jrodriguez Posted March 24, 2020 Author Share Posted March 24, 2020 1 minute ago, RurouniDonut said: Ahh okay, there's no way atm to add the tracking module to the rocket I imagine then? If not, hopefully I can switch fast enough That's right. There is no way to keep the tracking windows open when using a different active vessel. Quote Link to comment Share on other sites More sharing options...
RurouniDonut Posted March 24, 2020 Share Posted March 24, 2020 6 minutes ago, jrodriguez said: That's right. There is no way to keep the tracking windows open when using a different active vessel. Ahh okay, thanks anyways!! Quote Link to comment Share on other sites More sharing options...
Xd the great Posted March 24, 2020 Share Posted March 24, 2020 On 3/23/2020 at 8:51 PM, TheKurgan said: I have been building the most crazy maneuverable target drones for missile testing for the past 3 years... my drones can pull off 45G turns at will, and they can out maneuver a sidewinder about 2% of the time, and 0% against an AMRAAM. Do your drone fail to evade sidewinders with flares, especially at about 4km? I see my craft failing to fire flares if it is too maneuverable. Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted March 24, 2020 Share Posted March 24, 2020 2 hours ago, Xd the great said: Do your drone fail to evade sidewinders with flares No, it uses the flares... BUT yes I have seen it once in a while (usually on the second or third missile fired at it) not use the flares and try to dodge the missile... unsuccessfully Quote Link to comment Share on other sites More sharing options...
Xd the great Posted March 24, 2020 Share Posted March 24, 2020 7 hours ago, TheKurgan said: No, it uses the flares... BUT yes I have seen it once in a while (usually on the second or third missile fired at it) not use the flares and try to dodge the missile... unsuccessfully Can this be fixed? Or is it a bug? Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted March 25, 2020 Share Posted March 25, 2020 I have no idea. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted March 25, 2020 Share Posted March 25, 2020 3 minutes ago, TheKurgan said: I have no idea. @jrodriguez ? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted March 25, 2020 Author Share Posted March 25, 2020 5 hours ago, Xd the great said: @jrodriguez ? Everything can be fixed. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted March 25, 2020 Share Posted March 25, 2020 2 hours ago, jrodriguez said: Everything can be fixed. I like your optimism. Anyway, are there weapons pack with reloadable missile turrets? (Preferably compatible with aim-9s) Quote Link to comment Share on other sites More sharing options...
L0ck0n Posted March 26, 2020 Share Posted March 26, 2020 On 3/24/2020 at 1:15 PM, CrayzeeMonkey said: It is a fork of BDAC, yes. I'm planning to add auto-reload so you don't have to use action groups. Its great, so many new functionalities from this (especially with auto-reload)! Im working on my cold war- themed mod/ parts pack (with stockalike parts and a MANY new missiles/ launchers for BDAc) and reloadablerail module could be used by me to create sooo many new turrets and stuff! Btw here are some early dev photos: Spoiler Quote Link to comment Share on other sites More sharing options...
Xd the great Posted March 26, 2020 Share Posted March 26, 2020 (edited) @TheKurgan have you experienced lag from the smoke of flares? Any idea how to remove the smoke only or to reduce lag from it? Edited March 26, 2020 by Xd the great Quote Link to comment Share on other sites More sharing options...
Xd the great Posted March 26, 2020 Share Posted March 26, 2020 And also do ricocheted bullets ricochet/deal damage to other enemies? Quote Link to comment Share on other sites More sharing options...
CrayzeeMonkey Posted March 27, 2020 Share Posted March 27, 2020 On 3/25/2020 at 8:54 PM, L0ck0n said: Its great, so many new functionalities from this (especially with auto-reload)! Im working on my cold war- themed mod/ parts pack (with stockalike parts and a MANY new missiles/ launchers for BDAc) and reloadablerail module could be used by me to create sooo many new turrets and stuff! *snip* Can you send me the missile turret from your parts pack? If it has a MissileTransform that moves along with the turret I can use it for testing. Quote Link to comment Share on other sites More sharing options...
AntonMeb Posted March 27, 2020 Share Posted March 27, 2020 hi, i have a problem with the module manager, When I downloaded it I put the whole pack just like this into my game data folder. So in there I had the Game data that is always in there, the bd armory mod, the physics range extender and the ModuleManager order. But when I open ksp now there are a lot of error textest in the loading screen and when I'm in it and I want to use the guns, it says module manager not installed in red letters. Does anybody knows how I can fix that? (Sorry for my bad English ) Quote Link to comment Share on other sites More sharing options...
Xd the great Posted March 28, 2020 Share Posted March 28, 2020 7 hours ago, AntonMeb said: hi, i have a problem with the module manager, When I downloaded it I put the whole pack just like this into my game data folder. So in there I had the Game data that is always in there, the bd armory mod, the physics range extender and the ModuleManager order. But when I open ksp now there are a lot of error textest in the loading screen and when I'm in it and I want to use the guns, it says module manager not installed in red letters. Does anybody knows how I can fix that? (Sorry for my bad English ) You want KSP directory/Gamedata/BDArmory, not KSP directory/Gamedata/gamedata/BDArmory. No double gamedata file. Also, how does "stage on proximity" work on modular missile? I am trying to build a cluster cruise missile for bombing the KSC. Quote Link to comment Share on other sites More sharing options...
Sky! (Big nerd) Posted March 31, 2020 Share Posted March 31, 2020 Hey, would full TU support be possible? How about contract packs and if it doesn't already include it; configs for rp-1? Quote Link to comment Share on other sites More sharing options...
Xd the great Posted April 1, 2020 Share Posted April 1, 2020 5 hours ago, Sky! (Big nerd) said: Hey, would full TU support be possible? How about contract packs and if it doesn't already include it; configs for rp-1? Unlikely, but you can always make new mods based on BDAC. Quote Link to comment Share on other sites More sharing options...
GKSP Posted April 2, 2020 Share Posted April 2, 2020 I recently separated my BDArmory saves and space agency saves by keeping separate installs on my computer. Is there a way to remove the unused BDA modules like the hitpoint tracker from crafts in my normal space agency saves? I encountered a similar problem with kOS and the nametag and don't know how to fix it. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted April 2, 2020 Share Posted April 2, 2020 9 hours ago, GKSP said: I recently separated my BDArmory saves and space agency saves by keeping separate installs on my computer. Is there a way to remove the unused BDA modules like the hitpoint tracker from crafts in my normal space agency saves? I encountered a similar problem with kOS and the nametag and don't know how to fix it. You can manually edit the save file, but I wouldn't recommend it. Plus it does not change any of your normal gameplay. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted April 3, 2020 Share Posted April 3, 2020 On 3/25/2020 at 9:54 PM, L0ck0n said: Its great, so many new functionalities from this (especially with auto-reload)! Im working on my cold war- themed mod/ parts pack (with stockalike parts and a MANY new missiles/ launchers for BDAc) and reloadablerail module could be used by me to create sooo many new turrets and stuff! Btw here are some early dev photos: Hide contents OMG those are some really handsome parts! Do you have a release date in mind? Quote Link to comment Share on other sites More sharing options...
MoonstreamInSpace Posted April 3, 2020 Share Posted April 3, 2020 PLEASE UPDATE BDARMORY SO THAT IT WORKS ON MACS! Any version before this bad change breaks KSP, and any version afterwards has a purple targeting screen. Quote Link to comment Share on other sites More sharing options...
Manul Posted April 3, 2020 Share Posted April 3, 2020 On 3/23/2020 at 3:51 PM, TheKurgan said: I have been building the most crazy maneuverable target drones for missile testing for the past 3 years... my drones can pull off 45G turns at will, and they can out maneuver a sidewinder about 2% of the time, and 0% against an AMRAAM. This is in a sandbox setting with g force limits on. AMRAAM looks somewhat overpowered. 37g acceleration looks real, but 2 minutes burn with 20 000 m/s dV doesn't http://www.zaretto.com/sites/zaretto.com/files/missile-aerodynamic-data/AIM120C5-Performance-Assessment-rev2.pdf Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted April 3, 2020 Share Posted April 3, 2020 (edited) 12 minutes ago, Manul said: 2 minutes burn with 20 000 m/s dV doesn't ok, agreed. Suggestion? It's going to be extremely difficult to make it realistic BUT we can easily reduce it's range. boostTime = 2.2 //seconds of boost phase (kind of need to keep this at it's current setting) cruiseTime = 45 //seconds of cruise phase (This can be easily changed to reduce it's range) Some testing to see how far it will go go at various cruise times needs to be done. or someone can math it... Edited April 3, 2020 by TheKurgan Quote Link to comment Share on other sites More sharing options...
Manul Posted April 3, 2020 Share Posted April 3, 2020 (edited) 14 minutes ago, TheKurgan said: Suggestion? I think we need an option to attach Kerbal to this missile. And launch Jeb to Eeloo. Plan B is to reduce burn time but it will possibly need hours of testing and finetuning to make sure that it still can hit targets. And I'm not sure it will result in more realistic performance because it's kerbal physics and it requires moar boosters. Are you ready to ride a missile, Jeb? Edited April 3, 2020 by Manul Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted April 3, 2020 Share Posted April 3, 2020 (edited) 1 hour ago, Manul said: it will possibly need hours of testing and finetuning to make sure that it still can hit targets. NAH!!! I want it to be able to hit a plane at 40km.... so I place a plane aprox 40km away, fire the current missile at it using a cheatty radar, and time to see how long it takes to get to the target... poof... time - boost time = cruise time. The real missile can hit a target 74km away... but that is too far IMO Edited April 3, 2020 by TheKurgan Quote Link to comment Share on other sites More sharing options...
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