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KSP2 Release Notes
Everything posted by jrodriguez
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[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
jrodriguez replied to jrodriguez's topic in KSP1 Mod Releases
In this video you can see how I land the first stage of a BFR while the upper stage continues with the gravity turn. -
https://github.com/jrodrigv/BDModularMissileParts/wiki/1.-Building-your-first-Modular-Missile
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@harpwner with this release you can move the explModelPath and sound to the BDExplosivePart module and it should work.
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Regarding the explosion model. Yes, you are right we need to add that the explModelPath field to the ExplosiveModule. I will upload new binaries once it is done. Regarding where the explosion take place, I didn't notice nothing strange (during my infinite number of tests lol) but it can be possible. And the parts into space...well it can happen but I'd expect them to explode almost immediately due to the damage of such explosion.
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Not really, however due to the distance the blast damage will likely affect a greater number of vessels and parts (but with a lower pressure)
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You have a field called DetonationDistance. This field is used to trigger the detonation, currently the max value is 100 meters but nuclear bombs it might be useful to have max value of 500 meters.
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What do you mean with the airburst effect? Maybe, if you are not using Kerbal Joint Reforcement I think with the proper amount of TNT a vessel can be destroyed just due to the forces applied by the blast wave
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BTW the blast also has a negative pressure phase that applies sucking forces after the positive phase. This forces are weak compared to the positive phase ( 25% I think)
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Hi @harpwner I have implemented the new blast system. By default ( theoretically) any legacy part mod should work as it is because a backward compatibility code is executed to auto-calculate the tnt mass equivalent for a specific BlastRadius cfg field. That means that the blast power should be enough to apply some damage and forces to the parts inside the blast radius. - Regarding the range and the TNT mass. The range is calculated using this formula: /// <summary> /// Method based on Hopkinson-Cranz Scaling Law /// Z value of 14.8 /// </summary> /// <param name="tntMass"> tnt equivales mass in kg</param> /// <returns>explosive range in meters </returns> public static float CalculateBlastRange(double tntMass) { return (float) (14.8f * Math.Pow(tntMass, 1 / 3f)); } - Regarding the damage and forces: When a explosion is triggered all the parts inside the range sphere will be processed. Only those parts that are on direct line of sight from the center of the explosion and within the angle limit (*) will be affected. The blast wave is travelling at Mach 1 (hardcoded value) so the parts will be damaged and pushed by the explosion when the blast wave hits the part. The force and damage formulas are using realistic/complex formulas. But the parameters involved are: - blast Scaled Distance - Incident impulse: kPa - ms. - Part effective area The damage is based on the average pressure suffered by the part. The force is calculated using the average pressure and the effective part surface.
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Regarding 1. We are aware of that and we don't like either but so far we didn't find a way to increase it. On the other hand you can always use armor panels instead. Regarding 2. The blast radius parameter is an auto calculated value depending on the explosive mass of the missile. If you want the flexibility you can always use modular missiles that will allow you to add enough tnt to blow up the entire KSC
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That's fine. But this thread is specific for this Beta testing and its new features. I think you should be using the main thread of BDArmory and of course to report Issues you should go here: https://github.com/PapaJoesSoup/BDArmory/issues
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@DiscoveryPlanet Maybe I'm wrong but I don't think that is an issue related with this beta right? I mean you don't need to use this beta to see exactly the same behaviour that with the last official release. Am I right?
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Can you open an issue here. https://github.com/PapaJoesSoup/BDArmory/issues Please attach your KSP.log file after running that scenario. Thanks
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We have some good guidance algorithims working in C#. Also, we have a method for space missiles although is it only based on relative speed of objects. I'd say that the most complex guidance we have at the moment is the ballistic one. Which can currently hit targets that are several km far ( my record is a 900 km hit - beyond that distance Unity float precision is too low..) I have some videos on my youtube channel:
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KSP BD armoury war
jrodriguez replied to FlightSergeantMatt's topic in KSP1 Challenges & Mission ideas
Sorry, I meant Landing Gears! -
KSP BD armoury war
jrodriguez replied to FlightSergeantMatt's topic in KSP1 Challenges & Mission ideas
I'd suggest to stick with KSP 1.3. 1.3.1 has a critical bug with landing legs making vessel jump when loaded -
KSP BD armoury war
jrodriguez replied to FlightSergeantMatt's topic in KSP1 Challenges & Mission ideas
I think can just copy a GameData folder with everything ready to go. -
KSP BD armoury war
jrodriguez replied to FlightSergeantMatt's topic in KSP1 Challenges & Mission ideas
BTW I think it would be funny to use RSS for real world map... And for me : I would be the Spanish Armada - Specialized in wood ships with wood Ballistics missiles .LOL -
KSP BD armoury war
jrodriguez replied to FlightSergeantMatt's topic in KSP1 Challenges & Mission ideas
I will add to the folder a Dev version of BDArmory (for beta testing) , plus its dependencies and recommendations -
KSP BD armoury war
jrodriguez replied to FlightSergeantMatt's topic in KSP1 Challenges & Mission ideas
Shall we add the mods there? -
KSP BD armoury war
jrodriguez replied to FlightSergeantMatt's topic in KSP1 Challenges & Mission ideas
the cool kids are also using the Dev version of BDArmory ... which is freaking awesome. -
KSP BD armoury war
jrodriguez replied to FlightSergeantMatt's topic in KSP1 Challenges & Mission ideas
In addition to this list. I recommend at least adding: BDModularMissileParts: https://github.com/jrodrigv/BDModularMissileParts In order to build custom missiles like: https://www.youtube.com/watch?v=2H9Dvk04M0I https://www.youtube.com/watch?v=vcQNYPjrP9w&list=PL25Bj3XwRvSY_Wp0JDobzdNe8nBAmALea&index=6 Procedural Parts (dependency of BDModularMissileParts) Camera Tools (for BDArmory dogfighting) Destruction Effects Then I also suggest adding the SM parts pack like SM_Armory, SM_Marine, etc Regarding rules about the turn based game, I suggest: - Limiting the number of parts in game per player. - Besides, to promote engagement and transparency, I recommend to record a video of each turn (recommended to let the users with powerful computer to record at decent FPS)