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KSP2 Release Notes
Everything posted by jrodriguez
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I did some improvements yesterday to RBDA regarding Modular Missiles I will do a release during today or tomorrow. I recommend tagging the thread with [Inception] so everyone knows that we are actually planning a challenge lol.
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Maybe we can allow only Modular missiles that will make the challenge more interesting because that way everyone should build their own missiles too and modular missiles are more easy to dodge.
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I don't know yet. I recommend using the huge runway of KK. BTW the only problem I see with this challenge is that it can get boring. I mean, using FAR with BDA means that it will be almost impossible to dodge a stock AIM120 missile
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@dundun92and @dundun93? Haha are you brothers or something like that?
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Nice :). Although, I prefer to go for the full RealismOverhaul pack with RSS, RSSVE, etc. We can set up a real war scenario between two 'real' islands for example with Kerbal Konstructs. I can do also a proper release Zip file for the RBDA branch, so it will be easier to install.
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I think you need to 'Arm' the explosive first. You should be able to execute and action to Arm it. I recommend to use the explosive warhead as part of a modular missile. That way it will be automatically armed once the missile is fired.
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Good question, I guess that if you are using the full realistic mods suite (RealismOverhaul, RealFuels, FAR, etc) , it should! However, I need to do a fix for RealFuels because the current code used for "Auto-staging" is not working properly when using RealFuels
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I think I can answer your questions. 1. In my opinion BDArmory was never intended to provide a full realistic experience but instead it was tailored to fit inside the limits of KSP. Thus, offering a great experience for a stock KSP game and the average KSP user. 2. RBDA is basically the name of branch done by me. It has never been release officially because it is just a dirty proof of concept, however I would like to get it finished at some point in the future. RBDA stands for Realistic BDArmory, some of the features /changes **EDITING** are WILL BE: - Extended ranges/distances for every single operation - up to 100 km. - Realistic parameters for every single weapon of BDArmory. (You can fire an AIM-9s from 65 km) - Design to be used with Realism Overhaul, RSS, FAR, Real Fuels, etc. If you want to know more about it you can "Watch" my fork of BDArmory https://github.com/jrodrigv/BDArmory/tree/RBDA .I'm trying to keep the branch always up to date with all the changes happening on the Dev branch. If you want to play you will need to do the following: - Install KSP 1.3 version in case you still using KSP 1.2.2 - Click on "Clone or download" button from the link. - Copy the Distribution/GameData/BDArmory folder inside your GameData folder (delete before your BDArmory folder) If you want to contribute feel free!
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You shoud see an icon called PRE on the right icons bar I think you might found a gap. Would you mind to open an issue on Github explaining which functionality are you missing? I recommend reading the OP of this thread. Latest version of BDArmory requires the latest version of PhysicsRangeExtender mod ( look at my signature)
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Hi guys, although this a PhysicsRangeExtender(PRE) topic I will explain in here (I suggest reading the OP of PRE). From 1.3 version of PRE. A GUI is available to change and save the ranges for landed vessels, the default value is 10 km so by default your vessel should not collide. You can change it to less than 10 km in case you are experiencing problems. And of course you can set the value to 100 km but in order to avoid the terrain unloading, you will need to place your vessels on static objects (runways, buildings, Kerbal Konstructs with loading distance = range)
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I have been testing it and I think I know the main problem. There is a limitation/issue when building a multistage missile with stacked stages. When the first stage is decoupled the second stage is not guided but the first stage is. This is due the way the missiles are attached. However, there is a workaround. You need to attach radial SRBs, a couple of them for example. Then I suggest to increase the size of the ram jets to have at least > 1 TWR. The SRB kick should give you at least something close to match 1. I suggest using AGM if the terminal maneuver of the cruise guidance gets you annoyed.
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@XOC2008I think it should work. - You will need an increased boresight angle ( go for 360) - A tube wide enough to fit all the parts of the modular missile. - A powerful stack decoupler. I suggest a Drop time > 1seconds, with the initial velocity after Jettison that will make the missile fly out of the tube and then first stage ignition will make the missile turn towards the locked target.
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Not sure, but you can find more information on the KSPedia @DoctorDavinci did a great job doing it. Maybe @SpannerMonkey(smce) can give you a quick answer about it.
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In my case I used a jet plane to test your missile (I like your design btw!). You need the targeting pod for laser guidance. If you are not using guard mode you need to ensure that the target is properly locked before firing the missile, otherwise the missile will fly straight or looping..
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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
Thanks for the feedback, Would you mind opening an issue here https://github.com/jrodrigv/PhysicsRangeExtender/issues . I will try to reproduce it. BTW you don't need to delete the mod, the mod has a button to disable/enable or changing the ranges. -
Maybe you are using it properly? I have done my testing doing the following: 1.Apply the changes suggested. 2. Drag and Drop the missile as a SubAssembly. 3. Open on the editor my testing jet fighter. 4. Drag and drop in the SubAssembly missile. 5. Attach the missile to a decoupler. 6. Launch craft. 7. Use VesselMover to spawn an enemy vessel. 8. Start engine on your jet fighter, guard mode and AI autopilot. (Ensure Targeting pod start to track your enemy vessel) 9. After few seconds you will see your plane turning, locking, firing and destroying the enemy with your new missile.
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I have been testing the missile.And I have good news, I have found the problem. Can you apply the following changes and re-test? - IMPORTANT: You need to set the Custom 01 action group to ACTIVATE ENGINE SRB, that is your first stage! - Rear Elevons to 80%, Front Elevons 70%. - Change GPS Guidance to Laser Guidance (more accurate) - Increase Detonation Range to 10. It seems modular missile does not work properly with Detonation distance set to 0. - Increase drop time to 1.5 seconds.