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mm_

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Posts posted by mm_

  1. 10 hours ago, DocNappers said:

    Runway Project is managed in a section of Scott Manley's discord. FJRT has it's own discord. Son of Smith also has a discord. Each of these are suitable for sharing planes and configs. I'm sure there are several others too.

    Actual development of BDA+ and related mods occurs on the "Project Münway" discord (which can be found from the other discords), but that's more for coding, modelling and bug fixes than for sharing planes and configs.

    Thanks :D
    i also want to share and test weapons config, still trying to find a middle term between Pronav and AAM, on longer range with weapons that have a longer burn and a poor max Torque and AoA like Aim-54 pronav is way better than AAM but on closer range weapons tend to overshoot the target, even more if it's fast with a smaller burn time like R-27ER, also to find the ingame difference for ProNav and AugProNav since i didn't notice any :cool:

  2. On 2/26/2023 at 4:43 AM, Rakete said:

    @DocNappers@SuicidalInsanity

    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.

     

      Reveal hidden contents
    PART
    {
    // 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
    }
    
    
    }

     

     

    i tested out to find what you need to change first you need change this to true

    terminalManeuvering = true

    for what i tested it let the missile change it course on final phase, second you need to set your antirad targets with this bit of code 

    antiradTargetTypes = 0,1,2,3,4,5

    it's exact like the rwrtype config on radars but this time what kinda of radar it would target, here a list if you don't remeber 

    0 = SAM site radar
    1 = Fighter radar
    2 = AWACS radar
    3, 4 = ACTIVE MISSILE
    5 = Detection radar
    6 = SONAR

    and this is kinda useless since it's isnt ARH on it's terminal phase   

    radarLOAL = true

    here the test missile i did using a HQ-2 as base from kerbal field 
     

    Spoiler
    PART
    {
    	// Kerbal Space Program - Part Config
    	// 
    	// 
    
    	// --- general parameters ---
    	name = TESTCRUISERAD
    	module = Part
    	author = BahamutoD & Kerwis
    
    	// --- asset parameters ---
    	mesh = HQ-2.mu
    	rescaleFactor = 1
    
    
    	// --- node definitions ---
    	node_attach = 0.0, 0.26, 0, 0, 1, 0, 0
    	node_stack_top = 0.0, 0.26, 0, 0, 1, 0, 0
            node_stack_bottom = 0.0, -0.26, 0, 0, 1, 0, 0
    
    	tags = CCK-KBF
    	TechRequired = precisionEngineering
    	entryCost = 2100
    	cost = 950
    	category = none
    	subcategory = 0
    	title = A1MAA Antirad test
    	manufacturer = Kerbal Liberation Army
    	description = 
    	attachRules = 1,1,0,0,1
    
    	// --- standard part parameters ---
    	mass = 1.1
    	dragModelType = default
    	maximum_drag = 0.01
    	minimum_drag = 0.01
    	angularDrag = 2
    	crashTolerance = 5
    	maxTemp = 36000
    
    
    	MODULE
    	{
    		name = MissileLauncher
    
    		thrust = 185 //KN thrust during boost phase
    		cruiseThrust = 50 //thrust during cruise phase
    		dropTime = 0 //how many seconds after release until engine ignites
    		boostTime = 4.5 //seconds of boost phase
    		cruiseTime = 200 //seconds of cruise phase
    		guidanceActive = true //missile has guidanceActive
    
                    maxTurnRateDPS = 350
    
    		decoupleSpeed = 5
    		decoupleForward = true
    
    		audioClipPath = BDArmory/Sounds/rocketLoop
    
                    decoupleBoosters = true
    
                    boostTransformName = boostTransform
                    boostExhaustTransformName = boostParticles
                    boostExhaustPrefabPath = KerbalField/Effects/Exhaust/ExhaustLARGE
    
                    optimumAirspeed = 2300
    
                    aero = true
                    liftArea = 0.01
                    steerMult = 6
                    maxTorque = 600
                    maxAoA = 75
    
      
                    missileType = missile
                    homingType = cruise
                    targetingType = gps
    				defaultCruiseAltitude = 12000
    				CruiseAltitude = 16000
    				CruiseSpeed = 2300
    				terminalManeuvering = true
                    terminalGuidanceActive = true
    	            terminalGuidanceDistance = 20000
    	            terminalGuidanceType = antirad
    				antiradTargetTypes = 0,1,2,3,4,5
                    maxOffBoresight = 150
                    lockedSensorFOV = 10
    
    		minStaticLaunchRange = 40000
    		maxStaticLaunchRange = 200000
    	}
    
    MODULE
    {
    	name = BDExplosivePart
    	tntMass = 550
    }
    
    }

    Also you don't need a big sensorFOV but a big boresight(90° or above) it's kinda good since sometimes it can lose it's target due to limited boresight, but the cool part of antirad is after it set it's inicial course it will go for the last place the signal was seem(if it end setting up the target shot, if the signal is lost mid adjustment the missile can be throwed off both it's antirad target and GPS target)

     

    P.S: Also also this code is missile was just a test so it isn't 100% precise, it do works but sometimes, due to overspeed it can overshoot the target, i mean the missile it's flying at almost mach 7 and has a 

    steerMult = 6

    so yeah even with 600G's limit it can't pull so if you want to use it and make it more busted i would recomend increasing this at least 10 times :cool:
    but it do track fine and go for the first rad emissor it finds in vicinity inside it's terminal guidance

     

  3. 10 hours ago, DocNappers said:

    Looks like it triggers an exception internally due to looking for a null dictionary key. Unfortunately, I don't know where that key is coming from, so there's not much I can do to fix it.

      Reveal hidden contents
    [EXC 19:01:21.985] NullReferenceException: Object reference not set to an instance of an object
      RUI.Algorithms.StackFlowGraph.TransformGuideOnVertex (System.Boolean request, RUI.Algorithms.Vertex`1[T] partVertex, System.Collections.Generic.Dictionary`2[TKey,TValue] lookup) (at <be370b73275e49439ea5e41ceef6700f>:0)
      RUI.Algorithms.StackFlowGraph.BuildTransformGuides () (at <be370b73275e49439ea5e41ceef6700f>:0)
      FuelFlowOverlay.InternalSpawn (Part part) (at <be370b73275e49439ea5e41ceef6700f>:0)
      FuelFlowOverlay.SpawnOverlay (Part part) (at <be370b73275e49439ea5e41ceef6700f>:0)
      UIPartActionFuelFlowOverlay.FlowToggle () (at <be370b73275e49439ea5e41ceef6700f>:0)
      UnityEngine.Events.InvokableCall.Invoke () (at <2425394cf09642369e2109953e31f62b>:0)
      UnityEngine.Events.UnityEvent.Invoke () (at <2425394cf09642369e2109953e31f62b>:0)
      KSP.UI.UIButtonToggle.OnClick () (at <be370b73275e49439ea5e41ceef6700f>:0)
      UnityEngine.Events.InvokableCall.Invoke () (at <2425394cf09642369e2109953e31f62b>:0)
      UnityEngine.Events.UnityEvent.Invoke () (at <2425394cf09642369e2109953e31f62b>:0)
      UnityEngine.UI.Button.Press () (at <97ad8e264d2e4498966158cff6d99df6>:0)
      UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <97ad8e264d2e4498966158cff6d99df6>:0)
      UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <97ad8e264d2e4498966158cff6d99df6>:0)
      UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <97ad8e264d2e4498966158cff6d99df6>:0)
      UnityEngine.DebugLogHandler:LogException(Exception, Object)
      ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
      UnityEngine.EventSystems.EventSystem:Update()
    [EXC 19:01:49.972] ArgumentNullException: Value cannot be null.
    Parameter name: key
      System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <9577ac7a62ef43179789031239ba8798>:0)
      System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at <9577ac7a62ef43179789031239ba8798>:0)
      RUI.Algorithms.StackFlowGraph.TransformGuideOnVertex (System.Boolean request, RUI.Algorithms.Vertex`1[T] partVertex, System.Collections.Generic.Dictionary`2[TKey,TValue] lookup) (at <be370b73275e49439ea5e41ceef6700f>:0)
      RUI.Algorithms.StackFlowGraph.BuildTransformGuides () (at <be370b73275e49439ea5e41ceef6700f>:0)
      FuelFlowOverlay.InternalSpawn (Part part) (at <be370b73275e49439ea5e41ceef6700f>:0)
      FuelFlowOverlay+<>c__DisplayClass27_0.<RespawnOverlay>b__0 () (at <be370b73275e49439ea5e41ceef6700f>:0)
      CallbackUtil+<DelayedCallback>d__1.MoveNext () (at <be370b73275e49439ea5e41ceef6700f>:0)
      UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <2425394cf09642369e2109953e31f62b>:0)
      UnityEngine.DebugLogHandler:LogException(Exception, Object)
      ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
      UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

    Some missiles have radarLOAL (lock on after launch), but I'm not aware of any that can use a data link to get that lock from a separate radar. Others may know more though.

    Thanks for the response, about the LOAL it's just lock anything pass in front of it( if something pass) i wanted something more specific, tried even to do a modular missile with a datalink inside it since I.A automatic use it, but no sucess, and when i put a weapon manager to try and activate it manually it tends to just bug out the missile guidance if i open it's weapon manager mid-flight, also tried put the line 

    canReceiveRadarData = true

    but no luck too, when i lose it's lock before the internal radar kicks in, it's still fly mindless until someone pass in front of it or it hits the water ,
    i'm trying to do the missile change it target mid-flight before the active radar range zone

  4. On 11/9/2021 at 1:13 AM, Lightlaw said:

    Not exactly sure if the mod author is still watching this forum but everything accept reloadable missile rails seem to work with this mod in 1.12.2. Not sure if its because of my mods because its heavily modded, if its the ksp version or if its something I'm doing wrong, I having a similar issue to 

    Here is my KSP.log I tried scrolling through it to see if I can source the error but I can't seem to find it.  I also probably don't know what I'm looking for so that could be the problem as well. Any help or advice would be enormously helpful. I can also provide a list of mods if that can help solve the conflict/issue.

    I also have the same problem, no matter what i do i can't reload the rail automatically, what i do is use KIS and KAS and let an engineer at a pod on the deck so when i land i use him to take the missiles from the inventory and manually install back on the rails, the reloadable rail works best to do this since the adjustable one when installing like that the missile can get in a strange position 

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