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Everything posted by BahamutoD
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Yes the radar and RWR windows are not adjustable. It's incredibly cumbersome to scale GUI elements with the old unity GUI system, so maybe if there's an easy way to import Unity 5 GUI objects into KSP1.1, I might rebuild the windows using that (sigh). -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Maybe eventually, but its not really a priority for me at the moment. I'm not sure what you mean by 'when you hit another aircraft', but guards switch off their weapons if they decide that none of them are appropriate in the current situation. This could be due to a bunch of different reasons, so I couldn't tell you what's wrong unless you give some details. I have mentioned a few times that I plan to let you limit the guard to using only certain weapons. This will only be in BDA. It's often the case that if the AI mimics your exact movements, they won't be the movements necessary for it to maintain its position in the formation, since they might be drifting slightly and need to correct it. However, I did write a bit that tells it to copy your roll if it's already very close to its desired position. I worked a little bit on DLZ for missiles today (dynamic launch zone). It will be configurable for each missile, and eventually guards will use it to determine which missile to pick. You can see it on the right side of the radar display here. It changes depending on your velocity and your target's velocity. I'm accelerating and the target is turning towards me, so the max range is growing. At the end, I switch to the AIM-9 which as a shorter range. http://gfycat.com/ClearcutWigglyBarnowl -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I just tested with the same setup you described, and the AI are engaging each other just fine. There must be some other detail you're missing. Please run the attempt again with 'Draw Debug Labels' enabled in the settings menu, and post your output log. Did you select the target from the GPS list after you added it? As for the editor altitude tweakable, it looks like I misplaced a line of code, it will be fixed. As Scoundrel said, its not a matter of what's realistic. Its that in the game, vessels are literally not there/invisible on the ground when you're further than loading distance. On top of that, the terrain you see when you're on the surface isn't there at certain distances that have nothing to do with vessel loading distances. Take a look at the radar tutorial on the first post. The new targeting systems don't involve double clicking vessels the normal way anymore. PS I saw this video posted on reddit today - it's the highest quality video of live fire of many of the weapons used in BDArmory I've seen yet. You may find it interesting. It even has the smoke countermeasures I added recently and based off photos since there weren't any good videos. I was pretty close! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
There are some things I haven't finished for it yet, and haven't gotten to it since all my focus is on BDA at the moment. At the moment radarLOAL only allows it to attempt re-lock on if it lost lock for some reason during flight (chaff, jamming, or parent radar lost lock). Eventually it will mean you can launch it without a lock and it'll home in on the first thing it catches in boresight. The wing commander will only have certain commands like follow, fly to that point, orbit this point, etc. But those kinds of behaviors (bomber, fighter etc) will be defined on the pilot module itself - not explicitly, but by how you tune the different variables. Yeah, I know, but I need it to to only scan a smaller field of view around the current target, which isn't implemented yet. I plan to have more advanced and flexible settings, but I'm waiting until KSP1.1 so I can see if/how they support importing Unity5 GUI's, so I can try to avoid building all the GUI's from code. How would that work? You can't see anything on the ground from orbit. What weapons are they equipped with? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I'm building wingmen/commands into BDArmory. Right now it's just formation flying. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
The weapon needs to be "weaponType = cannon", with "airDetonation = true", and you can set the default detonation range with "defaultDetonationRange = 1234" Edit: I just remembered that this is a tweakable slider, and it has a hardcoded minimum of 500m. Guess what I'm working on right now? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
BahamutoD replied to ferram4's topic in KSP1 Mod Releases
Not exactly repro steps, but if it helps, I don't get those errors on a plane I built from scratch with Haack, but I do get those errors on an existing plane built during Goldstein. Edit: You can probably ignore this. It didn't come up on every plane I built in Goldstein.- 14,073 replies
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
How about missiles? I tested it with missiles on a DLL I got from your git yesterday with no errors, but was still unable to take off with a plane with bombs so I didn't test with bombs. I'll try again. Edit: I just read your changelog from today. Looks like its just unfortunate timing. Hotfix 2 coming right up. Hotfix v0.9.8.2 = Fixes = - Fixed bomb simpleDrag when using FAR - No longer removes FAR module from missiles and bombs (Handled in latest FAR update) -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Update v0.9.8 = New = - "Peace Mode" option in settings menu - guards/AI won't attack (for setting things up) = Changes = - Reduced radome mass - Adjusted global drag multiplier (affects missiles) - Improved AI Pilot steering and aiming - Improved AI Pilot's 'extend' behavior - Improved AI Pilot's take-off behavior - AI Pilot will no longer fly straight up to achieve target altitude when loitering - Guard will no longer engage target that has lost more than 75% of its mass - Radar lock-on-after-launch is now limited to 2 re-lock-ons before failing = Fixes = - Missile will now remove FAR aerodynamics when launched (use BDArmory aero instead, no more double-drag) - Fixed particle streaks when floating origin shifts - Fixed typo in main fire key binding - Fixed maxDeviation for all guns - Fixed NRE's if active targeting pod is destroyed - Fixed NRE if attempting to send gps data without weapon manager - Fixed default drag model on bombs - Fixed bullet spawn position on guns - Fixed default max bullet range - Included bullet range config value in settings.cfg - Configured HEKV-1 for radar guidance (untested) - Minor optimizations Notes: - Scratch what I said about saving your settings file. I made some changes to some of the defaults. You can still save your gpsTargets.cfg, and the BDAInputSettings{} section of the settings file, though. - I still don't know why bombs are messing up the whole plane's aerodynamics when using FAR, but missiles now work fine - they no longer use the FAR aero module Edit: SORRY! Hotfix v0.9.8.1 = Fix = - Fixed persistence of Peace Mode option -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
At exactly 750m/s, KSP switches on "Krakensbane" which makes it so instead of your ship flying through the universe, your ship is stationary and the world moves around you. Landed vessels that aren't on rails don't survive this transition, and I don't have a fix for it at the moment. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Laser guided missiles do already fly to the last known location of a laser lock. They don't deal with last known velocity though. If something is moving fast enough that it can't maintain a solid laser lock, you probably should be using an AAM. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I'm waiting for the Unity5 update before doing anything major for AI, since I want to use the new GUI system. The next update will just be a few fixes and improvements to the current AI stuff like steering and taking off. Space flight AI is a low priority though. Without using sci-fi technology, there's not much 'piloting' involved... -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
No, the TGP only works by locking onto a point found by firing a ray at something. If it doesn't hit anything (such as if the collider of the terrain is disabled) it invents an imaginary plane at the altitude of the surface below the vessel and raycasts against that. The TGP doesn't really "know" what a vessel is unless it hits one with the ray. And sorry, I didn't mean to be harsh. Bad day I guess. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
The guards should automatically use the radar and turret slaving if the target is outside of their 'visual range'. My fault. I'll put the setting in the config file. I can't tell you what you're missing if you don't tell me what you're doing. The radar only detects airborne vessels. I'm currently trying to put together a how-to video for air-to-ground attacks. I'd just recommend to not launch a cruise missile at 1100m/s at 20km... Don't make me design weapons around your specific requirements. This is also partially due to the limits of what distance the terrain colliders (thus landed vessels) can load. I hate it as much as you do, but at the moment, there's little use for anti-ground attacks from distances beyond 5-10 km. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Here's a video showing some improvements I'm working on for AI Pilot steering when using fixed guns. Normal flying involves steering until the velocity vector is pointing in the desired direction. Since there is usually some amount of AoA required for this, aiming the velocity vector at an enemy often means that the vessel was not directly pointing at it. Now, when trying to use a gun, the AI will directly point the nose of the plane to the desired direction. They will also now use rudder to help aim the gun. They still normally use rudder for countering side-slip, and are much better at it (no more yaw oscillation). -
Camera tools isn't a priority for me at the moment, but if/when I get back to it, I'll see about implementing some of those requested features. I had an idea last night about enabling the doppler effects of audio sources when the camera is active, so I may do a tiny mini update soon to give you a toggle-able option for this: It was really simple - it just sets the doppler for all found audiosources to 1 when you turn on the camera, and resets them to the original settings afterwards. It's just the built-in unity doppler effect, so don't expect me to make it better. The wind and g-force rumbling audio sources are for some reason attached to the flight camera instead of the vessel, so those are unaffected unfortunately.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I just did it By the way, ferram4, thanks for all the tips! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
MailletC, that's a good point. I could re-enable the tweakables for the editor. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Turn on your RWR (Radar Warning Receiver). At the moment you don't even need to be locked (might change this later). -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Wow! No wonder.. It's just a typo due to being used to putting an F after every float in C#. It looks like I had that 'f' in there on most of the gun configs. I'll definitely through them and fix them soon. Thanks ferram. My first guess while reading that was "It's definitely the radar cross section method" but you said you weren't using any radars, so now I'm half hopeful that it wasn't the radar slowing everything down after all, and its something I can fix. PS - I made a quick 'tutorial' video for using radar: -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Update v0.9.7 = New = - Key/button inputs for TGP and Radar - Input binding page in settings menu - Target selector cursor for radar when using keys/buttons - GPS Coordinator highlights and shows name of selected target - Off button for radar window = Changes = - Toolbar window face-lift and improvements - Removed most fields/buttons from weapon manager's right-click menu - TGP will start slewing slower then speed up - better precision - Settings window is now draggable - Reorganized radar buttons - Jamming on b-scope no longer shows altitude indication (always green) - Position of radar pings on B-scope won't update until next scan (easier to select) = Fixes = - Stops firing guns if clicking on RWR, data link window, or GPS window - Fixed display of crossed-out HUD target indicator when radar-locking a friendly - Fixed missile decouple speed not being applied to guard-fired missiles - Fixed frame of reference for B-scope so targets in look-up or look-down situation show correct range - Fixed position updates of attached missiles when adjusting missile rail height (caused by the extra nodes) Notes: - The Weapon Manager GUI window now mostly uses the KSP skin and has a few improvements. Hope you like it. - The format for the settings file has changed, but as of now, for any new updates in the future, it should be safe to retain your settings.cfg, and gpsTargets.cfg when updating to a new version. - You can now use keyboard or joystick buttons for TGP and Radar, but by default, all of the functions are not yet bound. There's a button in the settings window to edit inputs (alt-B, or the settings button at the top right of the weapon manager window). - Axis binds are not yet supported (only buttons/keys). - If you had an issue where the weapon manager GUI window said "No weapon manager found" despite having one on your craft - I was unable to replicate the issue, but I added a line of code to look for the weapon manager again once the craft has unpacked, so hopefully that will fix it for you. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
The missing weapon manager toolbar window is a known bug. For the radar - are the things you're trying to detect airborne? You need to have your Radar Warning Receiver enabled. (Modules tab in the weapon maanger) At the moment its anywhere between 10-20 km (also depends on the orientation of the plane). These things are bound to be changed though. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Good! I'm just used to Unity. Well? Send the PR! Anything that makes it easy for me is welcome. The radar should already be picking up debris. It may be that the pieces you see are too small and too far for it to detect. I'm working on the settings menu, and an input binding page! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I'll commit a test fix in a few mins. Edit: Okay, its on github. Give it a try? -
[1.0.x]Destruction Effects (flames and smoke on joint breaks)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I don't have any more characters left for another link in my sig