivur Posted July 4, 2019 Share Posted July 4, 2019 I have been having a problem with my modular missile designs where separators are still triggered by action groups. I understand that the procedural missile core and the modular missile guidance parts disable the engines from being fired by the action groups, but is there any way to "lock" the separators from being activated by the action groups? Quote Link to comment Share on other sites More sharing options...
memeconnoiseur Posted July 5, 2019 Share Posted July 5, 2019 hey @jrodriguez how does the heat seeking guidance work? how does the guidance determine whether something is hot or not? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted July 5, 2019 Author Share Posted July 5, 2019 8 hours ago, Finalsurvivur said: I have been having a problem with my modular missile designs where separators are still triggered by action groups. I understand that the procedural missile core and the modular missile guidance parts disable the engines from being fired by the action groups, but is there any way to "lock" the separators from being activated by the action groups? No, modular missile module will not disable nothing from being triggered by actions group. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted July 5, 2019 Share Posted July 5, 2019 On 6/27/2019 at 2:17 PM, Relitto said: Theres nothing in the cfg set to 3500 Try maxAirDetonationRange = 3800 55 minutes ago, memeconnoiseur said: hey @jrodriguez how does the heat seeking guidance work? how does the guidance determine whether something is hot or not? Probably written in the code, but there is a threshold as to how strongly these missiles lock on to their target, or get distracted by flares. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted July 5, 2019 Share Posted July 5, 2019 Do rocket pods work now? AKA used by AIs? Quote Link to comment Share on other sites More sharing options...
Tanner Rawlings Posted July 5, 2019 Share Posted July 5, 2019 On 7/4/2019 at 9:11 AM, jrodriguez said: Maybe you can try the latest I published yesterday. I still doing fixes and I might publish new version soon. tried it, no longer explodes entire craft, just seems to streamline the craft by ripping the front half of the wings off, craft is still flyable so consider the issue resolved Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted July 5, 2019 Author Share Posted July 5, 2019 (edited) 19 hours ago, Tanner Rawlings said: tried it, no longer explodes entire craft, just seems to streamline the craft by ripping the front half of the wings off, craft is still flyable so consider the issue resolved Do you have installed Kerbal Joint Reinforcement Continued ? It is almost mandatory to have it. Edited July 6, 2019 by jrodriguez Quote Link to comment Share on other sites More sharing options...
Tanner Rawlings Posted July 5, 2019 Share Posted July 5, 2019 1 hour ago, jrodriguez said: Do you have installed Kerbal Joint Reinforcement Continued installed? It is almost mandatory to have it. D'oh no.... Quote Link to comment Share on other sites More sharing options...
Xd the great Posted July 5, 2019 Share Posted July 5, 2019 @Chris Bolland lets continue our discussion here. Did you try increasing maxEngageDistance? It worked for me. Also try increasing attack time (something with a value of 80 in the .cfg for bdac bombs) Quote Link to comment Share on other sites More sharing options...
Chris Bolland Posted July 6, 2019 Share Posted July 6, 2019 1 hour ago, Xd the great said: @Chris Bolland lets continue our discussion here. Did you try increasing maxEngageDistance? It worked for me. Also try increasing attack time (something with a value of 80 in the .cfg for bdac bombs) I don't have anything like that in my .cfg file. here it is. PART { name = ANM65 module = Part author = VintageXP mesh = model.mu rescaleFactor = 0.225 node_stack_top = 0.0, 0.6, -1.12, 0.0, 0.0, -1.0, 0 node_attach = 0.0, 0.0, -1.01, 0.0, 0.0, 0.0, 1 TechRequired = start entryCost = 0 cost = 800 category = none subcategory = 0 title = WW2 AN-M65 1000lb Bomb manufacturer = Roaken Armory description = Extremely efficient against buildings, can take down heavily armored ground targets even indirectly. Meant to be mounted on the Structural Bomb Mount. attachRules = 1,1,1,1,1 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision mass = 0.445 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 12 maxTemp = 1000000000 bulkheadProfiles = srf MODULE { name = MissileLauncher shortName = 1000lb blastRadius = 59.42 //meters blastPower = 55.44 blastHeat = 80 thrust = 0 //KN thrust during boost phase cruiseThrust = 0 //thrust during cruise phase dropTime = 3 //how many seconds after release until engine ignites boostTime = 2.2 //seconds of boost phase cruiseTime = 80 //seconds of cruise phase guidanceActive = false //missile has guidanceActive maxTurnRateDPS = 20 //degrees per second explModelPath = BDArmory/Models/explosion/explosionLarge explSoundPath = BDArmory/Sounds/explode1 useSimpleDrag = true simpleCoD = 0,0,-3 missileType = bomb homingType = none } Quote Link to comment Share on other sites More sharing options...
Xd the great Posted July 6, 2019 Share Posted July 6, 2019 Spoiler 7 hours ago, Chris Bolland said: I don't have anything like that in my .cfg file. here it is. PART { name = ANM65 module = Part author = VintageXP mesh = model.mu rescaleFactor = 0.225 node_stack_top = 0.0, 0.6, -1.12, 0.0, 0.0, -1.0, 0 node_attach = 0.0, 0.0, -1.01, 0.0, 0.0, 0.0, 1 TechRequired = start entryCost = 0 cost = 800 category = none subcategory = 0 title = WW2 AN-M65 1000lb Bomb manufacturer = Roaken Armory description = Extremely efficient against buildings, can take down heavily armored ground targets even indirectly. Meant to be mounted on the Structural Bomb Mount. attachRules = 1,1,1,1,1 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision mass = 0.445 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 12 maxTemp = 1000000000 bulkheadProfiles = srf MODULE { name = MissileLauncher shortName = 1000lb blastRadius = 59.42 //meters blastPower = 55.44 blastHeat = 80 thrust = 0 //KN thrust during boost phase cruiseThrust = 0 //thrust during cruise phase dropTime = 3 //how many seconds after release until engine ignites boostTime = 2.2 //seconds of boost phase cruiseTime = 80 //seconds of cruise phase guidanceActive = false //missile has guidanceActive maxTurnRateDPS = 20 //degrees per second explModelPath = BDArmory/Models/explosion/explosionLarge explSoundPath = BDArmory/Sounds/explode1 useSimpleDrag = true simpleCoD = 0,0,-3 missileType = bomb homingType = none } Cruise time. Set it to some insanely ridiculously large numbers. Tell me if my hypothesis is correct. Quote Link to comment Share on other sites More sharing options...
Chris Bolland Posted July 9, 2019 Share Posted July 9, 2019 On 7/6/2019 at 2:07 AM, Xd the great said: Reveal hidden contents Cruise time. Set it to some insanely ridiculously large numbers. Tell me if my hypothesis is correct. Naw, that didn't do anything. Probably because the bomb doesn't have a cruise mode at all. If I can't change it, it's fine I'll just have to send bombing missions at lower altitude and risk the flak and fighters. I changed the stats on the Flak88s so they fire at 30rpm. I've got 6 batteries of 3 guns each with a max range of 7km and I have to fly at 5km to bomb accurately. I made the tracers invisible so it's a surprise when I'm hit, and I'm constantly biting my nails. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted July 9, 2019 Share Posted July 9, 2019 1 hour ago, Chris Bolland said: Naw, that didn't do anything. Probably because the bomb doesn't have a cruise mode at all. If I can't change it, it's fine I'll just have to send bombing missions at lower altitude and risk the flak and fighters. I changed the stats on the Flak88s so they fire at 30rpm. I've got 6 batteries of 3 guns each with a max range of 7km and I have to fly at 5km to bomb accurately. I made the tracers invisible so it's a surprise when I'm hit, and I'm constantly biting my nails. This is a .cfg that works for me. See if it helps. Good luck when flying/being shot at. Spoiler PART { // Kerbal Space Program - Part Config // // // --- general parameters --- name = XDJdamMk83Big module = Part author = XDTHEGREAT // --- asset parameters --- MODEL { model = BDArmory/Parts/jdamMk83/model } rescaleFactor = 1 // --- node definitions --- node_attach = 0.0, 0.1779008, 0.2834791, 0, 1, 0, 0 node_stack_top = 0.0, 0.1779008, 0.2834791, 0, 1, 0, 0 // --- editor parameters --- TechRequired = start entryCost = 0 cost = 200 category = none subcategory = 0 title = GPS Mk83 JDAM Bomb. manufacturer = XDTHEGREAT description = 2000lb GPS-guided bomb. Packed with really high explosives, so high that kerbals jump into space with the shockwave (as described by Jeb). // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,0,0,1 // --- standard part parameters --- mass = 0.058 dragModelType = default maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 5 maxTemp = 3600 MODULE { name = MissileLauncher shortName = Mk83 JDAM LR thrust = 0 //KN thrust during boost phase cruiseThrust = 0 //thrust during cruise phase dropTime = 1 //how many seconds after release until guidance begins boostTime = 0 //seconds of boost phase cruiseTime = 800 //seconds of cruise phase guidanceActive = true maxTurnRateDPS = 20 //degrees per second explModelPath = BDArmory/Models/explosion/explosionLarge explSoundPath = BDArmory/Sounds/explode1 missileType = bomb DetonationDistance = 0 targetingType = gps homingType = AGMBallistic optimumAirspeed = 300 maxStaticLaunchRange = 18000 aero = true liftArea = 0.00027 steerMult = .3 maxTorque = 4 engageAir = false engageMissile = false engageGround = true engageSLW = false } MODULE { name = BDExplosivePart tntMass = 2000 } } Add this line too: maxStaticLaunchRange = 18000 Quote Link to comment Share on other sites More sharing options...
mr. engino Posted July 11, 2019 Share Posted July 11, 2019 I installed this a while back, and noticed that the .50 cal turrets apparently don't fire/aim correctly, instead having their targeting thing off to the side of the spaceship. Is there a way to fix this? Quote Link to comment Share on other sites More sharing options...
Xd the great Posted July 12, 2019 Share Posted July 12, 2019 7 hours ago, mr. engino said: I installed this a while back, and noticed that the .50 cal turrets apparently don't fire/aim correctly, instead having their targeting thing off to the side of the spaceship. Is there a way to fix this? Any pics/logs? Quote Link to comment Share on other sites More sharing options...
mr. engino Posted July 12, 2019 Share Posted July 12, 2019 (edited) 7 hours ago, Xd the great said: Any pics/logs? Sadly no, the new update probably broke the mod even more now... UPDATE: I do have images, but apparently imgur no longer allows albums. https://imgur.com/1wrJ1L8 https://imgur.com/pT9xTb6 https://imgur.com/S39zYB8 https://imgur.com/A5wmYY7 https://imgur.com/eahXehy https://imgur.com/aExPtAe Edited July 12, 2019 by mr. engino Quote Link to comment Share on other sites More sharing options...
Xd the great Posted July 12, 2019 Share Posted July 12, 2019 2 hours ago, mr. engino said: Sadly no, the new update probably broke the mod even more now... UPDATE: I do have images, but apparently imgur no longer allows albums. https://imgur.com/1wrJ1L8 https://imgur.com/pT9xTb6 https://imgur.com/S39zYB8 https://imgur.com/A5wmYY7 https://imgur.com/eahXehy https://imgur.com/aExPtAe Lets just say that BDAC guns do not work extremely well in space. Did you test them on Kerbin? Quote Link to comment Share on other sites More sharing options...
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