mm_
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Posts posted by mm_
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On 2/26/2023 at 4:43 AM, Rakete said:
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.
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
SpoilerPART { // 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
but it do track fine and go for the first rad emissor it finds in vicinity inside it's terminal guidance -
@DocNappers
There is a BDA+ discord? for sharing planes and weapons configs? -
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.
[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 -
i don't know where to ask, but there is a way to give a radar missile(normal or modular) some data link capability so it can reaquire lock midflight?
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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
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.7.1.0 [2024-09-04]
in KSP1 Mod Releases
Posted · Edited by mm_
P.S
Thanks
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