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BahamutoD

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Everything posted by BahamutoD

  1. Would anyone be interested if I streamed development of the update? (Its more than just compatibility)
  2. The Su-30, 33 and a few other Sukhois which I based the plane on use this design. Check this out: ^^ Lots of incredible post-stall maneuvering here.
  3. Thanks, man! I'll let yo know. Interesting idea. For the decouple direction, lateral is -Y (because bombs and missiles are attached from the top) and forward is Z. So make sure the bomb model is pointing in the Z direction (blue arrow) and the attach point is on the top. As for the pipper not showing up, I haven't tried what you're describing so I don't know specifically, but try turning on 'debug lines' in the options and see if the simulation is even happening. If there's no purple line then the criteria for it to show up are not being met. See link https://github.com/BahamutoD/BDArmory/blob/master/BahaTurret/MissileFire.cs#L756 Edit: first guess is you need to put "Bomb" in the part title.
  4. Just to preview in the editor? Or some other use in-flight? It is simple to do; only issue would be the annoying thing with KSP's tweakable sliders where you can't get fine adjustment near the beginning and end of the slider. Maybe that will be fixed in 1.0?
  5. I forgot to remove explosionSize from some of the configs but they're harmless there. I've never written or looked at a TweakScale config so I can't help you beyond that :/ By the way, I read all the requests, but I don't have time for all of them. I'm going to be spending a good amount of time on BDArmory and my other KSP mods once 1.0 comes out though, so maybe you'll see some of them in the next update. (Just don't want you to think I'm ignoring you )
  6. Yes the density of the ammo resource includes the mass of the casing with propellant. The bullet mass in the weapon config only includes projectile mass. explosionSize was a value that told the explosion which object to spawn and which sound to play. In one of the updates, it has been removed and replaced with a model path and audio clip path. The exception you're getting by telling TweakScale to attempt to modify it may be because it doesn't exist. The other values should be able to be modified on the fly with no problems.
  7. Depending on how the new aerodynamics are in 1.0, I may totally revamp the way missiles work so that they use actual lift to steer and stabilize. Depending on how/if they improve the water, I could extend it to torpedos. edit: About warheads, there's a partmodule already in there called "BDExplosivePart". None of the included parts use it, but you can add it to parts that you want to be explosive when destroyed. Try this: MODULE { name = BDExplosivePart blastRadius = 50 blastPower = 25 } DO NOT enable Proxy Detonate on the part in-game. It was an unfinished feature and may throw exceptions if used. (Actually I don't think it will throw exceptions, but it just doesn't do anything at the moment) edit+: I haven't tried it yet, but odin_spain has created a Contract Configurator pack for BDArmory. 5dim Military Contract Pack
  8. The model needs to have specific objects in the heirarchy to work as turrets, so you can't just slap a turret module on it. The h70 rocket model doesn't have the necessary components to be used as stand alone parts. Mainly, they don't have a collider since the rockets use raycasting to detect collisions (like bullets).
  9. Getting it to not lose the position you set when you revert is something I'm working on for the next update. Last time I tried, there was some issue where it always moves west a couple meters every time you reactivate it. Anyways, there's also other things I want to add to it before releasing, so it won't be for a while. Thanks for being patient.
  10. Yes, ships aren't locked together unless you are focused on one of them - leader/follower relationships aren't persistent. I may try to work on that eventually. The range used to be the full phys range, but recently I found that sometimes physics aren't enabled on vessels in orbit unless they're within that ~150m range. I'm not yet sure if thats a bug with BT or part of a change in ksp 0.90. I'll look into that later too.
  11. Water has no collider, but if it detects terrain that has negative altitude, it knows there's water there. JewelShisen, extending the bomb clearance detection to missiles is on my todo-list.
  12. I'm glad you did the math on that. Edit: I believe the units of the blast power is kilonewton-seconds (impulse). Edit2: According to unity, it is mass*distance/time http://docs.unity3d.com/ScriptReference/ForceMode.Impulse.html
  13. For explosions, a piece of armor (or any part) would block the 'rays' that damage parts, but objects behind it would still experience a reduced amount of force.
  14. That's something I can do, I added it to the long todo list. Crash from lack of thrust? AGM-86 needs to be launched at cruise speed already, RBS-15 can be launched from stationary since it has a booster. Crash from lack of guidance? What do you mean by "like most other rockets"? Lack of explosive power? Lack of thrust? Not really sure what you mean, but it sounds like it involves changing the fundamental design for a specific application :/
  15. I've been working on V2, which follows the F22 design more closely since Quiznos323 has released a nice F35 cockpit. It will have a B9 and an SPP version. Don't hold your breath since I am working on a lot of different things, but here are some teasers: Underside has been smoothed out instead of the flat surface, canopy bars have been removed, intakes have been reshaped. The IVA will remain the same.
  16. I can't... Its where the gear goes when it's retracted. Its either that, or the housing sticks out like KAX or stock gear.
  17. The next update will probably be focused on ammo storage, so I will see what I can do about missile storage and reloading.
  18. Update alpha 7.0 - new follower control system -- follower oscillation reduced -- custom steering settings option -- angular momentum limited - fixed error when turning off BT from leader - followers now block out user input - followers thrust ratio constantly updated - leader's thrust limit constantly updated - fixed occasional loss of followers during warp - fixed velocity of followers after warp - other small bug fixes Notes: Steering damper settings are set automatically based on their moment of inertia, but the system isn't perfect. You can override the settings by turning on Custom Damper settings on a follower's BT part. If the follower takes too long to stabilize on a certain axis, try turning up the damper value for that axis. If the follower seems to waste alot of RCS when it's just pointing in one direction, try turning damper values down a little bit. It still doesn't work very well for atmospheric flight.
  19. FAR handles intakes differently, so you need to make a custom FAR drag config. Ferram4 had to make one for my Mk2 Lightning cockpit since it had built-in intakes. You should go ask him about it.
  20. What you can do is open the BDA settings menu and bind the fire key to a key on your keyboard.
  21. The center of mass isn't necessarily the root part, but that might be a good idea to give some variation to where the missile hits. I'll give it a try eventually.
  22. Alright guys, I'm pretty proud of this. Check it out: Now I just have to test it out with crafts of different shapes and sizes to see what range of adjustability (if any) the steering damper needs.
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