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Everything posted by VentZer0
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VentZer0 replied to BahamutoD's topic in KSP1 Mod Development
That'd be nice aswell, nearest target or the target under reticule will always be locked and tracked, simple and effective I guess ^^ -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VentZer0 replied to BahamutoD's topic in KSP1 Mod Development
Can you tell me how you did that and what dependencies would that be? Could be some alternate release stuff, you know if want this then get the other stuff too kinda thing. YAY! \o/ Will they keep the old ones too or will it be completely converted? I like the old style more, I'd be ok if they include an adapter for the SP+ versions. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VentZer0 replied to BahamutoD's topic in KSP1 Mod Development
I see One step at a time of course, maybe there will be some people in the future taking this idea and run with it. If there will ever be only some TV based targetting that'd be enough. I'd love me some nice ground attack with TV guided AGM65s ^^ I will prolly, when I have more time, dive into the scripting language for unity, maybe I can work something out for this then. One thing though: is it possible to have the targetting indicator that you have in the mod right now to be not visible while in IVA, but visible on a RPM-MFD that has a camera looking in the direction where the indicator is? That might be a start or a compromise for now. Oh and will you change the Mk2 Lighting cockpit at any time? I ask because the point of view in the cockpit is rather odd, you look always down in an angle and there is this canopy structure in the way of your view, can you fix that? Place the Seats and the cockpit panel a bit lower, so the view is clear os any obstructions? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VentZer0 replied to BahamutoD's topic in KSP1 Mod Development
Maybe something like a RADAR MFD would be nice, see something on the radar and lock it up using the move keys of the MFD, similar to how you move a camera about using the MFD. As for the targetting, I would love if someone (I have no idea of the programming code behind this game engine) would reverse-engineer romfarers lazor mod and take out the target view camera and incorporate this as a targetting pod part and in RPM. No weird GUI windows, just IVA You would lock targets through moving the target camera reticule in the MFD over a target and lock it, maybe there could be some mechanism that will lock it automatically. If you lock a the target pod no matter if its a target or not, the camera will track this specific spot on the ground or the vessel you've targetted. Any of you here played DCS SU25T ? The Su25T has a target system Shkval and is basically what I propose here. This also shows how the target pod would just track a spot on the ground not an individual target. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VentZer0 replied to BahamutoD's topic in KSP1 Mod Development
There is a mod that lets you build ships or even submarines. I dont know what it's called ... there's a video of a guy on YT building a SRBM submarine -
I love RPM. I have a suggestion for it. A target cam MFD screen. Similiar to the target cam in Lazorsystem, but as a MFD and not as part of the GUI. Basically a camera that can be moved around like any other camera part through MFD interaction. Just that it locks on to your target as soon as you set it and then tracks it with a stabilized view. A secondary mode could be that you can move the camera to a spot on the ground which creates a virtual target and the cam will track this spot too. Right now in Lazorsystem you have to target a vessel or object to have a real tracking target for the laser and the target cam, so if you target the ground, the laser willjust continue looking in that irection but will not track a particular spot. Something like this would be awesome, having some functioning recon- or lantirn-pods available.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VentZer0 replied to BahamutoD's topic in KSP1 Mod Development
Here are some additions I made to the armory. GBU-31 JDAM - 2000lbs guided GBU-38 JDAM - 500lbs guided Mk84 Bomb - 2000lbs unguided Mk84 Snakeeye - 2000lbs unguided retarded fall AIM-54 Phoenix - longrange air-to-air missile http://imgur.com/a/vqkdS https://drive.google.com/file/d/0BwXhQ9I28t2tMXdzdGFxZ1RvQW8/view?usp=sharing -
How to create cockpit layouts?
VentZer0 replied to VentZer0's topic in KSP1 Modelling and Texturing Discussion
Thank you very much! I am already customizing my cockpits -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VentZer0 replied to BahamutoD's topic in KSP1 Mod Development
I think you meant that the otherway around ^^ -
Hi, I want to modify a cockpit and replace the MFDs and other things. I have look around the forum and haven't found anything on that yet. Is there something like an editor, or is all of this work done by hand?
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VentZer0 replied to BahamutoD's topic in KSP1 Mod Development
Just did a bit of testing, when I dont look at the missiles they seem to behave normally. They track their target and hit even when target drone is ~80-90km away from launch point flying head on. Tried using JDAMs, well they work too -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VentZer0 replied to BahamutoD's topic in KSP1 Mod Development
So as soon as I up the thrust and boosttime by a litte bit aim120 from 30 to 45 while same boost time, the missile doesnt track anymore and spins out of control -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VentZer0 replied to BahamutoD's topic in KSP1 Mod Development
So far it seems to be the case. I keep testing. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VentZer0 replied to BahamutoD's topic in KSP1 Mod Development
So I just tested it ... missiles still go ape.... with FAR. No FAR, stock missile specs, fired without target - OK ballistic curve as you would expect. FAR, stock missile specs, fired without target -Missile goes ape...., does a loop around me. FAR, stock missile specs, fired without target, used different bahaturret.dll - missile goes COMPLETELY ape.... and flips around rotating like in the video I posted couple days ago. FAR, AIM54 Phoenix missile, fired without target, different bahaturret.dll - same the loop is just bigger. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VentZer0 replied to BahamutoD's topic in KSP1 Mod Development
We need a axial propeller cannon, you know like the Me109 used to have -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VentZer0 replied to BahamutoD's topic in KSP1 Mod Development
Well it all comes down to the magic rocketequation that's why I said use it to brake -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VentZer0 replied to BahamutoD's topic in KSP1 Mod Development
SInce the weapons have recoil you could use it as a means ob breaking. Could be challenge of some sort: Build a plane that stop dead in the air when you fire all weapons in an alpha strike -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VentZer0 replied to BahamutoD's topic in KSP1 Mod Development
I like the trailer very much :B Would you mind sharing some of your crafts, namely the A10-ish and the F18-ish planes? I also made a new test with the missiles, note the freakout the AIM120 endures ... I think they start to rotate extremely fast around all axis. -
Yes. I realize that, I saw that you did something completely different when I saw the standard vel and atmo curves in the cfg-files. Since I just went ahead with my limited knowledge and basically just tweaked the curves, you did something else. I just thought that you could implement the data I gathered into your mod - not the curves I created - you know moar engines! But I see that AJE Tester has a lot more things to input than I have data about the engine. Oh well.
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Thats why I was asking how it works in the background. Basically, I started at zero, I have no knowledge of how Unity works or how to do something like AJE for KSP, I have basic IT know how. So I saw the config files for engines and played around, googled the rest and wasted a day trying out. I even had chat with my physics professor (yep, I study physics) about Isp and other things. It soon was clear that vanilla KSP doesnt let you apply any realworld physics approach to model jet engines. So I just fitted some curve
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Does the velocity curve even matter for this mod or does it just say: Ok disregard vel-curve. Your engine should consume so much fuel, you are going with X% of max rated speed for this engine, when X% gets near to 1 then overheat engine? (I assume thats vastly oversimplified ^^ but I would like to know how it actually works). In reality engines dont overheat when you get close to their max speed, do they? I am not sure about it, but afaik they produce just less thrust the faster you go, so making them overheat is just a way of workaround? However, I know that engines irl can very much overheat too. I googled the engine specs - took some time, I had to rely on guessing for some of the specs on the the F119, F135, and the AL41F1S because those are state of the art engines where people seem to be very hush hush about the specs alone, didnt even find bypass ratios for one engine. In the mod the F119 is shown with a thrust of 250kN, in reality that is ~100kN less actually, the TWR and Thrust are known for the F135 and F119 engines, they are essentially the same engine with some modifications to it (F35 non STVOL version). Well I know that the its physically speaking not complete, but it might help. I dont think you would get any specific Thrust to Altitude data on legal ways about those engines, I would assume they are OPSEC stuff i.e. top secret. I know the website where OP got that velocity to thrust plot from, read that myself on my research for this, because I have incomplete data I turned to use a sigmoid curve to model the velocity curve for KSP. It depends on the individual aspects of the engine, specific impulse, thrust, SFC, BPR, weight, ..etc the formula is shown in the PDF. It might not be accurate for serious aeronautics but at least balances the engines against eachother depending on their performance you would derive from their specs. In any case we need a third curve definition for KSP especially for Jetengines, thrust to altitude.
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I would like to contribute something to this, since I am more into Airplanes than Space, I built a lot of Jets in KSP. The problem with the engines bugged me alot aswell. So I got to work on some turbojets and turbofans myself. I Researched the specs of a couple of engines namely the GE F110 series 100/129/132/400, PW F119-100, PW F135-100, PW F100-229, Saturn AL31F/FM/FP/AL41F1S, so F16,F14,F15,F22,F35,Su27/34/33/38,Su50. How would I need to incorporate the specs to your mod? https://drive.google.com/file/d/0BwXhQ9I28t2tRFBmWGhqdGpzX2s/view?usp=sharing This is the PDF I made in excel to have a velocity thrust curve that balanced the engines against eachother, the specs determine the curve and soon, the actual equation is in the PDF.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VentZer0 replied to BahamutoD's topic in KSP1 Mod Development
When I remove IDskillful everything is fine again with KSP and RPM -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VentZer0 replied to BahamutoD's topic in KSP1 Mod Development
Those are the specs of the phoenix missile which is much faster than the AIM120 and goes into high altitude approach, but I will test it there too, the cruise time for the aim120 is at 24seconds. I will play around a bit with that and the optimal velocity variable. I noticed that IDSkillful causes my HUD and MFD indicators to just show 'NaN' for every flight variable, speed pitch altitude ... you name it. Did you fix that aswell or do you maybe know the cause of this?