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KSP2 Release Notes
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
Please upload your full output log somewhere and post it here. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Very cool! I have no idea why it makes two smoke trails, since I assume you didn't edit the model.. very strange. I'll look at it after everything's done for the update. If you're making those AAA turrets, I'd recommend to focus on the model for now, since the unity setup for the turrets will be different after the update. I'll make a video showing how to set it up the new way later. ALT-B to bring up the options. Click 'set key', then press your joystick button. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
It would work but pretty much nothing in this mod other than the HEKV is designed for space. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I see. I was thinking that for chaff, it would be like flares except that instead of accidently locking onto chaff, it would just break the lock. The radars use the same locking code that missiles do, so it would affect the radars the same way. Anyways, here's some tests with the RWR: -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Sorry, just wait till the update and try again. I haven't decided for chaff yet, but for simplicity's sake I'll probably just make it behave like flares. I'm not sure what you mean by adding a DJM to the radar module. The boresight FOV is configurable in the radar part module, so ACM could be added to certain radars by just increasing the FOV. Scan sweep FOV, TWS capability, and other variables are also configurable. Air spawning and related features would be considered when its time to create contracts and/or missions. (Which would come after AI has been fleshed out) Wingman and related features would come during the AI development time. See above. The AI should dodge and shoot back if they are on the opposite team, have proper weapons, and know you exist. Turn field of view and range all the way up and try again. That's been requested and I already said I'd see what I can do when I go improving guard mode and AI. Right now all my focus is on targeting and detection systems. This can be caused by the clearance detection thinking the missile will hit yourself when deployed. You can disable the feature in the settings window (alt-. Why do you need a fire action group when you can reassign the main fire key to any button? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Good idea, I'll add it to the AI todo list. No hotkeys for now. Once I iron everything out I might add some extra key bindings for certain things. Here are what I'll have available initially for the forward facing radars. The inline and small nosecone fit inside a Mk2 small cargo bay just fine (it won't be occluded). Later it might make sense to have an MM config to add built-in radars to certain cockpits. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Thanks! All the source code is available on Github so you can take a look any time. Yes. There's a field for "activeRadarRange" in the missile config, which is the distance from the target the missile will go pitbull. Outside of that distance, the firing craft or whatever radar it was linked to needs to maintain lock. If you set activeRadarRange to 0, then it will always need a lock (semi-active). Currently, all ground attack missiles are still fire and forget if it had a lock when launched. This may change, but for now thats how it is. edit: If you manually move the camera/laser reticle while a missile is in flight, the missile will follow it, but if you unlock or the pod reaches gimbal limit, the missile will continue to the last designated target. Yes. I plan to make a HARM or something of that type. They have a field for "minSignalThreshold" which is the smallest radar cross-section value they can pick up. So this determines their range. It's not just a range value because larger vessels can be picked up at longer distances than smaller vessels. Thank you! Squad is working on multiplayer. One day we can meet on the battlefield (hopefully). I will include one, but currently they will have limited use. Without being able to spawn active AI in the air, we're still limited to the ~6-10km landed vessel limit so AI on standby mode will already be well within medium power radar range when airborne. Yes to the first two questions. As for your idea.. I don't plan to do any third party mod integration while this mod is still incomplete by itself. I think you answered your own question there. I want to keep working on this mod without having to depend on or support other mods for now. There's still alot more to do here and adding extra load would slow down development considerably. Everything still works in the cockpit though. I'll see what I can do about assigning certain weapons to the guard later when its time to work on AI. I've had AI planes fly fine with FAR. You just need to make sure the plane is stable enough to not flip out at full pitch, and set the speed limiter so it can't destroy itself turning. I will probably add more configurable options like AoA limiter later when I work on AI. I don't know what caused this (I noticed it too), but I rewrote shell ejection so it should be fixed in the next update. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Well as the video shows, the multiple target spam doesn't show as multiple distinct pings, but a spam of pings along all ranges in the general direction of the jammer. I'll go for that look. I'm trying to keep it relatively simple, so I'll just have one type of jammer and try to balance its effectiveness. Progress video on radar features: -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
The jamming pod I have in mind will probably work more like an active jammer as Scoundrel described. If a missile is launched on a distant jamming target, the missile will be forced to HoJ and go into a pure-pursuit (as opposed to lead pursuit), making it easier to bleed energy off the missile by beaming. At closer ranges, missiles and radars will still be able to get a proper lock. This is just from my experience with DCS so correct me if I'm way off. Right now I'm just finishing up implementing data sharing; I'll make a quick video soon. AI won't use bombs at the moment. It's planned for the future - when I get to working on AI after targeting/detection systems are at a good state (release, then a few updates for bugfixing). For what you're trying to do, you should set the AI to standby mode so it won't take off until an enemy is detected. You don't need to try to quickly switch to the space center. "Read from location 000000b8 caused an access violation" means you've run out of memory. It can happen often when switching scenes. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
How did you determine this? It works for me and other people. Please check that CKAN has installed it correctly. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Well what I did for 0.9.0 was just give it 9999 crash tolerance for 1 or half a second after launch. This was also to fix missiles sometimes exploding on launch. Alt-B. The setting is called "Bomb clearance check" -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Alright, here it is in KSP: Only issue I hadn't foreseen was that engine exhaust particles also show up on the camera (they're the same layer as parts), but that's not too bad. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Sped it up quite a bit by only checking if 'red' was 1 or 0 instead of comparing the whole color to black or white. I'll go for it. Yeah this is a huge bummer. I wish I could figure out a way to make the terrain/collider load at further distances. BDA does that already, if you increase the phys range it (is supposed to) clamp ''landed'' load range to 10km. Stock "flying" unload is 22.5km. Not sure what you mean by your idea.. if something isn't loaded, why bother detecting it, it doesn't exist. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
This is my test rig. 32x32 texture. Very tempted to just give it a shot and plug it into BDA. Edit: It takes about 1.5ms to do this.. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Scoundrel, I don't know if you were serious about the idea of counting the pixels of an image captured by a camera, but I did some tests. Using a very low resolution renderTexture, it's fairly quick and it would mean we don't have to do some approximation of the shape with bounding boxes - it would take the same amount of time to read the pixels of an image of a complex shape as it would an image of a box. Also it wouldn't matter how many parts are in a vessel. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I'm not modifying any engines, so as long as mod engines are balance with stock one it should be fine. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Scoundrel, I'll give that a shot, but what's an easy way to determine the area of the bounding box that's facing the radar? minepagan, it might cause issues when dealing with FAR, since it turns off all stock aero drag. Also I dont know if there's an easy way to calculate all the drag at a certain AoA.. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Couldn't find many decent videos.. but here's one -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Here's a short clip of smoke countermeasures. They also cause laser guided missiles to veer off target if the laser point is occluded. Can we stay on topic, guys? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
^That's more of possibility in the nearer future. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
^ That would fall under the realm of Infernal Robotics technology, which is out of the scope of this update. Well, it uses a specific unity setup to get the model to rotate properly, but.. it might work. Turrets and missiles wont work without a config update though. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Maybe. Probably? You'll be able to do that with the targeting pod, and probably radar locks. I'm usually on #kspmodders. 1. That's what we're trying to do - figure out an efficient way of determining a craft's RCS. 2. Yes to both I wouldn't mind a steam group. The way it's set up now, size does matter, it basically adds up the maximum dimension of each model on each part, though that kinda sucks. Using poly amount wouldn't be great though because that would mean a small sphere would have a larger cross section than a huge cube. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Okay, the git is updated now. Turns out there's 7,320 additions already. Edit: The classes you're looking for are ModuleTargetingCamera (the part module) and TargetingCamera (the singleton camera manager).