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SubjectX07

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  1. Tested out the new update today, apparently that bomber I mentioned was actually carrying around 65-75 Mk. 82's so I managed to stick 3 BLU-82's in it and fly it just as well if not better than with the other payload. I love overkill. Thank you for the amazing weapons pack, all of these things have found a use on one craft of mine or another.
  2. Again, MY HEAVIEST SCARIEST BOMBER! The thing already holds pretty much that weight in Mk. 82's, it holds like 40 or so of em, I think she can handle a Blu-82 or 2 in place of em. I woulda been sad if it didn't have the power to level a kilometer and didn't weight several tons woulda killed my immersion as I bomb a bunch of homemade Jihadi trucks in the name of America! XD
  3. Can't wait to put a GBU-57 or BLU-82 into my heaviest scariest bomber. XD
  4. Any chance you can make a version of the Bofors 40MM that functions like the radial 105mm in standard BDArmory? (Where it's just the cannon and it has a limited turn and pitch radius?) I'd love to use it on this AC-130 design I'm making. I'd do it myself but I have no knowledge of how to work Unity and have a minimalistic scripting knowledge. :c
  5. Hmm, before doing that I attempted to just let the AI craft use the KSC runway, it worked fine (although its altitude dipped well below minimum and well above max but I'm not sure that's exactly my fault with the part being experimental and all. Not saying it's bad though.) It managed to fly itself just fine... I suppose it's simply because the mod was tested using only the KSC runway and nothing else so it confuses the AI if done from elsewhere, will take that into account and use the KSC as my target craft launch site from now on. Thanks for the help! EDIT: So it turns out that the way the AI functions is that they activate once you get within the set guard range (for my purposes I always set it to the max at 5K) However due to the extremely high speed nature of my fighter it clears the range of the guard mode which apparently tells the AI to shut down. I noticed this as once I went past 5.0KM the AI plane slowed down towards the end of the runway before stopping a short ways from the edge. It would seem that if you plan to do a dogfight against the AI you better make sure they can still track you on their radar or else they'll just go, "Gosh darnit, he got away!" Not sure if this was a decision to prevent issues with lag or something but I feel it could use a tweak to allow them to continue tracking past the guard range if possible. Great work on the mod Bahamut, really looking forward to what you add next! (PS, Autopilot aircraft have always been on my wishlist as I was sick of just bombing ground targets and the KSC. XD) Second EDIT: Oookaaay, so I've tested again with a few different aircraft as well as using my new slower more maneuverable fighter aircraft, each one would ignite its engines, run to the end of the runway, then just slide off into the ocean, I even tried just using a rover to see if they'd bother taking off and it would again start up its engines, run down the runway, slide into the ocean, the small aircraft can easily take off halfway up the KSC ISLAND runway, I was launching these tests from the Space Centers own runway so it's not a matter of the crafts themselves. Not particularly sure what to do now. Perhaps I'll give in and uninstall KerbinSide then try but I feel like that shouldn't really be the issue. I'm not a scripter though so maybe it is.
  6. So I've been having issues with the autopilot since downloading the mod update. I tried two different aircraft each with a different result, both of which were by all means colossal failures. Any assistance will be appreciated but here's the situation. Firstly I tried to use my personal Fighter/Bomber craft against a retrofitted SteerWing (the big one) that I sorta just slapped a weapons manager, a few weapons and an AI autopilot manager onto. The results were that once the SteerWing took off from the runway I had stationed it on (using KerbinSide I placed it on the island runway it took off just fine.) It would fly up for a bit, then move into a loop before stopping about 3/4's of the way into the loop (nose pointed straight down) and nose diving into the ocean behind it. The second test I went, "Okay, maybe a smaller aircraft, I can just try a copy of my fighter." So I fitted an AI module onto my fighter and went ahead and again set it on the runway, this time however, it didn't even bother to go up, it started it's engines and everything, but then it just went in a straight path and dove into the ocean. It's not exactly the best craft for lift or turning but it can certainly take off from an elevated runway like the island or even the space center, the second it's off the ground it's golden going well above supersonic and still being capable of reasonably sharp turns. I had adjusted the AI module a few times each with similar results to the standard settings for both aircraft, am I not setting it up right or am I just a huge dunce and doing everything wrong that could possibly be done wrong? Thank you in advance for any help that is given.
  7. So I recently downloaded the updated BDArmory after reinstalling I tried out the autopilot function and while the planes do take off, one (a modified version of the large steer wing craft) did 3/4's of a loop before nose diving into the ground behind the runway. The second craft, a home made delta wing fighter/bomber went to the end of the runway but never actually lifted off. I'm not sure if this is a result of me improperly adjusting the settings but I've tried a few and have had nothing but failures. I am grateful for any help anyone can give and will definitely check out that tutorial once you get it up Bahamut, just wondering if anyone can provide immediate help. TL;DR: Autopilot isn't flying properly, need help.
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