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Spacecraft Engineer
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
JellyCubes replied to BahamutoD's topic in KSP1 Mod Development
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
JellyCubes replied to BahamutoD's topic in KSP1 Mod Development
If you're asking whether a missile defaults to decoupling forwards or laterally on load, try adding "decoupleForward = true" in the cfg. It should work but I haven't actually tested it. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
JellyCubes replied to BahamutoD's topic in KSP1 Mod Development
CCCP!!!! Bonus points if you know what guns they're holding. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
JellyCubes replied to BahamutoD's topic in KSP1 Mod Development
I think it's exactly what it says on the tin. cannonShellPower is an impulse (it uses ForceMode.Impulse in Unity) and is measured in kilonewton seconds (kN·s). Objects experience the cannonShellPower impulse at the explosion's centre and decreases the farther away from the explosion. The impulse decrease is neither linear nor inverse square: [TABLE=class: grid, width: 500, align: center] [TR] [TD=align: center]Distance from explosion / blast radius [/TD] [TD=align: center]Percent of maximum impulse [/TD] [/TR] [TR] [TD=align: center]0[/TD] [TD=align: center]100%[/TD] [/TR] [TR] [TD=align: center]0.1[/TD] [TD=align: center]99%[/TD] [/TR] [TR] [TD=align: center]0.2[/TD] [TD=align: center]96%[/TD] [/TR] [TR] [TD=align: center]0.3[/TD] [TD=align: center]91%[/TD] [/TR] [TR] [TD=align: center]0.4[/TD] [TD=align: center]84%[/TD] [/TR] [TR] [TD=align: center]0.5[/TD] [TD=align: center]75%[/TD] [/TR] [TR] [TD=align: center]0.6[/TD] [TD=align: center]64%[/TD] [/TR] [TR] [TD=align: center]0.7[/TD] [TD=align: center]51%[/TD] [/TR] [TR] [TD=align: center]0.8[/TD] [TD=align: center]36%[/TD] [/TR] [TR] [TD=align: center]0.9[/TD] [TD=align: center]19%[/TD] [/TR] [TR] [TD=align: center]1.0[/TD] [TD=align: center]0%[/TD] [/TR] [/TABLE] Impulse is change in momentum: J = m·(ÃŽâ€v) where J is impulse in kN·s m is mass in tonnes ÃŽâ€v is change in velocity in m/s If the impulse is divided by mass, we get the change in velocity. An object that is 4 tonnes that experiences an impulse of 20 kN·s will have a change in velocity of 5 m/s. -
A single turret on the USS Missouri weighs over 2,000 tonnes. The gun itself 'only' weighs 120 tonnes. If you do succeed in building a plane that could lift that, you deserve a medal.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
JellyCubes replied to BahamutoD's topic in KSP1 Mod Development
According to the code, maxDeviation is "max inaccuracy deviation in degrees". So, maxDeviation controls accuracy and is the maximum angle in degrees between the barrel and the bullet. I think there may be an error in the vulcan cfg file, though. In the cfg file, it's given as "maxDeviation = 0.1f", but I think the "f" at the end is causing the game to not read it correctly. Removing the "f" at the end (so it reads "maxDeviation = 0.1") causes the gun to be much more accurate. Maybe it is reading "0.1f" as a string when it expects a float or something and is defaulting to maxDeviation = 1. I'm still using 0.9.6, though. Interestingly, a gun with an accuracy of 0.1 degrees means that all bullets fired will land within a ~3.5 metre diameter circle at a distance of 1,000 metres. Totally unrelated, but I am suddenly reminded of the scene in Back to the Future 2 where Marty tries to use the hoverboard over water. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
JellyCubes replied to BahamutoD's topic in KSP1 Mod Development
This works perfectly, thanks Yski. I've never used github before, so off to find some github tutorials. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
JellyCubes replied to BahamutoD's topic in KSP1 Mod Development
Would it be possible to change the maxTorque 'ramp up' of guided missiles to a non hard-coded value? In the missileLauncher code, the maximum torque of a missile is: finalMaxTorque = Mathf.Clamp((timeIndex-dropTime)*30, 0, maxTorque) The maximum torque of a missile is zero when it is launched, and increases by 30 each second until it reaches the maxTorque value. I'm having issues with missiles taking too long to reach maxTorque. I created an SA-2 Guideline SAM, but because it weighs 2.4 tonnes, it requires a high maxTorque value of 300. Unfortunately, it takes 10 seconds to fully reach this maxTorque value at which point the missile is already way off target. -
I like how the MOAB (with an equivalent TNT yield of 11 tonnes) has a blast radius comparable to the atomic bomb dropped on Hiroshima (with an equivalent TNT yield of 15,000 tonnes).
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Helping Squad to make KSP more awesome #Crowdfunding
JellyCubes replied to Lubo's topic in KSP1 Discussion
Literally every KSP player in existence (not including pirates and devs) has chipped in 10-40 times that amount when they bought the game. Maybe we should be crowdfunding the awesome modders, instead. -
Am I the only one who kind of likes the bugs?
JellyCubes replied to LittleBlueGaming's topic in KSP1 Discussion
By that reasoning, the Deep Space Kraken is a technological limitation because of floating point errors and not a bug. -
Am I the only one who kind of likes the bugs?
JellyCubes replied to LittleBlueGaming's topic in KSP1 Discussion
Yes, I absolutely love the game crashing when it uses more than 4 gigs of ram. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
JellyCubes replied to BahamutoD's topic in KSP1 Mod Development
Each fireTransform calculates an 'inaccuracy value' independent of one another, so doing this would work to create a shotgun. If a gun has multiple fireTransforms, it appears BDArmory will select one of those fireTransforms as the 'reference'. All bullets will then fire in whatever direction the 'reference' fireTransform is pointed at. It selects the fireTransform based on however FindModelTransform works. -
Lesson learned from this thread: When experimenting with the drag model, make sure the ships you are testing are actually identical.