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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23


BahamutoD

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Surface attaching parts / weapons onto turrets (armed or unarmed) so that the weapons moves in the same direction the turret is point at would require the vessel-rebuilding code used by InfernalRobotics. While certainly desirable, it's not a trivial task.

Well, darn it. Still something to dream about. I wonder if a few included armor plates would be possible, with a fitting ascetic and similar properties to structural plates, but stronger, heavier and more costly?

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Hey BahamutoD, would it be possible if you could make some missile "boxes" like they use on ships or rocket artillery? Just some sort of square box that can be easily mounted to reduce the probability of unintended destruction when firing.

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Hey BahamutoD, would it be possible if you could make some missile "boxes" like they use on ships or rocket artillery? Just some sort of square box that can be easily mounted to reduce the probability of unintended destruction when firing.

Currently that does not work since the missile is a part in its own so it can't come included in a box due to how it works. A separate box that it can be placed in can work though. The other thing is having a launch box would be most likely set up as a spawner for the part but last I heard Baha hadn't managed to make that work yet

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Can you somehow give me a way to replicate the problem? Describe your crafts - what are they equipped with, what are the guard settings. How far are the targets? etc. Thanks.

I think I found the problem... It seems as though even if you have infinite ammo set as True, you still need an ammo box with the relevant ammo on board even though it does not use this ammo.

My earlier tests that made me say it did not work with missiles as well as guns was flawed in some way as missiles do fire, and me saying that I had enough ammo on board all the time was not incorrect, but incomplete as there seems to be a strange lag for a weapon to start firing(much longer than the refresh rate), the log makes it seem as this "disengaging - no valid weapons" or "Turret can not reach target (250.7478 vs 2500, yawRange: 90). Continuing." is the problem but as I said it does start to fire after a fairly long pause ("Turret can not reach target" is false as the target is well within the swivel range).

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I've been having the same problem, or similar at least. My missiles wont launch when I assign them to the weapon mangers "fire" option. I love this mod and I need some help, any would be appreciated.

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Hey BahamutoD,

First of all I am having tons of fun blowing stuff up :)

Unfortunetaly i was unable to open the example turret Package in Unity 5. Is the Example outdated?

Keep up the awesome Work!

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I know your like a modding genius, and that this would be hard, but since Prometheum already made a BLU-82, could you please make a MOAB/FOAB-type thermobaric bomb?

I know how hard this would be.

Or a British Tallboy, or Grand Slam, or T-12 Cloudmaker, please.

Edited by Blu Drako
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General question regarding KSP physics. Is it possible to make un-powered guided bombs a-la the JDAM series, or various LGBs? I know if you make a player controlled bomb, or with an guidance module on it, its do-able, but it kind of constrains what you can do, as we only have a .625m warhead at the moment, and the parts aren't always conducive to making accurate replications of real world weapons. If it is, this could open up glide bombs such as the JSOW or the Small Diameter Bomb.

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This seems to be full of requests . . . so I apologize for adding one more but is there any chance of scaling down the AMRAAM just a little so it will fit inside the MK2 Cargo bay and launch without blowing it up?

I would settle for being told how to do it because I've messed with the scaling factor in the cfg and that definitely did not do the trick.

Edited by Styles2304
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This seems to be full of requests . . . so I apologize for adding one more but is there any chance of scaling down the AMRAAM just a little so it will fit inside the MK2 Cargo bay and launch without blowing it up?

I would settle for being told how to do it because I've messed with the scaling factor in the cfg and that definitely did not do the trick.

If you want to use Tweakscale you could add that module into the CFG? I did this for the mini gun and laser for one of my planes and it worked fine. The other thing is drop time, If you are dropping it like a bomb extend it so it clears the cargo bay. If you are launching it out the top. set it to 0 so it will hot launch also set the drop direction to lateral not vertical. The one last tid bit is don't set the rocket directly against the rear of the cargo bay or it might bump off it and explode. Oh and to be capt obvious for a sec, don't part clip a missile into any other missile or part, many deaths.

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This seems to be full of requests . . . so I apologize for adding one more but is there any chance of scaling down the AMRAAM just a little so it will fit inside the MK2 Cargo bay and launch without blowing it up?

I would settle for being told how to do it because I've messed with the scaling factor in the cfg and that definitely did not do the trick.

Yes please!

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If you want to use Tweakscale you could add that module into the CFG? I did this for the mini gun and laser for one of my planes and it worked fine. The other thing is drop time, If you are dropping it like a bomb extend it so it clears the cargo bay. If you are launching it out the top. set it to 0 so it will hot launch also set the drop direction to lateral not vertical. The one last tid bit is don't set the rocket directly against the rear of the cargo bay or it might bump off it and explode. Oh and to be capt obvious for a sec, don't part clip a missile into any other missile or part, many deaths.

I've messed with all that aside from tweakscale. That seams to muddy things up when I use it. I also try to keep the mods to a minimum. The real issue I guess is the clearance coupled with any speed. No matter how close to the doors I put the missiles and how much force I have them laterally shot away, it collides with the back of the cargo bay and explodes. The sidewinders work fine due to their size allowing enough time to clear the bay.

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I am having consistent issues with the weapon manager not recognizing missiles as valid weapons. In all test instances, inasmuch as I can be sure, I've passed into the field of fire and the log from the guarding craft reports "<vessel> is disengaging - no valid weapons." Most guns (though maybe not allâ€â€tried an airplane with the 30mm fixed gun pods on it and it was oblivious) seem to behave, however. Is there something obvious I'm missing, is this a bug, or are there further troubleshooting steps I might take?

It could be any number of things. I need you to describe one specific situation where it happens consistently, in detail. What weapons, what guard settings, is the guard flying, is the target flying, what phys distance, what target distance, etc.

The more accurately you can describe it, the better chance I have of reproducing the problem and working on a fix, or figuring out if its a user error and telling you how to solve it.

They were the default settings that the guard usually has when you first open it

You may need to increase the guard range and field of view.

How turret accuracy currently works:

http://i.imgur.com/swKNOQc.jpg

Suggestion on how gun accuracy could work:

http://i.imgur.com/1lh59VR.jpg

Yeah that looks much better. It should come along with the turret rewrite (not-so-soon).

I think I found the problem... It seems as though even if you have infinite ammo set as True, you still need an ammo box with the relevant ammo on board even though it does not use this ammo.

My earlier tests that made me say it did not work with missiles as well as guns was flawed in some way as missiles do fire, and me saying that I had enough ammo on board all the time was not incorrect, but incomplete as there seems to be a strange lag for a weapon to start firing(much longer than the refresh rate), the log makes it seem as this "disengaging - no valid weapons" or "Turret can not reach target (250.7478 vs 2500, yawRange: 90). Continuing." is the problem but as I said it does start to fire after a fairly long pause ("Turret can not reach target" is false as the target is well within the swivel range).

Okay, I've noted the infinite ammo issue and will fix it.

I looked over the code that checks if the target is in turret range and it looks okay, but I know there are some issues with refreshing the target database if a recorded target has switched teams. Perhaps its not a guard or turret problem but a problem with the target database. In any case, as I said above, it would be much more helpful if you give me a very specific way to reproduce the issue. It might even be helpful to create the scenario in a stock+bda save and send me the save file.

I've been having the same problem, or similar at least. My missiles wont launch when I assign them to the weapon mangers "fire" option. I love this mod and I need some help, any would be appreciated.

Again, please clearly describe what you're doing.

For example: Attached aim-120 to craft, attached weapon manager to craft, assigned weapon manager's Fire command to action group 1, launched craft, selected AIM-120 from toolbar weapon list, pressed 1.

Where you attach it to the craft and what the missiles drop settings are matter as well. The weapon manager checks to see if the missile has enough clearance to drop and won't fire it if something is obstructing the path.

This seems to be full of requests . . . so I apologize for adding one more but is there any chance of scaling down the AMRAAM just a little so it will fit inside the MK2 Cargo bay and launch without blowing it up?

I would settle for being told how to do it because I've messed with the scaling factor in the cfg and that definitely did not do the trick.

Did you try "rescaleFactor"? (not "scale")

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Bahamuto, will you be adding any form of laser guided bomb in the future? like a GBU-12 paveway II. I've been wanting to add one to my F-117 and A 10 replica aircraft, especially the F-117 because a laser guided bomb is its main weapon. anyway there's no rush, just take your time. with that said here are a few ideas on how it might work:

- The GBU bombs should have a larger blast radius than the Mk. 82s

- Maybe add a certain range until you can actually drop the bomb (so you don't miss)

- Could you make it work like a guided missile only without the propulsion?

Also here are my replica aircraft (mainly because I'm proud of them and want to show off :P)

p><p><img src=

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Hey guys, just wondering if anyone has started a little script(module?) of BDArmory which adds the growling and buzz of the AIM-9 and a shoot command for the BVR missiles. I was also going to start on the sounds of a radar and early warning locking you up when, say, an AMRAAM is fired(though I think I might just edit the sound files for the already existing launch warning). I ask this because I don't want to waste anyone's, or mine, time because this mod is thriving and crowded and I don't want to step on someones shoes. Thanks ;)

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Hey guys, just wondering if anyone has started a little script(module?) of BDArmory which adds the growling and buzz of the AIM-9 and a shoot command for the BVR missiles. I was also going to start on the sounds of a radar and early warning locking you up when, say, an AMRAAM is fired(though I think I might just edit the sound files for the already existing launch warning). I ask this because I don't want to waste anyone's, or mine, time because this mod is thriving and crowded and I don't want to step on someones shoes. Thanks ;)

I've never done plugins before in my whole entire life. I know C#, which KSP uses. But i've never wrote plugins for games before. But i might watch some tutorials and consider this as my first project. I agree with you with the thread being overloaded with requests, i've even put one up myself. So i've just been modding my own weapons in :).

If you mean the growling sound of the AIM-9 when you're locking on a target. It should be pretty simple enough. What i'm thinking of making the growling sound play when you have an AIM-9 selected and you have a valid target.

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Bahamuto, will you be adding any form of laser guided bomb in the future? like a GBU-12 paveway II. I've been wanting to add one to my F-117 and A 10 replica aircraft, especially the F-117 because a laser guided bomb is its main weapon. anyway there's no rush, just take your time. with that said here are a few ideas on how it might work:

- The GBU bombs should have a larger blast radius than the Mk. 82s

- Maybe add a certain range until you can actually drop the bomb (so you don't miss)

- Could you make it work like a guided missile only without the propulsion?

Also here are my replica aircraft (mainly because I'm proud of them and want to show off :P)

a>

a>

what is the cockpit for the a 10 from?

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