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


BahamutoD
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Wow Tuke, thanks. Btw, now I understand why my bombs sometimes won't drop.

Cdodders, is that a new function? Don't remember having it last time I've used IR, that was around half a year ago.

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Not too hard. Just setup 6 drop slots. And set the controlled Rotatron presets to 60 degree intervals with no limit locking (-180 -120 -60 0 60 120 180) this allows you to press one action group to advance and another to return.

Also the presets must be setup in the SPH / VAB in order to save them. And remember bombs are launched in a first attached first launched order. This can get a little confusing when mirroring though.

Edited by V8jester
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Is there a way to disable the collider checking, making sure you don't kill yourself? Sometimes it gets in the way.

If the bombs are attached to IR components they will phase right through your craft without them exploding. Now as soon as they are dropped they will want to explode when they hit anything solid.

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By the way, real bombs sometimes have safety timer, in form of small windmill on the nose. It takes some time to spin it off and arm the bomb, and until that the bomb won't explode even if it hits something. Maybe you can do similar thing, just a timer?

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By the way, real bombs sometimes have safety timer, in form of small windmill on the nose. It takes some time to spin it off and arm the bomb, and until that the bomb won't explode even if it hits something. Maybe you can do similar thing, just a timer?

Well what I did for 0.9.0 was just give it 9999 crash tolerance for 1 or half a second after launch. This was also to fix missiles sometimes exploding on launch.

Is there a way to disable the collider checking, making sure you don't kill yourself? Sometimes it gets in the way.

Alt-B. The setting is called "Bomb clearance check"

Edited by BahamutoD
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Great news, thanks. Any ETA on the release?

Awesome mod btw, I'm sitting at the dormitory without a joystick and finally I have a nice military airplane simulator. :P Specialised ones are unflyable from keyboard for me.

Anyone learned to evade skells from Oerlikon? For me this is the most deadly AA weapon.

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Thanks tetryds, it helped.

Also, Rockeyes (even tho they have a texture of cbu-87) are unstable with FAR, and fly at 60 degrees angle of attack. Maybe all the projectiles should be forced back to stock aerodynamics while in flight?

The discrepancy in the naming has been brought to Baha's attention and should be fixed with this latest update

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Hm, I don't have the problem with bottom ones. Your cargo bay is shallow, but my one is deep, it's 2.5 meters in diameter (tweakscaled Ven's revamp). So the bottom ones fall out normally, but the ones hear the top always result in the plane falling down in pieces and crew bailing out. I'll try it with Mk82 bombs now.

We need a revolving mount... I know it can be made with IR, but it would be a pain to operate.

Btw, what is pilot assistant?

The thing I do with my bay is I rotate the weapon pylon so that it is facing mostly downwards when it is near the top of the bay. And I increase its decouple speed, it is default I think set to 2, increase it to 5 and it will push the bomb away from the craft instead of letting it drop into the back of the craft. Now high drag bombs like the CBU are a bit of a special case, in real life there is a delay added to them before the fins deploy to slow them down till almost a full half second after dropping.

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So after I did some testing with a heavily modded HEKV, I have found that Kerbin to Orbit Missiles are ineffective at hitting targets. What happened was the missile tracks the target and tries to point at it, instead of leading it. Of course in an orbit the results in overshooting the target. It then turns retrograde and then attempts to remove all of it's velocity to continue tracking the target. It will cancel out all of its velocity and then continue towards the target. It repeats this cycle until it runs out of fuel. The closest I got was a 4km separation with optimal launch timing (right after the target passive directly over you). But if there is some code adjustment, I think SOMs (Surface to Orbit Missiles) could be feasible.

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So after I did some testing with a heavily modded HEKV, I have found that Kerbin to Orbit Missiles are ineffective at hitting targets. What happened was the missile tracks the target and tries to point at it, instead of leading it. Of course in an orbit the results in overshooting the target. It then turns retrograde and then attempts to remove all of it's velocity to continue tracking the target. It will cancel out all of its velocity and then continue towards the target. It repeats this cycle until it runs out of fuel. The closest I got was a 4km separation with optimal launch timing (right after the target passive directly over you). But if there is some code adjustment, I think SOMs (Surface to Orbit Missiles) could be feasible.

You could think about building a rocket, guiding it with Mechjeb's rendezvous autopilot and then when you are close enough, fire an HEKV from the rocket. Seems as though this would be a most feasibly method of delivery we currently have. I built an orbital missile platform in .90. It would just float in space until needed. I tested it by launching a shuttle on an intercept course with a satellite then deployed the missile platform to shoot down that satellite. It work well in my case.

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You could think about building a rocket, guiding it with Mechjeb's rendezvous autopilot and then when you are close enough, fire an HEKV from the rocket. Seems as though this would be a most feasibly method of delivery we currently have. I built an orbital missile platform in .90. It would just float in space until needed. I tested it by launching a shuttle on an intercept course with a satellite then deployed the missile platform to shoot down that satellite. It work well in my case.

My thoughts too, however if you are going to get close to it and launch a rocket might as well launch a small fighter with gun turrets. Two 50cal turrets on a small fighter will work very well against most satellites and lightly defended stations. My next project is an SSTO that can either get to orbit, fight, and come back OR go from orbit to atmosphere to attack a target and then get back to orbit. The latter option requires a refueling dock though, so it is a bit harder, however a orbit-ground-orbit attack might be very effective as the enemy would have little notice to you approaching.

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My thoughts too, however if you are going to get close to it and launch a rocket might as well launch a small fighter with gun turrets. Two 50cal turrets on a small fighter will work very well against most satellites and lightly defended stations. My next project is an SSTO that can either get to orbit, fight, and come back OR go from orbit to atmosphere to attack a target and then get back to orbit. The latter option requires a refueling dock though, so it is a bit harder, however a orbit-ground-orbit attack might be very effective as the enemy would have little notice to you approaching.

Actually that's sounds about right for a proposed anti satellite weapon back in the 60's I think it was. It would launch a small unmanned vessel rendezvous near a satellite and then fire a barrage of ball bearings. Like an orbital shotgun. The idea was to at the very least take out the solar panels and then the satellites batteries would simply die. Only thing was this would introduce a ton of space junk Making future mission more dangerous. Then they came up with lasers and that pretty much rendered it obsolete. That was one of my more useful weapons platforms actually, 1-3 lasers and a compliment of HEKV's. Lasers are powered by solar panels and you now have an infinite supply of orbital destruction. And of course it wouldn't be very James Bond without missiles ;)

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When will there be an update for compatibility with 1.0.4? I tried using this version with 1.0.4 and it severely messed up the part selection menu in the VAB and SPH. If there is a fix for this problem, please tell me. Thanks!

BDArmory should work fine with 1.0.4, you will need to give us more details of your problem e.g. any mods you are using.

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BDArmory should work fine with 1.0.4, you will need to give us more details of your problem e.g. any mods you are using.

Completely fresh install of KSP, other than CKAN. Most of the buttons in the part selection menu are gone, and the subassembly drop menu was stuck. I will try and get a screenshot.

- - - Updated - - -

Completely fresh install of KSP, other than CKAN. Most of the buttons in the part selection menu are gone, and the subassembly drop menu was stuck. I will try and get a screenshot.

VeJGSB1.jpg

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Completely fresh install of KSP, other than CKAN. Most of the buttons in the part selection menu are gone, and the subassembly drop menu was stuck. I will try and get a screenshot.

I seem to be getting that problem as well, but in my non-BDArmory install. It therefore *could* be a core KSP problem if the mod is installed wrong.

Edited by Whizzkid
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