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Modifying configs for BDArmory


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I've been interested in BDarmory configs, and using KWS as guidance as well as the stock parts to BDarmory, I've been trying to make my own missiles based off older Air-to-air missiles of yesteryear. Again this is a private mod I have no intention of releasing, think of it as a learning experience.

I've been trying to recreate the AIM-9C by modifying the AIM-120.cfg that comes with stock BDarmory and changing the model, but it seems that it doesn't load. I properly copied over the model file, and the node attachment points that the Sidewinder has over to the Aim-120.cfg. The part doesn't load, so I look into the log and I get this message "Config in file '\BDArmory\Parts\aim-120\Aim-9C.cfg' contains an unnamed node. Skipping."

I don't know what the issue is, looking over the cfg, all I did was change things, not actually removed anything . The 'model9.mu' is the mesh of the aim-9 sidewinder I renamed and placed within. I still can't figure out the issue, and looking at the documentation for BDarmory (Which if there is more documentation that'd be nice, so far there's a lot of things unexplained and I don't think the Github wiki even lists all the modules) on the Github and even the example provided looks fine when compared to what I have. Any help?

 

PART
{
	// Kerbal Space Program - Part Config
	//
	//

	// --- general parameters ---
	name = 37AIM9C
	module = Part
	author = BahamutoD

	// --- asset parameters ---
	mesh = model9.mu
	rescaleFactor = 1


	// --- node definitions ---
	node_attach = 0.0, 0.06188124, 0, 0, 1, 0, 0
	node_stack_top = 0.0, 0.06188124, 0, 0, 1, 0, 0


	// --- editor parameters ---
	TechRequired = precisionEngineering
	entryCost = 2100
	cost = 400
	category = none
	bdacategory = Missiles
	subcategory = 0
	bulkheadProfiles = srf
	title = AIM-9C Sidewinder Missile
	manufacturer = Threece Aviation
	description = Short-range light-weight semi-active radar missile
	// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
	attachRules = 1,1,0,0,1

	// --- standard part parameters ---
	mass = 0.085
	dragModelType = default
	maximum_drag = 0.01
	minimum_drag = 0.01
	angularDrag = 2
	crashTolerance = 5
	maxTemp = 3600


	MODULE
	{
		name = MissileLauncher

		shortName = AIM-9C

		thrust = 12 //KN thrust during boost phase
		cruiseThrust = 0 //thrust during cruise phase
		dropTime = 0.55 //how many seconds after release until engine ignites
		boostTime = 5 //seconds of boost phase
		cruiseTime = 0 //seconds of cruise phase
		guidanceActive = true //missile has guidanceActive
		maxTurnRateDPS = 35 //thrust+maxTurnRateDPS is the value used by the AI to prioritize missiles over each other. maxTurnRateDPS, in degrees per second, ONLY affects flight of RCS missiles like the HEKV1

		decoupleSpeed = 5

		audioClipPath = BDArmory/Sounds/rocketLoop
		exhaustPrefabPath = BDArmory/Models/exhaust/smallExhaust
		boostExhaustPrefabPath = BDArmory/Models/exhaust/mediumExhaust

		boostTransformName = boostTransform
		boostExhaustTransformName = boostTransform

		optimumAirspeed = 1372 //deals with how missile leads the target and calculation of turn radius for dynamic launch zone calculation, should match the max speed of your missile

		aero = true //Missile has aerodynamics
		liftArea = 0.0020 //increases lift which helps with manuevering and turning, but also increases drag
		steerMult = 4 //big number = steer harder...
		maxTorque = 10 //ammount of torque that will be applied to the missile for turning
		maxAoA = 18 //max AoA missile can turn at, will limit missile's turn radius below what is possible with maxTorque if set too low

		missileType = missile
		homingType = aam //air to air missile different types are AAM, AGM, Cruise and Ballistic
		targetingType = radar
		activeRadarRange = 0
		maxOffBoresight = 0 //maximum angle, from the boresight, that the missile can track the target. This also controls how the missile can launch off boresight. When launched from the air at another air target with allAspect = false, launch off boresight is at 0.35*maxOffBoresight, otherwise it is at 0.75*,maxOffBoresight (allAspect = true OR either launching craft or target is landed/splashed).
		allAspect = false // Only affects when missile can launch for radar-guided missiles, see comment on maxOffBoresight for how. For heat-seeking missiles this also allows lock-on after launch.
		lockedSensorFOV = 2.5 //the field of view the missile can see to maintain a lock after launch, will affect accuracy

		minStaticLaunchRange = 500 // minimum launch range in meters assuming craft don't move, final min launch distance is dynamically calculated based on target/launching craft speeds
		maxStaticLaunchRange = 25000 // maximum launch range in meters assuming craft don't move, final max launch distance is dynamically calculated based on target/launching craft speeds

		radarLOAL = false //radar lock on after launch

		engageAir = true
		engageMissile = false
		engageGround = false
		engageSLW = false
	}

	MODULE
	{
		name = BDExplosivePart
		tntMass = 11
	}
}

 

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  • 4 weeks later...

@Vault_BusterHi. Only just saw this. Been a while since I did BDA. Assuming the config for the original I am attaching to this is the 1 you modified. The first question is, did you give the missle it's own folder? When you use "mesh =" rather than creating a MODEL subsection, it uses the first mesh in alphabetical order that it is in it's folder, It doesn't care what name. If you have 2 configs in the same folder using that method, well it can be messy and cause problems. Move your config to it's own folder, move your renamed model to the same folder and copy across the texture file it uses. See if that works. Also, even though BD has it's own category system, try changing your config from, category = none, to, category = Utility, I won't be following this thread so you will need to tag me if you respond.

Spoiler

PART

{

    // Kerbal Space Program - Part Config


    // --- general parameters ---

    name = bahaAim9

    module = Part

    author = BahamutoD


    // --- asset parameters ---

    mesh = model.mu
    rescaleFactor = 1


    // --- node definitions ---

    node_attach = 0.0, 0.06188124, 0, 0, 1, 0, 0

    node_stack_top = 0.0, 0.06188124, 0, 0, 1, 0, 0


    // --- editor parameters ---

    TechRequired = precisionEngineering

    entryCost = 2100

    cost = 1200

    category = none

    bdacategory = Missiles

    subcategory = 0

    bulkheadProfiles = srf

    title = AIM-9 Sidewinder Missile

    manufacturer = Bahamuto Dynamics

    description = Short range heat seeking missile.

    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

    attachRules = 1,1,0,0,1


    // --- standard part parameters ---

    mass = 0.085

    dragModelType = default

    maximum_drag = 0.01

    minimum_drag = 0.01

    angularDrag = 2

    crashTolerance = 5

    maxTemp = 3600

 

    MODULE

    {

        name = MissileLauncher


        shortName = AIM-9


        thrust = 22 //KN thrust during boost phase

        cruiseThrust = 12 //thrust during cruise phase

        dropTime = 0.1 //how many seconds after release until engine ignites

        boostTime = 3.5 //seconds of boost phase

        cruiseTime = 30 //seconds of cruise phase
        guidanceActive = true //missile has guidanceActive

        maxTurnRateDPS = 45 //degrees per second

        decoupleSpeed = 5

        decoupleForward = false


        audioClipPath = BDArmory/Sounds/rocketLoop

        exhaustPrefabPath = BDArmory/Models/exhaust/smallExhaust

        boostExhaustPrefabPath = BDArmory/Models/exhaust/mediumExhaust

        boostExhaustTransformName = boostTransform

        boostTransformName = boostTransform


        optimumAirspeed = 894


        aero = true

        liftArea = 0.002

        steerMult = 4

        maxTorque = 35

        maxAoA = 55

        //aeroSteerDamping = 4.5

        torqueRampUp = 50


        homingType = aam

        missileType = missile

        targetingType = heat

        heatThreshold = 50

        maxOffBoresight = 90

        lockedSensorFOV = 6


        minStaticLaunchRange = 200

        maxStaticLaunchRange = 15000


        engageAir = true

        engageMissile = false

        engageGround = false

        engageSLW = false


    }

    MODULE

    {

        name = BDExplosivePart

        tntMass = 15

    }


}

This next config is the same but for rescaling and giving a category. It goes in it's own folder with a copy of the model mesh and texture file. It works in game. Was made to fit in the NMB mods missile bays.

Spoiler

PART

{

    // Kerbal Space Program - Part Config


    // --- general parameters ---

    name = bahaAim9B
    module = Part

    author = BahamutoD


    // --- asset parameters ---

    mesh = model.mu
    rescaleFactor = 0.8


    // --- node definitions ---

    node_attach = 0.0, 0.06188124, 0, 0, 1, 0, 0

    node_stack_top = 0.0, 0.06188124, 0, 0, 1, 0, 0


    // --- editor parameters ---

    TechRequired = precisionEngineering

    entryCost = 2100

    cost = 1200

    category = Aero
    bdacategory = Missiles

    subcategory = 0

    bulkheadProfiles = srf

    title = AIM-9B Sidewinder Missile

    manufacturer = Bahamuto Dynamics

    description = Compact Short range heat seeking missile.

    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

    attachRules = 1,1,0,0,1


    // --- standard part parameters ---

    mass = 0.085

    dragModelType = default

    maximum_drag = 0.01

    minimum_drag = 0.01

    angularDrag = 2

    crashTolerance = 5

    maxTemp = 3600

    tags = missile
    
    MODULE

    {

        name = MissileLauncher


        shortName = AIM-9

B
        thrust = 22 //KN thrust during boost phase

        cruiseThrust = 12 //thrust during cruise phase

        dropTime = 0.3 //how many seconds after release until engine ignites

        boostTime = 3.5 //seconds of boost phase

        cruiseTime = 30 //seconds of cruise phase
        guidanceActive = true //missile has guidanceActive

        maxTurnRateDPS = 45 //degrees per second

        decoupleSpeed = 5

        decoupleForward = false


        audioClipPath = BDArmory/Sounds/rocketLoop

        exhaustPrefabPath = BDArmory/Models/exhaust/smallExhaust

        boostExhaustPrefabPath = BDArmory/Models/exhaust/mediumExhaust

        boostExhaustTransformName = boostTransform

        boostTransformName = boostTransform


        optimumAirspeed = 894


        aero = true

        liftArea = 0.002

        steerMult = 4

        maxTorque = 35

        maxAoA = 55

        //aeroSteerDamping = 4.5

        torqueRampUp = 50


        homingType = aam

        missileType = missile

        targetingType = heat

        heatThreshold = 50

        maxOffBoresight = 90

        lockedSensorFOV = 6


        minStaticLaunchRange = 200

        maxStaticLaunchRange = 15000


        engageAir = true

        engageMissile = false

        engageGround = false

        engageSLW = false


    }

    MODULE

    {

        name = BDExplosivePart

        tntMass = 15

    }


}

 

 

Edited by ColdJ
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