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Wraith977

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Everything posted by Wraith977

  1. Can confirm, all the aircraft I've been making recently have iron sights for emergencies. As far as I can find through experimentation is that the only way to get the aimer back is to go back to the KSC and reload the craft from the tracking station. Switching crafts, changing and applying settings and switching weapons all have no effect. This happens with all weapon aimers, missiles and radar boresight included.
  2. Yeah just tried it out now, the shell has the right velocity but the maximum firing arc is 45 degrees. One definition of a mortar is a gun that can only fire in a higher than 45 degree arc, the Mk. 19 works to an extent but it's no mortar (especially with that ROF.) I did attempt to 'adapt' the Mk. 19 into a mortar by angling it 45 degrees on a craft, setting it's minimum pitch to 0 and yaw range to 90 however the aiming system does not seem to work with 'mortar style' aiming. It seems to want to lower the barrel to reduce range even though it would have to do the opposite. You can manually aim it at the sky in a higher than 45 degree arc but that has obvious problems, trying to target the ground doesn't work.
  3. Would it be possible to implement a mortar type weapon, a gun that fires a high arc, low velocity shell. I ask because all current land based weapons fire a high velocity, low arc projectile that makes it very hard to hit targets over even small hills. Such a weapon could also make for some very interesting land base assaults, don't get hit by the mortar shells on the way to attack the base and such.
  4. Awesome, makes everything sound better and overheats are much less common too. Can look rather... comic if you have many guns far out on the wings of an aircraft because of the left -> right pattern of firing. I also noticed that the majority of aircraft that are shot down in dogfights happen when one of the aircraft will suddenly try to climb to its default altitude, during which it will make no attempt to evade incoming fire or turn to face the enemy. This results in aircraft that have a lower default altitude having a great advantage over aircraft with a higher default altitude. Attempting to start a battle with competition mode still results in the aircraft taking off and infinitely circling the KSC.
  5. Tried two times to set up a battle using competition mode with 3 aircraft on either team.First time was a failure in that all aircraft took off and just circled in about a 5km radius around the KSC. I reverted to SPH to try again without canceling the competition. The second time I positioned everything using the vessel mover instead of manually but the same competition was still running from last time, clicking the cancel button had no effect, UI saying "Starting competition." All craft have weapons, ammo and antenna from tetryds' Aviator Arsenal. No craft from the initial attempt were used in the second attempt. Otherwise good work.
  6. BD, would it be possible to have missile reloading work like they did in InfiniteDice's Skillful mod? Right now it's only possible to reload missiles with KIS as far as I'm aware but it would make it a lot easier to be able to just use a kerbal in EVA to tweak a missile/bomb onto the rail once it's been fired, unless there is some reason why you would not want to do that?
  7. Legacy targeting was set to 'false', the only things I changed were the physics range, infinite ammo and fire key. legacy targeting changes the targeting systems to pre 0.9.0 systems? If so then as I have already said the problem has been around since 0.8/0.7 Updated to the most recent version and now it seems to work fine ,thanks
  8. The new updates are awesome and I hate to say but I'm still having one of the same problems as I was having a few months ago (Thank you for fixing the Infinite ammo requiring ammo boxes problem by the way). The problem is that craft with guard modes enabled will not engage any other craft on the opposite team if they only have guns, missiles seem to work fine but if a craft only has say, a goalkeeper, the craft will not fire, whether the craft has the appropriate ammo or not (infinite ammo is true.) You originally asked for instructions on how to replicate the scenario so here it is. Craft A (Land AA) is created with a goalkeeper, a .50 cal mg, a weapon manager, radar and ammo and is driven about 100m away from the runway, weapon manager is set to 8sec refresh time, 15km radius at 360 degrees on team A. Craft B (Jet) is created with a weapon manager, AI pilot and CMs and is flown in circles by the AI at about 1.2km height, weapon manager is set to team B. Craft A's guard mode is enabled At this point for me one of two things happens, either a weapon is chosen, the .50 or the goalkeeper, or the weapon manager says 'no weapon selected'. Either way Craft A does not fire on Craft B, this happens regardless of smart guards. If I'm simply missing something small please forgive my ignorance, otherwise any help would be appreciated, thanks.
  9. I think I found the problem... It seems as though even if you have infinite ammo set as True, you still need an ammo box with the relevant ammo on board even though it does not use this ammo. My earlier tests that made me say it did not work with missiles as well as guns was flawed in some way as missiles do fire, and me saying that I had enough ammo on board all the time was not incorrect, but incomplete as there seems to be a strange lag for a weapon to start firing(much longer than the refresh rate), the log makes it seem as this "disengaging - no valid weapons" or "Turret can not reach target (250.7478 vs 2500, yawRange: 90). Continuing." is the problem but as I said it does start to fire after a fairly long pause ("Turret can not reach target" is false as the target is well within the swivel range).
  10. I have a problem, whenever I try to set a vehicle to go to guard mode, it will go onto guard mode however if a weapon is selected, when the guard refreshes it automatically unselects the chosen weapon and says no weapon is selected. This happens with guns and missiles whether there are enemies in range or not. Disabling smart guard or bomb clearance do nothing. There is always enough electricity and ammo (setting infinite ammo to True fixes nothing) on the craft. This problem has only been affecting me since the 1.0 release, I have tried to re-download both KSP and BDArmory and everything has always been up to date.
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