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Everything posted by MarvinCZ
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MarvinCZ replied to BahamutoD's topic in KSP1 Mod Development
Having GPS guided weapons track moving targets wouldn't make much sense, that's not how GPS guidance is used. What we need are radar-guided anti-ground missiles - which is already possible with a simple config change. I already converted the North Kerbin Exocet into a radar-guided anti-ship missile in my game. For over-the-horizon shots, we would need a combination of GPS mid-flight navigation (or something resembling INS) with radar terminal guidance. Real-life examples, like the Exocet, use inertial navigation + radar terminal guidance. That isn't currently possible and would need Baha's work. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MarvinCZ replied to BahamutoD's topic in KSP1 Mod Development
The bay is from the Red vs Blue mod -
That definitely sounds like bad installation. How did you install the mod? As said shortly above, the mod folder must go inside GameData, not BDArmory. That's one of the common mistakes.
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Just crashing the bomb into stuff won't work. You need to use either the bomb's "Fire Missile" action, or a BDArmory Weapons Manager. A decoupler isn't needed. If you still have trouble, look up some BDArmory tutorial. The nukes are used just like any other BDA bomb.
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How are you launching the nukes? Please describe in more detail what you are doing.
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WW2 BAD-T 2 - BDA AI Dogfight Tournament [SEMIFINALS]
MarvinCZ replied to tetryds's topic in KSP1 Challenges & Mission ideas
What time zone? Also, what version of BDArmory will be used? The first post still says v10.3.2 but most people seem to be testing on a newer version. I will have a light fighter ready. I don't expect to win much against the great craft I saw here, but it will fly -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MarvinCZ replied to BahamutoD's topic in KSP1 Mod Development
There seems to be a bug in the way planes calculate a firing solution for guns. Most of the time they aim correctly and shoot at the other plane but sometimes, when a target is about 90 degrees off to the side, they also think they are aiming at it. It can be seen in a dogfight, for example during a pass as one or both planes fire a shot as they fly by. I also had two planes fly next to each other, firing bursts thinking they are shooting at each other. I've seen it against a ground target once as well. I was using guns from the Aviator Arsenal (for BAD-T), if that makes any difference. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MarvinCZ replied to BahamutoD's topic in KSP1 Mod Development
The Modular Missile Guidance doesn't require LegacyTargeting. You just have to first target a vessel and then start the guidance. It works the way legacy targeting does in this regard, but you don't have to enable that in the settings. -
WW2 BAD-T 2 - BDA AI Dogfight Tournament [SEMIFINALS]
MarvinCZ replied to tetryds's topic in KSP1 Challenges & Mission ideas
Which version of BDArmory will be used in the competition? v10.3.2 listed in the first post or a newer version with the updated AI? It seems that most people are testing their designs with the new AI, so this would be good to know. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MarvinCZ replied to BahamutoD's topic in KSP1 Mod Development
A1: It is possible, if you use stock aero, the Guard will know if a weapon is inside a cargo bay and will open it when selecting a weapon. If you use FAR, you need to right-click the weapons and enable the toggle "Inside cargo bay" and it will work as well. I remember missiles having a bit of trouble firing from cargo bays, though. Even if you set them up with enough lateral ejection, they sometimes detected the cargo bay wall in front of them as an obstacle. A2: The above mentioned VesselMover by Baha makes setting up defenses a breeze: -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MarvinCZ replied to BahamutoD's topic in KSP1 Mod Development
The P.E.W. mod contains the Mk.19 grenade launcher that fires in a high arc, so it is possible. -
WW2 BAD-T 2 - BDA AI Dogfight Tournament [SEMIFINALS]
MarvinCZ replied to tetryds's topic in KSP1 Challenges & Mission ideas
@tetryds About B9 procedural wings, it probably won't matter for the tournament. From the mod thread: "A few bug fixes (mainly, wings not initialising correctly on vessels that aren't the primary vessel coming into loaded range), probably not stuff everyone will see (although, may be more of a concern for BDA)." -
WW2 BAD-T 2 - BDA AI Dogfight Tournament [SEMIFINALS]
MarvinCZ replied to tetryds's topic in KSP1 Challenges & Mission ideas
It's mostly bugfixes. I actually can't tell what exactly, as I couldn't find any real changelog and what I saw in commit messages seemed too technical for my level of knowledge of the mods (what is IPartMassModifier?). I asked in the mod's thread, so hopefully I'll know more soon. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
MarvinCZ replied to bac9's topic in KSP1 Mod Development
Hello, I have perhaps a silly question - what are the differences between the unofficial continued version and the old 0.40? I couldn't find a changelog. I'm using FAR. I'm also asking to determine, whether it makes a difference for the BAD-T Tournament (also uses FAR). -
WW2 BAD-T 2 - BDA AI Dogfight Tournament [SEMIFINALS]
MarvinCZ replied to tetryds's topic in KSP1 Challenges & Mission ideas
I will try creating something. It probably won't be super effective, but that's not so important to me. I might as well try something less orthodox for fun. One question about the allowed mods: B9 Pwings v0.40 - wouldn't the unofficial continuation by Crzyrndm (version 2.1) be better? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MarvinCZ replied to BahamutoD's topic in KSP1 Mod Development
I always thought that was a feature, not a bug. I may be using the mod in a non-standard way, but I always launched my missiles and bombs using the "Fire Missile" function of the Weapon Manager, I almost never Arm my weapons. @BahamutoD I have a question about AA missiles: Do they currently require a direct hit, or can they explode with a proximity fuse? I'm not sure just from observation, but it seems they need a direct hit. If they do, that would be good place for improvement. -
Yes, I misunderstood how these FX mods work. After adding SmokeScreen back, it still works - I also removed the dummy HotRockets config that comes with B9 (contains only "BOGUS_NODE {}"), and if I add that back, the effects break. I'm not sure whether this is again only proxy to the actual problem, though.
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I had the same problem with permanent afterburner plumes. I solved it by removing SmokeScreen, which came with B9.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MarvinCZ replied to BahamutoD's topic in KSP1 Mod Development
That looks wonderful, and will be a great help. Would it be possible to make the number of slots adjustable as well? It's still great if not -
P.E.W (A BDArmory Addon)Reactivated Development
MarvinCZ replied to LORDPrometheus's topic in KSP1 Mod Development
While I can understand the reason that "it's by design", I'll point out that the range in the CFG is a static launch range and is adjusted for current speed and other conditions later. For that reason, an air-launched Sidewinder will appear to have an even longer range than what the CFG would show. While the RIM-116 can be called a last-ditch weapon, that is for ships with long range missiles. It still has a range of 9km in real life. The RIM-116 is actually especially comparable to the Sidewinder - the first version was even based on it. It used, among other things, its rocket motor. Their size and weight are also comparable. Edit: Just to clarify, I can understand if real life needs to be adjusted for balancing reasons. -
P.E.W (A BDArmory Addon)Reactivated Development
MarvinCZ replied to LORDPrometheus's topic in KSP1 Mod Development
Hello, Prometheus, I'm loving your mod and the variety in it. I found a small issue with some of your SAMs, specifically the RIM-116 and the 9M311. Their range in the cfg is very short, to the point that guards almost never use them - they think they are out of range. Their flight performance seems roughly similar to that of the Sidewinder, so I guess the range could be similar as well. -
Hello, thanks for the great mod. I have a request for the modular gunpod. Once placed, it cannot be selected. This makes it a pain to work with. I'm not sure if it's a missing collider or something else.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
MarvinCZ replied to ferram4's topic in KSP1 Mod Releases
@gayski I'll just add, that while it is a "known issue", those reproduction steps are desperately needed. So make sure that you have FAR properly installed with its dependencies, and then try to reliably reproduce the bug with as simple a procedure as you can manage. If you do, make a report as decribed here.- 14,073 replies
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