XOC2008
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Everything posted by XOC2008
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Need that Wasp and Kuznetsov... but Kerbinside is looking so much nicer.
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Since no one addressed this, I will. There are no VLS tubes in BDAc so mentioning that in this thread doesn't help you. I will however say that I am 99% certain this is a result of using missiles with a small offboresight number. Under 135/150 degrees offboresight will result in the AI ignoring the target despite having a radar lock because the MISSILE won't have a lock till the plane is nearly overhead, and by then it will be moving too fast to get a lock and fire. Find a missile with a larger offboresight number and test.
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Pretty simple really. Flood the ballast till the deck is below the surface, engage the engine and dive.
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Your max off-boresight on an aim-120 is 50. Which is why I said the off boresight number could be an issue. If the missile you are using has a number below 90 degrees for offboresight it's probably not going to be used effectively, if at all, by the AI because it's limited to a small cone. Change the number to 135 or 150 and retry. (Adding to that, make sure you delete partdatabase.cfg, the MM cache files, and remove/replace the missiles on your craft before testing.)
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You'd be surprised how easy solutions are often missed. And I've been a tester for BDAc for a while. I just cannot replicate this issue. All my missiles meant for VLS function fire from VLS under AI control.
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I'm sure the boresight range is probably the key here. The AA11b in SM Missiles and Launchers has a max off boresight of 150 and will launch from VLS at aircraft using AI, without any issue at all. You could probably increae the off boresight value to 180, but 135-150 should offer a good cone of defense around a ship. If the off-boresight is that high and the AI isn't utilizing it, check your settings for the missile itself. If it's not set to air/missile targets, that could also be the problem.
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You may be using an older version. In which case, go to the patches and find the terminal guidance mm patch. Delete it. This should fix the problem.
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If you're talking about the SLBM launcher, that's really meant for the large ballistic missiles and I'm sure with smaller missiles it sets off the collision check. There are no dedicated VLS launchers in SM Armory however that I am aware of.
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Much like any possible bug, more information is needed. Perhaps video or screenshots, and a copy of the KSP.log for those that know how to translate them. I can tell you for a fact that I can fire missiles from VLS tubes just fine using guard mode.
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I have no intention of installing FAR, so hopefully someone can solve this issue. As for the offset, basically yes. I’d like to have less square-tipped control surfaces.
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I'd like to request a tip-offset added to the all moving control surface. BTW does this fix the mirroring issue on the regular control surfaces preventing their use as flaps?
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That reminds me I need to rebuild my Bronco.
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Bahamuto Dynamics Armory Continued addon list
XOC2008 replied to Dimas152's topic in KSP1 Mods Discussions
Versus has a BDAc dependency if you want to use the AI parts and the built in gun in the Eagle: @TheKurgan @SpannerMonkey(smce) -
Regarding scale: Most of the SM hulls and turrets are at or are near scale, so you could base a fair amount of your scaling off of those.
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Versus - Release 3 "Eagle and the Hound" 1.4.x
XOC2008 replied to XOC2008's topic in KSP1 Mod Releases
Updated mod to 1.4.x compatibility and a minor update to the droptank cfgs. -
[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
XOC2008 replied to Johnny005611's topic in KSP1 Mod Releases
We had some discussion about this today. It's not really PRE that does it. It's KSP/Unity and the loading order of objects. PRE only exacerbates the issue by increasing the loaded vessel distance. I have the glitchy flashing with and without PRE so it really makes no difference. It'll be fixed when KSP is fixed, instead of getting the bandaids thrown on as temporary solutions. -
[V1.2.3] Nice MKseries Body [NMB] [V3.8] [2022.11.2]
XOC2008 replied to Kernowden Kerbin's topic in KSP1 Mod Releases
https://github.com/SpannerMonkey/SMI_MissilesLaunchers/releases/tag/v0.1.1.0-beta -
[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
XOC2008 replied to Johnny005611's topic in KSP1 Mod Releases
To add to what Doc is saying, I think you should work slowly. Refine the ships one at a time rather than just dropping a bunch all at once.