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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
I've updated the v0.8.0 release notes. Give them a look. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Sure. I freed up some space in my inbox. Edit: Now that I think about it, I did add clearance checks (what bombs use) to missiles, so it may not be passing the clearance check. Try firing it with zero drop time. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Are you sure? Just glanced at the code and it looks right. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Update v0.8.0 (darn, 5 mins late!) https://kerbalstuff.com/mod/90/BahamutoD%27s%20Armory v0.8.0 = New = - KSP 1.0+ compatibility - AI Pilot Flight Computer - Modular Missile Guidance Computer - Oerlikon Millenium Turret (timed explosive rounds) - Small High Explosive warhead nosecone - Ripple firing missiles and bombs with weapon manager - New missile aerodynamics - Smarter guards: - Guards now use countermeasures when fired upon - Guards store detected target info in team's database - Guards pick targets from team database based threat and available weapons - Guards pick weapons based on threat - Guards disengage if no weapons match target - Multiple guards evenly distribute attention if multiple same-level threats - New missile warning sounds - New countermeasure deployment sound - Armed weapon manager 'hold to fire' time configurable in options = Changes = - Slightly improved cruise missile guidance - Rocket ripple fire RPM selector moved to weapon manager - Improved bullet ricochet behavior on parts - Bullets impacts that cause ricochet does less damage (angled armor helps) - Reduced default countermeasure deflection chance - Cannon extra ammunition box = Fixes = - Sidewinder texture - Abrams attachment symmetry - Missile navball orientation - Smart guards set to target missiles only target missiles - Turret returns to default position when disabled even if no deploy animation - Fixed ugly audio caused by doppler effect when viewing missile - Fixed stream of stray bullets when guard is firing turret at fast moving target - Freed turret 'fire in range' limitation if any axis is limited to 0 - other minor fixes and improvements Notes: - I wanted to do a video tutorial and demonstration with the release, but I ran out of time. Next week maybe. - Guards use a totally new system of finding targets and picking weapons - - Each time a guard does a scan cycle, it stores everything it can see into its team's target database. - - Then, every guard on the team is aware of all targets found by other guards - - This means you can have multiple guards with limited fields of view, and have another guard with a full field of view acting as a radar, finding targets for the other guards - - Each guard then picks a target on the database depending on how many other guards are already engaging them, how close they are, and if it is equipped to fight them - - The guard will not only choose missiles or turrets depending on distance, but choose the correct type of missile (based on homing type. choosing missile with correct effective range will come later) - - Also, if there are multiple threats, the guards won't focus fire on one enemy while ignoring the others. - The pilot AI is fairly simple as this is the first iteration. - - The AI is designed for and has only been tested on atmospheric fighter or attack style aircraft. - - It requires a separate weapon manager set to guard mode to fight. - - Since every plane handles uniquely, you need to set the steering values to best suit the craft. - - You also need to activate engines manually. - - I included a sample plane that is set up decently. - Missiles use a new (not stock) aerodynamic model - - I'm not an aero expert so the formulas are probably incorrect, but it works fairly well - I can improve it later - - Each missile uses the same default drag and lift curves, but with different lift areas. In the future, I'll make it so each missile's aero characteristics can be configured - - Now, missiles properly get drag as they steer through the air at higher AoAs - - Missiles are slightly less accurate now because of the aero model. (Before, missiles would simply rotate their velocity to where they wanna go, now they use 'torque' to achieve AoA and let aerodynamics do the forces) - - 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. - The modular missile guidance computer is an experimental part that steers your craft with the same guidance that the missiles use. Try using it to build ICBMs and such. I included some small warheads you can mount. - - It's not integrated with the other systems of BDArmory so guards will ignore it. - - I included a sample missile that can fly to targets 25km-30km from the launch pad (in STS mode. Cruise missile mode does not work too well with heavy vessels) - Oerlikon Millennium cannon uses 30mm rounds temporarily. It's supposed to use 35mm but I didn't have time to do the ammo storage update. - - It fires rounds that detonate at 3500m by default, but if you or guard mode have a target selected, it calculates detonation timing to try to explode where the target will be when the round reaches it. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
That's a good idea but not in this coming release. I'm trying to fix a serious problem with guards and turrets, taking longer than expected.. sorry guys. I still have ~1.5 hrs till "friday night" ends though -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Fixing some bugs, then I have to type up the long change log, make sure I didn't miss anything, and then release. I'm trying to play some games tonight too -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
That stream announcement was on tuesday! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I have to say, this update is fun to work on. I'm just setting up a 2v2 AI battle and watching them go at it. Then tweaking behavior and trying again. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Thanks, I'll fix it (I had 2 yellow rings and a brown ring.. does that mean double high explosives? ) It looks okay from what I see. Its probably a config issue, or like the other guy said, a problem with the deploy animation. Try it again when I release the update. Darn.. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Just for looks. Oops, will fix. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
The turret rotates (yaw) around the aimRotate transform, and barrel pitches around the aimPitch transform. Set your gizmos to "Pivot" and not "Center" (its the button next to world/local) to show where the pivot is. muzzleTransform is where the module looks for particle emitters for muzzle flash and smoke. Without it, you will have none. (And that's all that muzzle transform does.. if it's messing with your colliders then you're doing something else wrong). No, when firing bombs or missiles, they decouple themselves from anything they are attached to and decouple anything attached to them. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Check the debug log for errors. Also, the muzzle and fire transforms should be at the tip of the barrel where the projectile comes out. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I almost pulled an all nighter last night and I worked more on it today, and here is how AI combat looks now: (more details later) ------------------- PrototypeTheta - look at the unity package again. It has fireTransform and muzzleTransform on each barrel. ------------------- War Eagle 1 - If I can finish polishing the model and texture by tomorrow night then yes, but there might be more important things to fix ^^. JDAMs are possible now, but I'll wait till next update. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
On second thought, save yourself the trouble. I'll just edit the code so it will return to original position regardless of whether there's an animation. The fireTransform's local Z axis (blue arrow) should be pointing forward from the barrel. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Turrets only return to the original position if they have a deploy animation. If you don't want a deploy animation and you still want it to return to the original position, just make an empty animation and reference it in the config. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I'm working on AI piloting so hopefully you can use that in contracts too. Right now I have missile guidance autopilot working - just have to work on it more to get it to fly planes properly. http://gfycat.com/ImperturbableGrimDoctorfish -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I remembered that the planes had experimental missile configs on them, so I'll put up the crafts when I release the update on Friday. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Going live soon. -
[1.1] Improved Chase Camera v1.6 (Apr 23)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
It looks like the stock chase cam is similar to this, except it only follows the velocity vector horizontally. IE if you pitch up, it wont look upwards at your velocity. I understand if you like this version better, so I'll try to find some time to work on it. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Sure thing -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Heh maybe. I need to decide how I want to do guided bombs in the first place, and make some smaller ones first. Thanks, but its okay. I made crafts to use for testing already. I can show you how to edit the configs in the stream. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Oh I see. Just turn up the blast power in the config I'll stream here: http://www.twitch.tv/bahamutod at around 5pm EST today, I guess. For now I need to figure out somethin cool to do so I'm not just programming the whole time. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Cool. How does ~5pm EST sound? (1.5 hrs from now) I guess whenever I get to advanced targeting methods. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
It should be fine. In my update, I'm doing my own simple aerodynamics for lift for missiles, letting stock aero calculate drag, so worst case scenario is I would need a config to cancel lift forces from FAR while letting it handle drag. For bombs I need to cancel everything and use a very simple drag model (old stock drag) or else the bomb prediction will always be off-target. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Have you watched the tutorial video to make sure it's installed in the right place?