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BahamutoD

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Everything posted by BahamutoD

  1. Stock KSP has an unload distance of 22.5km for vessels that are flying only. Unload meaning they have to be already loaded in order to remain active - it's designed for jettisoned stages. BDArmory extends loading, unloading, packing and unpacking ranges for landed, preflight, flight, orbit, suborbit, and splashed down situations. Whatever you set the load range to, it will never overwrite the default setting if the default is higher. For example, 5km is the default for BDArmory (which can be changed in the settings (alt-) but unload distance for flying vessels is still 22.5km minimum. Without the BDArmory extension, landed pack and unpack is like 200m or 300m which is why normally you cant switch to landed vessels when flying unless you're really close. The guidance only really works in atmosphere - it doesn't calculate optimum ballistic trajectories and it assumes the missile has aerodynamic stability (no AoA limiter), but I can include modes that have higher flight ceilings.
  2. Thanks for the pointer. I tried all the changes he did that I didn't already, and I'm still having the issue. Stranger yet, it only happens when the sliders are at certain values. It's perfectly fine when leg height is 0.52, but lags when it's 0.54 for some reason. Anyway, I'm going to let it slide and move on so I can just release it sooner. It's not game breaking.. just irritating.
  3. The update is almost ready, but I'm having trouble figuring out why there's a huge framerate drop when using the tweakables menu.
  4. Hmm, you're right, it only works in Free mode. I'll try to fix it. Edit: Hotfix v1.5.1 - Fixed autoSnap feature for LOCKED mode
  5. For the weapon manager to fire it, it needs to have "Missile" in the part title. If its not turning enough, increase the lift area value. Try copying the lift values from the aim-120 for now.
  6. Update v.1.5.0 - KSP 1.0+ compatibility - Changed CHASE mode to LOCKED mode - Disabled setFOV (now a stock feature) - Disabled by default - Removed experimental mouse control To enable this, set autoSnap = true in the settings config file.
  7. Wouldn't be able to tell without looking. Check log for errors. Are you using new missile aero?
  8. Hotfix v0.8.1 = New = - PAC-3 Surface to Air Missile = Changes = - Slightly improved anti-air missile guidance - Reduced AIM-120 blast radius - Reduced missile drag - Tweaked missile lift curve - Slightly reduced Millennium power = Fixes = - Fixed default detonation range tweakable slider on turret - Fixed inability to fire missile or rocket after firing then switching weapons - Allowed airborne guard to use turrets at longer range if no other options Notes: Just a few bug fixes and tweaks. Added the SAM because with the new missile aerodynamics, the existing AAM's can't build enough energy to be much of a threat if fired from the surface. Alright, I need to focus on other things for now. I'll try to make a tutorial for those having issues with the pilot AI next weekend. Keep reporting in! @SubjectX07 - KerbinSide shouldn't be the problem. Watch your plane try to take off and watch the control inputs at the bottom left. If the plane isn't taking off because the pitch isn't being pulled hard enough, turn up the steering multiplier on the AI Pilot.
  9. There's nothing separating your vessel from your missile if you activate it before decoupling, so it'll try to steer your plane. What's your 90 degree turret issue?
  10. Do you enable the guidance before, after, or at the same time as decoupling the missile? It should work if you decouple, activate engine, and activate guidance all in one action group.
  11. You can't at the moment. It'll be fixed in the next update.
  12. Fixed the tweakable slider issue. I couldn't reproduce the reticle issue with the fixed guns. Could you send me a stock+bda craft where this happens? I know 5DIM does module manager configs to change BDArmory tech nodes - maybe it's changing the MissileLauncher module when it shouldn't. Cool. Looking forward to it. The explosions already do ray casting so that damage doesn't penetrate past what is visible to the explosion. So maybe values just need to be tweaked (and whatever thermal stuff you want to do) --- With the new missile aero and drag, the AAM's currently included don't really pick up enough energy to be useful as SAMs, so I'll include a couple dedicated SAMs in the next release. They will need a couple rounds of balancing and testing by you all too.
  13. Did you do a fresh install of BDA? There are crucial changes to part configs. With 1.0 aero, bombs were unpredictable since it depended on their orientation during flight, so I turned off their drag model and use a simple one (like old aero) and use the same equations for predicting where they'll land. Its perfectly accurate in my testing. Did you equip 30mm ammo? What's a Mantis turret? I'll make a tutorial later. Interesting.. I'll give it a look. (Didn't happen during testing yet) They're impact detonated only.
  14. Thanks, I'll take a look at these issues. MooseCannon - As Hodo said, I modelled the missiles to real world scale, while kerbals are miniature. You can rescale the parts if you want - just change the rescaleFactor in the part's config.
  15. I set flying guards to only use turrets if the target is <400m away. I should have let it use turrets if thats all it has, but for now just use missiles for air-to-air
  16. It selects None if it can't find a target, or if it doesn't have weapons that match the target. Check the guard range, field of view, and the types of weapons the guard has.
  17. There were no code changes from 0.90 to 1.0+ that affect BurnTogether. Give it a try. I'll do further testing when I have time.
  18. Landing gear have an invisible collider to determine it's bounds so the vessel spawner knows how high off the runway to place it. The collider is disabled when spawned, but perhaps nuFAR doesn't check to see if a collider is enabled or disabled when including it in the voxel profile. Solution on my end would be to completely destroy the bounds collider on spawn - but perhaps this should be reported to ferram.
  19. Sorry, it uses 30mm rounds for now. I forgot to mention that I didn't have time for the ammo storage overhaul I wanted to do.
  20. Yes, I'll add new behaviors little by little. Is it only the Millennium cannon? Did you try it with anything else? Check the log for errors? I think the blast radius of the AIM-120's might be a bit to high, so I'll look into balancing it. I also noticed that detonations of missiles that you dodge can sometimes be too deadly. As for countermeasures - try lowering the FLARE_CHANCE_FACTOR in settings.cfg. If you find a value that you think is balanced and challenging but not impossible, let me know. If you're tweaking it and it seems like nothing is changing, maybe I have done something wrong. I do want to have extra countermeasure containers while keeping it balanced so you cant just spam them all the time and not worry, but I'm not sure I like the idea of them overheating.
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