

damowang2
Members-
Posts
47 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by damowang2
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
damowang2 replied to BahamutoD's topic in KSP1 Mod Development
One small problem but not fixed for three versions: when switching to map view and then back, gun pointer will disappear. Haven't tested it with missile. Better check it out -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
damowang2 replied to BahamutoD's topic in KSP1 Mod Development
select any gun in weapon manager, salvo and barrage option should appear below the trigger and weapon name (where ripple setting located). Salvo is all guns fire at the same time, while barrage is to divide the interval of fire by the amount of weapon, and trigger them one at a time. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
damowang2 replied to BahamutoD's topic in KSP1 Mod Development
OK apparently turning on the staging will start the competition. Also @tetryds, your integrated flying antenna is causing an NRE when activating competition mode. I would like to bring this to your and @BahamutoD's attention. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
damowang2 replied to BahamutoD's topic in KSP1 Mod Development
I still did not figure out how to use competition mode. I simply put two planes at KSC, separating at 500m and hit the button. There are nothing going on and the info shows that pilots are taking off. Please somebody explain to me how does the competition mode work, thank you guys -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
damowang2 replied to camlost's topic in KSP1 Mod Releases
I tried the fix and yes it did fixed the problem, but when the rotor running the debug is still spamming NullReferenceError. Would you please look into it more? Thank you. -
This is a WIP flight challenge. Here a set-up saving is available. Two target planes parked on the island. bomb it with everything you`ve got. Required Mod: Ferram Aerospace Research BD Armory Recommend Mod: FireSpitter Advanced Jet Engine Real Fuel Grading system is still work in progress. To make it balance, I will need more data. Challengers will have to tell me what weapon, what engine did they use, what is the weight of the aircraft, and how much time is taken. Of course, a series of picture and/or video clip is more welcomed. The first entry of myself is here. One challenge takes about 12 minutes for a piston engine fighter. for modern fighters it will take much less time. https://youtu.be/faurFS3_a0A TODO: Create grading system and leaderboard. Prospective: Make leaderboard based on time and weapon used. design a medium difficulty that is on the back mountain of KSC.
-
First I am not quite sure if this goes to this block, but it may be the best fit. I was trying to mod the Mk1 cockpit with Unity editor, but when I click Spawn as always, the memory usage of Unity kept growing in a weird way and then it says "Too Many Heap Sections". It is only Mk1 series and Mk3 cockpit that causes the problem, and other internal spaces are good. I suspect that it is the problem of the model, because change it to different name certainly does not work. I tried to delete the content of the cfg file until there is only name left, and it does not read.
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
damowang2 replied to BahamutoD's topic in KSP1 Mod Development
Small request: Would you please put the colored white light camera back to the targeting pod? the black and white mode is better for the night but I think colored camera is better during days. -
Minor problem: It conflicts with military pack. In other word, if I make a warplane and destroy some ground target with it, the airplane creation mission fail because of the destruction of ground vehicle.
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
damowang2 replied to BahamutoD's topic in KSP1 Mod Development
That's exactly what this 10000 rpm (maybe 8000?) monster made for and responsible of. Use some trick to trick the radar to attack otherwise it is as simple as turkey hunting. -
Just use R&D from Debug to unlock everything and we can test...
- 2,070 replies
-
- iva
- rasterpropmonitor
-
(and 1 more)
Tagged with:
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
damowang2 replied to BahamutoD's topic in KSP1 Mod Development
Check if you installed KSP under a path with Chinese in it. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
damowang2 replied to BahamutoD's topic in KSP1 Mod Development
One interesting fact: if your vehicle moves at trans-sonic velocity, the CCIP calculation will be significantly offset to the front of actual falling point. In other word the CCIP calculation did not count in trans-sonic drag. It is a special case of FAR so just take care. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
damowang2 replied to BahamutoD's topic in KSP1 Mod Development
Single missile that will be fired as vessel is not recorded. I tried with RPM by searching weapon by name and accumulate them, so that they appear in HUDs. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
damowang2 replied to BahamutoD's topic in KSP1 Mod Development
As long as I have tried regarding BD+RPM: By adding resource variables we can easily add weapon amount indicator on HUD. //What is below is what I haven't done By tweaking VesselViewer we can create a screen displaying weapon and countermeasure like normal fighters. CCIP (Continuous Calculation of Impact Point) is given in BD but not perfect, Putting machinegun shooting cue on HUD will require a lot of work. The concept of radar-it regards to what degree of simulation you would like to achieve. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
damowang2 replied to BahamutoD's topic in KSP1 Mod Development
Not knowing if there is anyone coming up with the idea, but a good one for ICBM missiles. In guiding screen set up a specific height. Below that height all we have to do is to climb. After that height start gravity turn. All we have to do is to match the heading to the target, instead of point the relative velocity towards target. Generally we have the current position of missile and target, It is two data sets in game database, which, in reality, is captured by ground and satellite based GPS system. If we are lucky enough, the ground contact point after reentry is also calculated by the game. after we made sure that the heading is pointed towards target and we are in a specific reentry angle, we start reentry by pointing velocity towards target. We make fine tunes by RCS and control surface to keep matching, and when close to a specified distance, reactivate all available engines to gain a 3-4 Mach defense penetration velocity, and impact. In one word, three phases: Initial climb, gravity turn, fine tune. It is triggered majorly by height. It may be similar to kOS but that is one idea. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
damowang2 replied to BahamutoD's topic in KSP1 Mod Development
Rocket auto fire seems to have gone wrong. Please check. When I switch from S8KOM to Hydra, Hydra does not go off, and vice versa. I checked clearance and it is ok. auto pilot is pretty cool and useful when I don t want to keep an eye on when climbing. Guidance unit is so far so good. Actually this is really the most valuable mod in this game apart from FAR. Really added very much gameplay to it. -
When patched with RSS, KSC is offset and NavUtilites have to be changed accrodingly to match up existing runways. Does anybody have completed .cfg file for such conditions? Otherwise I may have to do surveys by myself, and that is much too time-consuming for a student anyway. If someone happened to have a copy and is willing to share, I am really thankful for the generous.
-
Practiced fighter takeoff-ground assault with unguided rocket(Special thanks to BahamutoD)-landing. Three or four success landing in a row. happy.