TBCN
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Posts posted by TBCN
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2 hours ago, BillNyeTheIE said:
Not sure what you mean, are you using the latest BDArmory release? If you mean Modular Missiles, they're behind the regular missiles in terms of features because they're slightly different in terms of code and need code specifically written for them.
I explained it in this post
I mean I dowloaded latest bdarmory 1.6.4 but cant find any new features regarding any missiles or even competition etc.
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Also what is the difference between aam, argumented pro-nav and proportional navigation methods?
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2 hours ago, BillNyeTheIE said:
For the first question, I'll refer you to this series which I've posted previously:
Long story short though, yes and no, "pronavGain" being set higher results in a more predictive missile, ensuring it's on an intercept course as fast as it can. This is advantageous in that for a predictable target, the energy cost to the missile is reduced, however, for an unpredictable maneuvering target this can be worse as the missile makes very early large adjustments which bleeds off velocity, resulting in an inability to achieve catch. There are no analogous integral and derivative terms for pronav, however there is "aeroSteerDamping" which is a derivative term for the missile, I.E. P = steerMult, D = aeroSteerDamping. In my experience I don't usually need to use it however, good selection of steerMult and maxTorque is typically sufficient.
For the second question, as per the documentation on the wiki, there is the "terminalHomingType" field which allows you to select the type of guidance you want as terminal behavior. This defaults to pronav when not specified as aam wasn't achieving very good PK with aamloft. We also do have "hybrid" homing types, which also make use of "terminalHomingType" and allows you to have a boost/cruise phase guidance law and a terminal guidance law.
For the third question, it's in the part right click menu, if the missile has "homingType = aamloft" the sliders should show up, with Advanced Tweakables on like you have it you should be able see all of the trajectory parameters.
Yeah, apologies for that but currently modular missiles don't have support for some of the new features yet.
so bacically my bdarmory is at version 1.6.0 right now? cant find any new features from 1.6.2-4
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I cant find new modular missile controlls like terminal guidence or loft option
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What exactly does IRST do?
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What does the mode do on the mk1 plane cockpits?
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What parts do I use to transition between half of mk2 to normal mk2?
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I have some issues with modular missiles
1) missile doesn’t move after release, it starts accelerating only if I switch to it
2) missile doesn’t guide itself towards the target
can someone help me with this issues and if this will help I am playing on Mac
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Is there engine velocity curve?(thrust/mach or thrust/altitude)
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Can someone help me with radar data reciver having only 1km range?
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.6.11.0 [2024-02-22]
in KSP1 Mod Releases
Posted
I have loft working on the missiles but terminal guidance, not.
I changed the config of the AGM86-17 to have terminalManeuvering = true but I dont see any changes.
Do I have to also put in the config terminal guidence distance and guidence type?