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KSP2 Release Notes
Posts posted by Rakete
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Hi there. Do the engines have Waterfall support?
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9 hours ago, lorange7 said:
For near future spacecraft, how i would i keep the stock command pod as well as the modded ones? (stock ones are better for me with bdarmory)
thanks in advance
NF Spacecraft does only deliver additions command modules. It does not replace any, like the Restock mod does.
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If you have a decent pc, go for the pc version. Even my old potato pc with 9th generation i7 and with a weak gtx 1060 does very well even with a heavily modded install.
More features, more performance and mkst important: mods! Ksp1 lives by the glorious modding community. Many a mod is now a must have for me and i wouldn't play the game without them anymore.
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On 3/9/2023 at 8:10 PM, jimmymcgoochie said:
It’s not nearly as simple as one number- Eve’s atmosphere is incredibly thick and most rocket engines can’t function at all or do so very poorly, only the Vector and Dart are realistic options there; using Breaking Ground propellers or atmosphere-breathing engines from mods (Explodium-breathing engines are jets that use oxidiser rather than fuel, Near Future Aeronautics or Kerbal Atomics has some nuclear options) or even KerBalloons’ balloons will drastically reduce the delta-V needed to get to an altitude where normal rockets work much more effectively.
Use surface delta-V for the first stage and vacuum for the rest and you should get a reasonably accurate reading on how you’ll do; remember that Eve has very high gravity and combined with the high pressure it’s surprisingly difficult to get a TWR high enough to fly. You should also avoid accelerating too much in the lower atmosphere or drag will eat your delta-V.
Couldn't have said it better.
Some nice Engines from the Near- and Far Future mods can ease the pain. Especially the fusion aerospike from FFT. Otherwise an eve ascender for more than one or two kerbals is hard... at least with stock parts.
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@DocNappers... BDA+ now comes with a vessel mover? Does it replace the stand-alone vesselmover mod by @jrodriguez? Or is it just a redistribution?
Can you bring some light into my confusion ?
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Bugreport: Current BDA+ generates NREs upon adjusting the Minimum height parameter of the AI-Pilot for planes. The slider minimum flight level of the controller becomes unmovable.
Logs: https://www.filemail.com/d/nrllycfycgxzbnn
@DocNappers In the previous version 1.5.8.0 everything worked. So I reverted back.
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It is totally possible to replace the nkd-nuke module from the config and replace it with the one from bda+ which is to my mind superior. Pretty straight forward. Look in the bda+ thread, all required information are there to do it on your own. I did it for my own install, but won't redistribute the configs and therefore used NKD-assets due to respect to the NKD creators... and licensing...
Sooo... do the following: download the nkd package, open the part configs, remove the nkd-nuke-module and replace it with bda+nuke module. Voila, your have nukes made compatible with bda+ and can even drop the nkd plugin, in case this causes problems for you. Just read the information about configuring things into nukes on the bda+ thread. I place there a how-to-do-tutorial for the config. You'll find it.
Edit:
This describes how to make a normal bda+ part a bda+ nuke ... you can adapt the provided info to make a nkd-plugin-using nuke a bda+nuke. Have fun nuking asteroids! Mhhh.... just remembering bruce willis on an asteroid. Armageddon... long time since that movie.
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Obsolete post. Somehow took the wrong way to the ksp2 exchange, not the one for ksp1
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1 hour ago, Grimmas said:
You might have some other mod interfering, maybe. Are you testing in isolation? I would suggest you look through the MM log and cache to see a)what is patching that part and b) what the output patched part looks like.
Tested in isolation. I just upgraded to SH 0.6.0 from 0.5.6 . - this seems to have been the reason. now it works. Just about to balance stuff.
But one thing is still odd. Systemheat does not respect different values of outlet heat and generated heat and heat/effiency curve. You can change them like you want. SH will do what it wants.
Looked through the MM log. Nothing else is patching the antimatterfactory... strange behavior!
Here is my current iteration of the patch:
Spoiler// Optional Patch by KSP-Forum user Rakete
@PART[fft-antimatter-factory-1]:NEEDS[FarFutureTechnologies]
{MODULE
{
name = ModuleResourceConverter
// must be unique
moduleID = GraviConversion
// ModuleSystemHeat moduleID to link to
systemHeatModuleID = isru
// The shutdown temperature of the part
shutdownTemperature = 1300// The temperature the system contributes to loops
systemOutletTemperature = 500// Map loop temperature to system efficiency (0-1.0)
systemEfficiency
{
key = 0 0.0
key = 500 1.0
key = 700 0.0
}
// Heat generation (kW)
systemPower = 9500
ConverterName = Graviolium Conversion
StartActionName = Start Factory [Graviolium Conversion]
StopActionName = Stop Factory [Graviolium Conversion]
ToggleActionName = Toggle Factory [Graviolium Conversion]
AutoShutdown = trueGeneratesHeat = false
DefaultShutoffTemp = .8
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
SpecialistBonusBase = 0.05
ExperienceEffect = ConverterSkill
EfficiencyBonus = 1
INPUT_RESOURCE
{
ResourceName = Antimatter
Ratio = 0.25
FlowMode = STAGE_PRIORITY_FLOW
}
INPUT_RESOURCE
{ResourceName = ElectricCharge
Ratio = 10000
}
OUTPUT_RESOURCE
{
ResourceName = Graviolium
Ratio = 0.0625
DumpExcess = false
FlowMode = STAGE_PRIORITY_FLOW
}
}
}Maybe @Angelo Kerman wants to offer it in the next Blueshift release as optional patch. This way you can use the complex production chain to generate some graviolium in the late game out of antimatter, which is rather difficult to create. This patch suggests a 4:1 rate to generate even more precious graviolium. Because it's an industrial process it's faster than harvesting the material as spacedust for several years. But you have to have the production chain and the power to do so (Feed the hungry FFT fusion reactors, to make Antimatter and than make Graviolium of it).
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didn't work for me. Placed a testvehicle and only put on the gravi conversion. The loop temperature did not rise. Strange.
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7 minutes ago, Grimmas said:
Hard to say without seeing the actual config that did not work for you. Could be any number of things including just a typo. Post it here?
Spoiler@PART[fft-antimatter-factory-1]:FINAL
{MODULE
{
name = ModuleResourceConverter
// must be unique
moduleID = GraviConversion
// ModuleSystemHeat moduleID to link to
systemHeatModuleID = isru
// The shutdown temperature of the part
shutdownTemperature = 1300// The temperature the system contributes to loops
systemOutletTemperature = 500// Map loop temperature to system efficiency (0-1.0)
systemEfficiency
{
key = 0 0.0
key = 500 1.0
key = 700 0.0
}
// Heat generation (kW)
systemPower = 9500
ConverterName = Graviolium Conversion
StartActionName = Start Factory [Graviolium Conversion]
StopActionName = Stop Factory [Graviolium Conversion]
ToggleActionName = Toggle Factory [Graviolium Conversion]
AutoShutdown = trueGeneratesHeat = false
DefaultShutoffTemp = .8
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
SpecialistBonusBase = 0.05
ExperienceEffect = ConverterSkill
EfficiencyBonus = 1
INPUT_RESOURCE
{
ResourceName = Antimatter
Ratio = 1
FlowMode = STAGE_PRIORITY_FLOW
}
INPUT_RESOURCE
{ResourceName = ElectricCharge
Ratio = 10000
}
OUTPUT_RESOURCE
{
ResourceName = Graviolium
Ratio = 0.25
DumpExcess = false
FlowMode = STAGE_PRIORITY_FLOW
}
}}
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Dear Far Future Tech-Users that also use Blueshift:
Here is a config, to make use of your Antimatter-production-chain:
Replace your fft-antimatter-factory-1.cfg in FFT with the following complete config in the spoiler. It will allow you to convert a little bit of your precious and effortful crafted antimatter into graviolium in your lategame of FFT.
Unfortunately I had to hardcode it into the fft-antimatter-factory-1.cfg itself. It did not accept the heatvalues if i placed it in a separate patch to be applied afterwards (I don't unterstand why. Can somebody explain this? @Nertea - it only executed the conversion to the Nova-AM-Factory but ignored the SystemHeat integration - and it was the same config, as added here. Just a separate config with @Part.... etc. ) The red section in the config is new. You can also only move this over to your part definition. Have fun.
Spoiler// Far Future Technologies 1.0
// Nuclear Smelter
PART
{
name = fft-antimatter-factory-1
module = Part
author = Chris AdderleyMODEL
{
model = FarFutureTechnologies/Parts/Resources/fft-antimatter-factory-1
scale = 1.0,1.0,1.0
}
scale = 1
rescaleFactor = 1node_stack_top = 0.0, 14.46, 0.0, 0.0, 1.0, 0.0, 3
node_stack_bottom = 0.0, -17.25, 0.0, 0.0, -1.0, 0.0, 3TechRequired = advScienceTech
entryCost = 2950000
cost = 1850000
category = Utility
subcategory = 0
title = #LOC_FFT_fft-antimatter-factory-1_title
manufacturer = #LOC_FFT_manufacturer_postkerbin_title
description = #LOC_FFT_fft-antimatter-factory-1_description
attachRules = 1,0,1,1,0// --- standard part parameters ---
mass = 96
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 2000 // = 3500
bulkheadProfiles = size3
tags = #LOC_FFT_fft-antimatter-factory-1_tagsMODULE
{
name = ModuleSystemHeat
// Cubic metres
volume = 25.0
moduleID = isru
iconName = Icon_Gears
}MODULE
{
name = ModuleAntimatterTank
FuelName = Antimatter
ContainmentCost = 2
DetonationKJPerUnit = 36000
DetonationRate = 5
OnLightAnimatorName = onColor
OffLightAnimatorName = offColor
AlertLightAnimatorName = alertColor
}
RESOURCE
{
name = Antimatter
amount = 100
maxAmount = 100
}
MODULE
{
name = ModuleResourceConverter
// must be unique
moduleID = lightElements
// ModuleSystemHeat moduleID to link to
systemHeatModuleID = isru
// The shutdown temperature of the part
shutdownTemperature = 1300// The temperature the system contributes to loops
systemOutletTemperature = 500// Map loop temperature to system efficiency (0-1.0)
systemEfficiency
{
key = 0 0.0
key = 500 1.0
key = 700 0.0
}
// Heat generation (kW)
systemPower = 9500ConverterName = #LOC_FFT_fft-antimatter-factory-1_lightElements_ConverterName
StartActionName = #LOC_FFT_fft-antimatter-factory-1_lightElements_StartActionName
StopActionName = #LOC_FFT_fft-antimatter-factory-1_lightElements_StopActionName
ToggleActionName = #LOC_FFT_fft-antimatter-factory-1_lightElements_ToggleActionName
AutoShutdown = trueGeneratesHeat = false
DefaultShutoffTemp = .8
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
SpecialistBonusBase = 0.05
ExperienceEffect = ConverterSkill
EfficiencyBonus = 1
INPUT_RESOURCE
{
ResourceName = LqdHydrogen
Ratio = 1
FlowMode = STAGE_PRIORITY_FLOW
}
INPUT_RESOURCE
{ResourceName = ElectricCharge
Ratio = 10000
}
OUTPUT_RESOURCE
{
ResourceName = Antimatter
Ratio = 0.005
DumpExcess = false
FlowMode = STAGE_PRIORITY_FLOW
}
}
MODULE
{
name = ModuleSystemHeatConverter
// must be unique
moduleID = heavyElements
// ModuleSystemHeat moduleID to link to
systemHeatModuleID = isru
// The shutdown temperature of the part
shutdownTemperature = 1300// The temperature the system contributes to loops
systemOutletTemperature = 500// Map loop temperature to system efficiency (0-1.0)
systemEfficiency
{
key = 0 0.0
key = 500 1.0
key = 700 0.0
}
// Heat generation (kW)
systemPower = 9500ConverterName = #LOC_FFT_fft-antimatter-factory-1_heavyElements_ConverterName
StartActionName = #LOC_FFT_fft-antimatter-factory-1_heavyElements_StartActionName
StopActionName = #LOC_FFT_fft-antimatter-factory-1_heavyElements_StopActionName
ToggleActionName = #LOC_FFT_fft-antimatter-factory-1_heavyElements_ToggleActionName
AutoShutdown = trueGeneratesHeat = false
DefaultShutoffTemp = .8
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
SpecialistBonusBase = 0.05
ExperienceEffect = ConverterSkill
EfficiencyBonus = 1
INPUT_RESOURCE
{
ResourceName = FissionPellets
Ratio = 1
FlowMode = STAGE_PRIORITY_FLOW
}
INPUT_RESOURCE
{ResourceName = ElectricCharge
Ratio = 10000
}
OUTPUT_RESOURCE
{
ResourceName = Antimatter
Ratio = 0.5
DumpExcess = false
FlowMode = STAGE_PRIORITY_FLOW
}
}
MODULE
{
name = ModuleResourceConverter
// must be unique
moduleID = GraviConversion
// ModuleSystemHeat moduleID to link to
systemHeatModuleID = isru
// The shutdown temperature of the part
shutdownTemperature = 1300// The temperature the system contributes to loops
systemOutletTemperature = 500// Map loop temperature to system efficiency (0-1.0)
systemEfficiency
{
key = 0 0.0
key = 500 1.0
key = 700 0.0
}
// Heat generation (kW)
systemPower = 9500
ConverterName = Graviolium Conversion
StartActionName = Start Factory [Graviolium Conversion]
StopActionName = Stop Factory [Graviolium Conversion]
ToggleActionName = Toggle Factory [Graviolium Conversion]
AutoShutdown = trueGeneratesHeat = false
DefaultShutoffTemp = .8
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
SpecialistBonusBase = 0.05
ExperienceEffect = ConverterSkill
EfficiencyBonus = 1
INPUT_RESOURCE
{
ResourceName = Antimatter
Ratio = 0.25
FlowMode = STAGE_PRIORITY_FLOW
}
INPUT_RESOURCE
{ResourceName = ElectricCharge
Ratio = 10000
}
OUTPUT_RESOURCE
{
ResourceName = Graviolium
Ratio = 0.0625
DumpExcess = false
FlowMode = STAGE_PRIORITY_FLOW
}
}MODULE
{
name = ModuleColorAnimatormoduleID = alertColor
animRate = 100
colorScale = 0.00392156863
shaderProperty = _TintColor
includedTransformList = AlertLight
toggleInEditor = false
toggleInFlight = false
redCurve
{
key = 0 0 0 0
key = 1 200 0 0
}
greenCurve
{
key = 0 0 0 0
key = 1 123 0 0
}
blueCurve
{
key = 0 0 0 0
key = 1 0 0 0
}
alphaCurve
{
key = 0 0 0 0
key = 1 185 0 0
}
}
MODULE
{
name = ModuleColorAnimatormoduleID = offColor
animRate = 100
colorScale = 0.00392156863
shaderProperty = _TintColor
includedTransformList = OffLight
toggleInEditor = false
toggleInFlight = false
redCurve
{
key = 0 0 0 0
key = 1 200 0 0
}
greenCurve
{
key = 0 0 0 0
key = 1 26 0 0
}
blueCurve
{
key = 0 0 0 0
key = 1 0 0 0
}
alphaCurve
{
key = 0 0 0 0
key = 1 185 0 0
}
}
MODULE
{
name = ModuleColorAnimatormoduleID = onColor
animRate = 100
colorScale = 0.00392156863
shaderProperty = _TintColor
includedTransformList = OnLight
toggleInEditor = false
toggleInFlight = false
redCurve
{
key = 0 0 0 0
key = 1 4 0 0
}
greenCurve
{
key = 0 0 0 0
key = 1 200 0 0
}
blueCurve
{
key = 0 0 0 0
key = 1 0 0 0
}
alphaCurve
{
key = 0 0 0 0
key = 1 185 0 0
}
}
} -
I guess I found some bugs. Today I took the switch from 1.9.0 to 1.9.4
# 1 This version should bring the following since 1.9.1 : "Hotfix to auto-deactivate generators that are integrated with warp engines when the warp engine is shut down. Similarly, integrated warp coils will auto-enable/disable upon engine activation and shutdown."
It does not work: When I try to deactivate the warp core via action group it does not turn of the generator and continues to spend graviolium - i have to shut it off using the PAW.
Testvehicle here: https://www.filemail.com/d/nixgnbizwxxzzuw (uses a "Near Future Spacecraft" capsule, sorry - it felt a bit more like the famous phoenix from Star Trek first contact to me and I didn't want to change the craft, that is causing troubles in order to not prohibit propper bug hunting by changing the input variables) - launch it, and press AG2 to shutdown the warpcore. It does not kill the powergeneration, nor does it disable the warpcoils. Also removing the warpcore and installing the sameone after mod-update does not change it. Maybe some code fallback when compiling 1.9.4 - or does the energy generation shut off not apply to all warp cores ?
#2 there is an actiongroup setable to de-/activate the power generation of a warpcore. but this action is only settable to an action group after launch, not in the VAB. So you can't set up an AG to toggle the power generation before launch.
Both issues tested with KSP 1.12.x in Win10 22H2 with german localization. Tested on the S-2 "Planet's edge" warpcore.
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On 2/28/2023 at 12:31 PM, Rakete said:
can you tell ab bit more about how it works:
Does the mod create cfg-files for every edited wing and store them? Or are the parts only templates and the length/width...values are only stored in the craft file? Can I re-use already set up wings on other crafts (or domthey have to be transplanted via subassemblies?)
Guess, I'll have to find it out myself...
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On 7/5/2021 at 3:44 PM, linuxgurugamer said:
The procedural dynamics procedural wing (pWing for short) is a wing piece that the user can procedurally manipulate, the wing automatically generates colliders and set its .cfg parameters accordingly.
can you tell ab bit more about how it works:
Does the mod create cfg-files for every edited wing and store them? Or are the parts only templates and the length/width...values are only stored in the craft file? Can I re-use already set up wings on other crafts (or domthey have to be transplanted via subassemblies?)
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I guess I found two bugs:
1. The Bussard collectors only work, if a warp core is present. So you can't make sub-light-Gravi-collectors.
2. I placed an ugly testrig in the Kerbin gravi ring. See here: The Gravi-flux is exactly zero. Not 0.00000000x but exactly 0. The resource collector (patched by blueshift to collect also graviolium (thanks for the Patch, Angelo, by the way. It does fit in really nicely!) ) from Far Future Tech works in the same place. Interestingly the Blueshift-collectors seem to collect LqDeut and other stuff present there in the ring - just not gravi, even if present in the ring, like LqDeut. Strange.
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I like SSTOs the most....
SSTOs > Rockets > Shuttles (fiddly to fly on launch.... sigh)
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Scatterer, EVE, Spectra, Waterfall (+needed Configs), whole Near Future Tech suite, Far Future Tech, Kerbal Atomics, Cryogenic Engines, Blueshift, Sandcastle, Outer Planets Mod (needs Kopernicus), Planetside, System Heat, Heat Control, SpikeX (in NESDs Warehouse), KerbalKonstructs (plus Mods that build upon it like Kerbin Side Remastered or KSC extended)... yeah.... that are my must haves...
And if you like this stuff: BDA+
Unfortunately my old potato pc can't handle parallax 2 or the new volumetric EVE-upgrade on top of my big mod stack. I'd have to drop other things, and thats a no go at the moment.
KSP2 will featurewise and visually not be on par with my heavily modded KSP1 install for some years. Nope, no way.... I say some streams of KSP2 and am not yet impressed. Sure, it has potential to become a solid foundation for the next years, but right now I only see the potential - we are not yet there, and probably won't be for the next years
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38 minutes ago, rettter3 said:
huge Performance problems with KSP2, that probably won't change top soon (I expect earliest bigger improvements in maybe a few months).
That reminds me of Elite Dangerous: Odyssey (an upgrade - DLC for the base game, they had released on all plattforms)... Promissed performance improvements and finally the cancelling for all consoles and weaker hardware... In fact it made me leave ED (what I played on console for social reasons)
I have only little trust in "performance optimization" of KSP2 after the ED:O story. Many devs simple give up on that and say: Let them buy hardware! And in the case of Elite: there was visually no reason to be this demanding. ED:O looked like an older game from 8 years ago and they didn't manage to plug their perfomance sinks. By the way, so does KSP2 - it does not look like a... lets say cyberpunk, where you see, where all that graphics card power goes. The visuals of a heavily modded KSP1 are to my mind far superior - with less hardware demands.
I think KSP1, and also this new volumetric EVE package will have a long life. Even longer than we all expect.
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19 hours ago, Blufor878 said:
Those fuselageparts, where are they from!?
On 2/25/2023 at 4:10 AM, CatastrophicFailure said:Sorry for you... but this is a really kerbaly experience. Bob would be proud.
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14 hours ago, DocNappers said:
I'm fairly sure that anti-rad terminal guidance should be able to home in on the ground radar once it's within range, however, I think some radars are smart enough to disable their radars when they detect an incoming anti-rad missile. Others with more experience using them can probably tell you more.
Yeah, that's why i slapped on almost every groundradar in the lastest test - to make sure, that at least on of those radars will have enough signature to be a bright beacon.
I also set the radius of sensor activation to huge 15km to make sure the missile has enough time to detect it. And the target was just 500m away from the gps target next to the runway on an plane surface. But the missile completely ignored it and flew to the gps target (SPH). Have I configured something wrong? I observed this strange behavior also on other missiles that come right out of the box as cruise missiles with a lock on after launch. Maybe i am doing something wrong, but i thought I should launch those kind of cruise missile to the general area where my moving targets are, and the missile will do the rest. Maybe the issue sits in front of the screen.
Edit: Does Auto-merge does not work any more in the forums? Didn't want two separate posts.
Yesterday I did some reconfiguring of some nuke parts of North Kerbin Dynamics in order to make them use the BDA modules and effects and not require anymore the dll-plugin from NKD. (I wanted them to be visually in line with the other nuke-effects from BDA+, so I switched them over from the NKD dll to the BDA framework.) But i only actualized and kept some dropables, no turrets. That way I was able to drop the nkd-dll and have one plugin less running. But I won't redisitribute the assets and configs here, due to licence stuff - and to avoid possible inconvienience - and be respectful to the makers of NKD. If someone needs those configs, just PM me.
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10 hours ago, Stone Blue said:
@Rakete Not an admonishment, but just an FYI... friendly forum etiquette is generally to put long or many chunks of code or cfgs, in "spoiler" blocks... the eyeball icon under Font in toolbar, when posting. Thanx
Good info in your post, too...I wanted to do it in spoiler... but i was stupid enough to hit the wrong button in the forum toolbar. Will edit it, when I get back to my computer. Doing it on a tablet is... fiddly.
Sorry for any inconvienience.
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A short question. I try to make a cruise missile, that locks on to ground targets.
I placed a ground-based radar station (I almost placed every radar dish on the thing for testing reasons). Then I fired the test cruise missile. It flew to the target area, but did not lock on the radar station and hit instead the gps-target in the vicinity. I thought it would enable it's radar detector and attack the target. What's wrong with my config? For testreason i tuned up many parameters to be sure, it's not them, what makes them struggle. I followed your wiki on the github page.
For tests I also tried to set the terminalGuidancetype = radar in order to get a cruise missile that would lock to anything in the general area on the ground , but it didn't work either.
(For my personal testreason, I used the model and meshes of the exocet missile from NKD... but you could use anything...) Is my config wrong or is something broken in BDA+ terminalguidance code?
And yes, the values are OP, it's just a work-in-progress, proof-of-concept and would be tuned down afterwards, after the behavior would work in general. But right now, I can't get it to work.
SpoilerPART { // Kerbal Space Program - Part Config // // // --- general parameters --- name = Testcruismissile module = Part author = Rakete // --- asset parameters --- mesh = model.mu rescaleFactor = 1 // --- node definitions --- node_attach = 0.0, 0.182, -0.1, 0, 1, 0, 0 node_stack_top = 0.0, 0.182, -0.1, 0, 1, 0, 0 // --- editor parameters --- TechRequired = precisionEngineering entryCost = 2100 cost = 950 category = none subcategory = 0 title = XXXX-1230AR TEST Anti-Radar Cruise Missile manufacturer = North Kerbin Dynamics description = A long range anti-radar cruise missile. After reaching the target area it actively searches for radar sources and destroys them // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,0,0,1 // --- standard part parameters --- mass = 0.67 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 2 crashTolerance = 5 maxTemp = 3600 MODULE { name = MissileLauncher shortName = XXXX-1230AR TEST Anti-Radar Cruise Missile thrust = 36 //KN thrust during boost phase cruiseThrust = 12 //thrust during cruise phase dropTime = 0 //how many seconds after release until engine ignites boostTime = 1 //seconds of boost phase cruiseTime = 900 //seconds of cruise phase guidanceActive = true //missile has guidanceActive maxTurnRateDPS = 35 //degrees per second CruiseSpeed = 400 CruisePredictionTime = 15 CruiseAltitude = 250 DetonationDistance = 0 decoupleSpeed = 5 audioClipPath = BDArmory/Sounds/rocketLoop optimumAirspeed = 300 aero = true liftArea = 0.0075 steerMult = 1 maxTorque = 55 maxAoA = 25 missileType = missile homingType = cruise targetingType = gps terminalGuidanceDistance = 15000 terminalManeuvering = false maxOffBoresight = 170 lockedSensorFOV = 170 terminalGuidanceType = antirad radarLOAL = true minStaticLaunchRange = 500 maxStaticLaunchRange = 150000 } MODULE { name = BDExplosivePart tntMass = 300 caliber = 620 warheadType = ShapedCharge } }
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.7.1.0 [2024-09-04]
in KSP1 Mod Releases
Posted · Edited by Rakete
@DocNappers
I think, I found something odd. I took a 130mm turret from one of the weapon packs and mounted it under the belly of a big plane (for fun - not for balanced gameplay). But somehow the targeting reticule does not take into account the carrying vessel's own velocity. So if you show forwards, you overshoot the target, if you shoot backwards, you undershoot. also the bullets do a really strange curveball trajectory (best to see if shooting sideways). The shot starts nearly linear, than the vertical speed decreases and the bullet flies more horizontally in the second half of the trajectory.
Since it's the BDA+ mechanics, I guess it doesn't matter which mod it was from. I here deliver the part for debugging:
https://www.filemail.com/d/lfqjizcvsrbhnaz
I guess it was from BDA extended by @SuicidalInsanity, but i am not sure anymore, where i got it from (cause i took only some parts, that I liked and integrated them into my bda folder). I gave it nuclear amunition, so you can test the strange trajectory behavior by your self. Just mount the gun under the belly of a suitable Mk3-plane and try to bring havoc to a place of your choice. Just shoot around, observe the bullet trajectory and compare the impact point with your initial targetting point (best to see if using nuclear ammo).
EDIT:
So after testing a bit more: Aiming with the laseraiming device works perfectly. So only the free aim reticule for mouse aim is affected. Tested in 1.5.8.0