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Hojoz

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Everything posted by Hojoz

  1. I'm hilarious
  2. Just a quick question: Have the AIM-9's been buffed? They're guaranteed hits for me
  3. Issue is solved now @SpannerMonkey(smce) Rebuilt both craft without AP+ in 1.4.4 Now to get the planes to aim properly, because they find it difficult apparently.
  4. I was planning to show more then just the actual battle. I was gonna describe the craft's history, and show the lock-on in the video. Important thing to note here is the fact that the opponent has been transferred from BDAc 1.0.0.0/KSP 1.3.1 to BDAc 1.2.1/KSP 1.4.3 as the procedure for this has recommended (Take all modded parts off in 1.0.0.0, transfer to 1.1.0+ and put them back on again) You make a good point about the radars though, so here are the results for the XP-3.5 with the radar of the craft that it was battling against: Detection range at 8km, lock at 2km. All 3 radomes meant for air to air combat show the same results. Additional details include a frontal area of 0.79m^2 a lateral of 2.90m^2 and 5.86m^2 on the ventral I know this from following this forum, and have done so in the OP of this issue. I can however understand why you haven't seen it yet, perhaps the messages that followed made it so you couldn't see it. Because no one looked at them I (with my inexperienced eyes) looked at them and thought it'd be worth noting that the only thing I could find that was out of place was an error from EEX, noting that the dependency ClickThroughBlocker was not installed. I'm gonna install it btw. Further things of note is the fact that I've already listed some mods in my OP about this issue. Same link, same OP. I'll relink it for you: http://www.mediafire.com/file/4yf2f860mzuij6u/Log_and_Save.zip/file Thought I covered that one, but apparently not. The need for more details has been noted for next time. I'll try, but the heat out here and the lack of rain has made it a bit hard, not only on me but also on the computer. I too hope that this helped some, and if you wanted to conclude with this then I'm sorry, but it wasn't clear enough for me. Excuses for the late response, I know from myself that this can be annoying sometimes.
  5. The bottom says that the lock is 2km, so I suppose you're right Suppose you have a good point there. I'm amazingly susceptible to assumptions so I thought all radars that are commonly used on fighters where the same, but with different shapes. As far as the 0 degrees thing goes, I'd rather make a video of the issues that I'm having. Of course, suppose I was unclear again. I was referring to AI behavior when engaged with 9's. Again, a video might give you a better explanation of what's going on though. I would've known this if I was better at drawing conclusions. I didn't know. That explains all the little annoyances that I've been having since 1.0.0.0 then. Although how have these intensified with my move to KSP 1.4.x? Following the forum via email notifications and pointless complaints earlier teached me how and where to find them. As for my experience level, it's awful at best. I've been playing around with the mod since KSP 1.2.2 and I still don't understand why my best craft are my best craft, and why my worst craft are my worst. I've only started playing around with the AI a few months back too, and I can assure you that even if you would take the time to explain every function in detail I'd still not understand what does what. But you guys tell everyone to include them. I thought it was some magical key to understanding everything Want a video from it? Based on how well I explained my issue earlier I doubt that we would understand each other in text. Ehm... I'm just not gonna say anything here based on what happened earlier Talking about that, I've quoted Joe only here because I'd undoubtedly start making up reasons why this FlaK happened, and I'd like it if we didn't have an argument.
  6. Improper lock-on: See the explanation bit, the 120's are engaging at 8km on a craft that can only be locked onto at 2km The XP-3.5 is a plane, you would've found out if you had looked into the save /KSP.log download provided in the link. Finally, my missiles are set to explode at 8m away and the craft has a top speed of 280-ish m/s (Which is slow). It is reluctant to use flares at first (Pretty annoying, I wouldn't do that) so it constantly gets hit and explodes
  7. Bug: Improper lock-on while playing KSP.log & save: http://www.mediafire.com/file/4yf2f860mzuij6u/Log and Save.zip KSP Version 1.4.4 BDAc Version 1.2.2.1 PRE Version 1.7 Airplanes Plus Version 21.1 Description: AIM-120's are firing at the beginning of the battle towards the 2km lock-on XP-3.5, XP-3.5 returns fire with AIM-9's. Additional note: XP-3.5 is bad at dodging AIM-9's, presumably due to the lack of speed or AoA angle Let me know if you'd like this on the GitHub page.
  8. Hmmm, haven't posted stuff in a while here You can still enter CFC S3 if you want: https://youtu.be/SCq4dw08Lzw
  9. Oh, I forgot to share this yesterday https://youtu.be/SCq4dw08Lzw
  10. AI reluctant to use chaff, deciding flares are sufficient for such a job. I'll see how it goes without JC and if the issue still arises I'm reinstalling KSP entirely
  11. Of course, here it is! http://www.mediafire.com/file/t6j26tj1958m81r/Ce_Asari_MkVI_C.craft/file
  12. You can still enter mine, it's main selling point is the fact that you have to make your stuff tiny! (I also accidentally allowed multistaging, but no one cares right?)
  13. And yet it used to work. Now however, whenever I seperate the missile guidance module the intake air gets deprived, no matter how you place those intakes. The AI is fine though, surprisingly
  14. Nice one, doesn't explain the issue that I'having with a user submitted craft though. He says it's a 5km lock on, I see a 7km lock on. Explain that. Put a decoupler on the mothership. Put another decoupler on that decoupler. Put a modular missile guidance on the first decoupler. Put your parasite craft on the second decoupler. Add to action group 1: AI pilot - activate Weapon manager - guard mode on engine - activate probe core/cockpit - control from here second decoupler - decouple. Set your modular missile guidance settings to: GPS guidance mode so it doesn't try to get a heat lock increase the max range to whenever you want the drones to launch I recommend having at least half a second of drop time. This is a guide on how to make a drone craft in BDAc 1.0.0.0, can't find the post but I saved it in a text editor Tried it out today in 1.2.1, it constantly complains about the intake air being deprived. IDK if this is a KSP issue with decouplers or a BDAc issue with either the missile guidance part or the fact that there are multiple AI's and Weapon Managers on the same craft before seperation. I just want a answer on that
  15. Here's the Ce Asari, which is lying about it's lock on because it's actually 5/6km and it says 8km (Craft file) http://www.mediafire.com/file/t6j26tj1958m81r/Ce+Asari+MkVI+C.craft Pic: https://imgur.com/gallery/tOKYhFe
  16. I have this issue too in the same KSP version and would love to help via sharing my log file, but where can I find it?
  17. I have issues with the BDAc RCS tab in release 1.2.1, the tab doesn't display the correct lock-on range value. This bugs me a lot because my fighter jet series is based on craft being under a certain lock-on range. Since the rules have already been made, I can't go and download the latest BDAc to fix this, so are there any workarounds that are known to exist here? I'm using it on craft made with stock parts + BDAc, although I also have Airplanes+ installed.
  18. I have this too in 1.2.1, but it might just be bad plane design on my part because it was fixable by mounting the 9's as far as possible from my engines/wings
  19. Here's the video! Put rules in the description too so you can double check if your craft is legal. Remember, max of 85 parts! https://youtu.be/t7iMF_Mijzc
  20. CFC S3 rules are here! Video coming in a few hours! - The competition is done in KSP 1.4.3 using BDAc 1.2.1 and Airplanes+ 21.1. Please check your mods list to see if your craft complies with these requirements, otherwise there may be some issues when trying to inspect your craft - Your maximum altitude setting on the BDAc AI Pilot module may not exceed 4000 meters - Your plane must be at or below a 5km lock on range, this can be checked as shown in the video. - Only the propeller engines and cockpits are allowed to be used from Airplanes+, this because I do not have a large amount of experience with AP+. You may not use propeller and jet engines on the same airplane. - There is a maximum of 16 planes that are allowed to enter, 2 per person to fill the competition up nicely. Please give me a name that I can call you, not all the email accounts have the correct and current username of the person in question. There is no deadline, an announcement will be posted when the limit is reached. - Action Groups cannot hinder my setup process, it is advised that you stay away from the Stage, Gear and SAS action groups to prevent any issues. If you still want to use these action groups, then please refer to this procedure list: - I load the plane up on the runway - I hit space to activate all engines at half thrust for a second to get the craft moving off the runway. During this step I don't want any afterburners to be active - I put it on the brakes - If your craft wobbles, slides or explodes upon reloading I'll retract the landing gear. I want the landing gear down at all times during this procedure, so no loading up craft with retracted landing gear - You can't update your craft after you passed flight inspection. Flight inspection will put you up against the Ce Asari Mk IV C, a continued development of the Asari Mk IV B-3 featured in the season 2 final challenge. Download it here: http://www.mediafire.com/file/t6j26tj1958m81r/Ce_Asari_MkVI_C.craft/file - The guns must be set to a minimum of 1000 meters firing range on the maximum firing range slider, this to prevent any cheeky AIM-9 tactics. - The guns allowed are 6 50 cals, 3 locked Vulcan turrets, Hidden Vulcans, locked 50 cal turrets, M230's or GAU-8's and 1 Howitzer. No mixing guns, guns are mandatory - 8 armour plates at default armour settings allowed - Drones and cockpits are allowed, any number of probe cores and cockpits will do. No command seats to prevent easy 1km lock-on planes utilizing Kerbal parachutes. - RTG and Radome must be included in your craft, this to give the allowed AIM-120's a chance at firing and being detected if they're coming in. - No clipping parts to use as armour, this is a rule open to interpretation and thus can cause for some confusion - All planes of CFC S2 are only allowed to be edited by their original creator, with carryover solutions allowed. - ECM's are banned, like in the last season. Your lock-on is basically your jammer anyway. - DLC parts aren't allowed, this to give everyone an equal chance with the base game. Also because I'm not the (not so) proud owner of the DLC. - Must face and preferably beat the Ce Asari Mk IV C form earlier, with 1 modification opportunity when the craft fails to do so. Parts that are allowed to be modified or replaced are: - Control surfaces - Guns - Missiles - AI - Weapon Manager - Default armor values - Multistaging allowed due to a silly mistake by me Max of 85 parts Please send your craft to leonhojoz@gmail.com and include a name you wanna be called by.
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