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BoomShroom

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Everything posted by BoomShroom

  1. Just a thought: Homeworld's turrets have a thing referred to as TriggerHappy, what it does is lay out a cone where the gun will just open fire, regardless of whether or not it'd have a chance to hit. Could something similar be applied to the BDA turrets based on the state of the target (Landed/splashed, in flight/sub-orbital) to say, reduce the M1 Abrams accuracy against distant aircraft with its mach 4.8 HE(AT?) round?
  2. A good while back I was screwing around in the mod files hoping to magically understand everything, and I swear to RNGesus that one of the mods (KAS?) was putting something into the kerbals with an MM config. I could very well be wrong about it being an MM config though, after some digging its seeming more likely it was a cs file and my brain has betrayed me once more. If its any consolation, Vanguard Parachutes can gift kerbals parachutes, so I'm sure someone somewhere could tell you how to fiddle with the kerbals.
  3. I don't believe Kerbal Weather Systems still works, which sucks because I'd love to use it for this. Anywho this seems kinda fun so I might try it out. One question before I get started: can I use Hyperedit to get the boat in the water?
  4. Off the top of my head I'd also like a T-junction, and a 4-way junction. Maybe something that could be the corner of a cube. Really could get some mileage out of KIS and use this (and its future brethren) to make a little shack on Duna.
  5. Question about the infantry weapons, are you gonna put a weapon manager inside the guns themselves, or use an MM config to put the weapon manager straight into the kerbals? Edit: What about the making TBF Avenger's top turret?
  6. -Just looked. It could level the space on the opposite side of the planet (it has a radius of 450km, Kerbin has an equatorial radius of 600km). -Being only BDA dependent, no. BDA is not capable of that. -The author already said it did not. -I don't believe there are any mods that can toy with ground scatter, and even then its randomly generated and would pop back up on reload.
  7. The craft file also uses the BahaSP retracting RCS, unless its been updated anyhow.
  8. @CrayzeeMonkey I've messed around with the turret configs quite a lot and have amassed a good bit of knowledge about them. While I have seen something to determine turret speed (in the M1 Abrams config), I haven't seen anything for individual pitch/yaw speeds, so its safe to assume it doesn't exist. Also aimPitch and aimRotate I believe are referencing joints in the model itself.
  9. What you did is make the explosions do no damage. If you want the weapons to do literally no damage then make the bullet mass zero (don't know what'll happen in this case), or set the damage multiplier in the settings cfg to zero.
  10. This is probably the coolest thing I've seen in a long time. Would you be up to making its gun for BDArmory though? EDIT: I found it on Kerbalstuff. Less prepared for WIP than I should've been. Still looks amazing even if it it handles like a drunk whale
  11. My only real issue with making the tank bodies command things is that it still has a vertical navball. I think that depend more on the model than the cfg but 4 part probe tanks are possible.
  12. I wanted to say that I edited the cfg's to the tank bodies (initially because 2 tons seemed oddly light, its now 10 tons) then I got carried away and made them fuel cells that run on the mono they carry. Then I went and let them function as Weapon Managers. I'm still debating whether or not to make them manned pods using the generic internals because that could actually fit, or make them probes. Anywho while I was doing all this I discovered the intakes and rcs modules that they have are total dead weight. Granted they aren't doing anything at all (good or bad) beyond probably a couple of bytes of utter uselessness, but thought it was worth mentioning anyways.
  13. Hyperedit. Use the merge thing in the editor when loading craft and you can attach an array or tanks to a big plate or something and use hyperedit to send them in bulk to the destination. You can use kerbalmaps.com to determine the coordinates or fly there yourself and have Hyperedit take the typing out with the click of a button. Also, when I do big battles of whatever kind, I still manually launch each craft. Despite having the option available, I've never done the big plate'o'tanks to deliver them somewhere, for reasons I like delivering everything Antonov A-40 style. Yeah it's tedious, but I deal. And you gotta keep in mind that BDA is built around KSP, KSP isn't built around BDA. EDIT: Anyone with half-decent Blender capabilities up for making a 32lb black powder cannon? I have the sudden urge to siege a castle.
  14. Hey BahamutoD, we've been wanting to attach turrets to turrets, but what about modular turret parts (static guns and some rotors). The rotors get linked to a gun and then they attempt to move to face the gun at the target.
  15. The FS Buoyancy module can be slapped onto anything, and the reason I mentioned it is because I use BetterBuoyancy (which doesn't affect the FSB module at all), and getting boats to float all balanced-like is difficult. I haven't changed the density because that borks other things. Anyway Its good for getting more bang for your buck, and balancing the craft without sinking it. Also Firespitter has this swamp fan thing with ridiculous gimbal (I think its actually 45 degrees), and Quiztech Aero has a VTOL wing fan that has the FS Vtol and propeller modules. I don't expect you to pull wizard magic out of your sleeve or something but at least without the KMG it should be reasonably possible whenever you figure the VTOL module out. Anywho can't wait for the rudder and RoRo (especially the RoRo, I'm cooking up some less lag-inducing warships and it'll help having a means to transport my 7-part tanks). And in general well done on this pack, its nice-looking and useful.
  16. A suggestion for the Azimuth thrusters, what about using The Klockheed Martian gimballing so it only has say, 45 degrees thrust vectoring for its yaw, and using a combination of firespitter's thrust reversing and vtol engine modules to give it four directions of control. If I'm right this could (mostly) simulate an Azimuth thruster without directly giving the engine 360 gimbal range. If your looking to minimize the dependencies, then we'd only be missing out on the KM gimballing. Also I'm curious, why don't the bitts use the firespitter Buoyancy module?
  17. Well sometimes (although only really triggered with external seat crashes) the kerbal will be classed as debris and will not respond to input. In rare cases they will stand but still not respond to input. These could be considered dead bodies since they just stay there doing nothing for eternity unless you put in a bugfix modlet for it. Speaking of command seats I've discovered that no matter the speed if you aren't commanding the vessel, a kerbal in a command seat will survive any crash (excepting the bug above). I discovered this with a 4v4 BDA AI biplane dogfight. The AI never really went off full throttle so when they lost their wings they kinda drove themselves into the dirt. Record speed was 120m/s.
  18. Well if you could give the claw its own sound effect, that'd be nice. Heck, if you would go as far as giving each of the stock ports a different sound (with the current one a default of sorts for any mod docking ports), I think that'd be pretty awesome.
  19. I was screwing around with a P-40 Warhawk and a PB-1 Nancy I had made and this screenshot was right before losing the wing (and totally erasing the poor Nancy). Jeb was either totally oblivious to the imminent crash, or was upset with Bob that day. This was a bomber test gone wrong. These remains flew further than the rest of plane ever managed.
  20. While it is true that you can exploit the mining for funds, at the same time the ISRU stuff is fairly late game. The drill and processor are both T9, even if you beeline to the tech node that's still 1800-1900 science and I think something around 2,000,000 funds to upgrade R&D so you can get it. Besides, isn't the whole point of ISRU to save some funds? It enables you to refuel without using more rockets to send out a tanker, or just making the first rocket enormous. Way I see it, selling Mono for funds, or having more of a contract's advance pay for not needing massive/numerous rockets to complete said contract are different paths to the same destination.
  21. I once made a rover intended to land on the moon like a plane (I later dubbed it the Bouncer because the wheels would pop and it'd bounce around for the next 2 km or so). Granted it was back in 0.18 or something, and it was a 1.25m craft, but I could probably manage a Dreamchaser-style Mk2 spaceplane under the same premise for mining ore.
  22. They need to be on opposing teams and need 20mm ammo for the vulcans. If it isn't either of those then set the detection of the guard to 5km with a radius of 360. If the problem still persists then try launching Team B's planes set to Team B in the editor.
  23. Honestly I think Baha needs to include a readme file or something telling us what everything does, this way everyone would be on the same page about how it works and it would reduce the resurface of a question every 10 pages. Anywho I can give a rough idea based on my rough idea of the AI. Default Altitude: When active with no detected enemies, the AI will orbit a point at this altitude for CAP (Combat Air Patrol). This doesn't appear to be max height. Min Altitude: The minimum altitude the AI will be comfortable with. 300m clearance from the terrain altitude seems to be pretty good in most cases (exception being steep high velocity dives). If the AI goes below it prioritizes climbing. Steer factor: No real idea of what this does. I do believe it is influenced by Steer Limiter, but I'm not entirely sure how. My leading theory is that it influences maneuvers somehow. However once again my understanding of this one is vague. Steer Limiter: How much it will steer based on percentage. Only really necessary to lower it from 1 if the craft in question is nigh impossible to control without fine control on. Steer Damping: Determines when the AI will ease up on controls for maneuvers. Necessary to keep it from over-correcting into the dirt. However if its too high the AI won't use the craft to its full ability. Generally best to put this at 5 for early tests with super-maneuverables. Max Speed: Max speed the AI will go at, if it exceeds this speed it cuts throttle. Keep 15-30m/s lower than the speed that either the wings tear off when steering, or when the craft loses significant steering ability.
  24. @victor tan 1. It matters on both the maneuverability of the craft as well as the settings. No matter how you set it it can't make a brick dodge a sidewinder. I've done tests with my super-maneuverable fighter and it can effectively fight as well as evade all but the closest of missile fire. It took a lot of tweaking (6-8 flights) to find settings so that the AI could maneuver, but wouldn't end up over-correcting itself into the ground. 2. The selected weapons actually depend on the Weapons Manager Guard, which picks weapons based on distance, and effective range (for guns, it chooses the gun with the most turning range). It won't really use the guns until close range, but will likely choose close range missiles over a static vulcan. 3. Can't properly answer this what with me not being Baha. @Temeter I tend to get use out of both. The AMRAAM is a good initiator, making the enemy slow down/ blast away all the flares, giving you a chance to deal in a good hit. The AMRAAM also is not intended for close combat of any means beyond a last ditch spam against a cruiser.
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