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BahamutoD

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Everything posted by BahamutoD

  1. Yup, I was going to do that at first, but I thought the fins looked cooler.
  2. Today I added some new optional functionality to bombs: Airbrakes for low altitude bombing. Based on this:
  3. Tetryds, I removed the camera stuff from BDArmory a couple versions back. I wanted to work on it as a separate mod. (Camera Tools). Endersmens, you can switch to them, and they will still track unless the flight scene is in continuous floating origin (?), eg in orbit around Kerbin. In that case, whatever you focus on is always the center of the universe and has no velocity (everything else's velocity is relative to your active vessel), so my tracking code doesn't work. nli2work, I'm sure it won't be too difficult to add that as an option in the future. The Space Man - Noted.. I guess I'll convert everything to png's from now on.
  4. I'm making a part that requires that the collider slide on the surface without friction, but I can't figure out how to do this. I tried setting the colliders' Physic Material's static and dynamic friction to zero and combine mode to minimum in Unity, but it still wouldn't slide in KSP. I also tried setting those same settings through the plugin code with the same result. Does anyone know how to make this work?
  5. They're a bit different. MissileLauncher detaches the whole part and fires it, while RocketLauncher spawns rocket objects and fires them.
  6. Can you try to come up with reproduction steps and send me your output log? About the hit fx, do you not see the dust poof at all, or do you just think its not pronounced enough?
  7. If I pull up too hard, it stalls and flips out Whats wrong with the stock toolbar?
  8. Check it out. I made a missile that's designed for use in a vacuum (it uses thrusters to maneuver). Its inspired by kinetic kill vehicles. texture isn't final
  9. Yeah that too. Usually near the end. Or put it on pastebin and post it here (output_log.txt)
  10. Hah, yeah there's no competition or anything. I wouldn't really gain anything by stealing users from skillful. (except feature requests ) Dragon01 and thegingergamer, the M230 and guided in-vacuum missiles are two of many things I plan to do.
  11. I'll look into it, but can you please put the log on pastebin? And anyone else who experiences the problem, please send me your logs as well. Thanks.
  12. I hope this helps: http://i.imgur.com/eDidRR6.png One exhaustTransform has the smoke effect in world space, the other has the exhaust flame effect in local space firing out the -Z local direction, and a light as well. I'll see if I can implement something like that. I hope this helps: http://i.imgur.com/8Ef2qen.png Sorry about it being confusing. The code was written with a rotating turret in mind, so some things don't make sense for a fixed gun. Also for fixed guns, make sure that onlyFireInRange is false, or else it won't shoot unless your mouse is pointing directly where the gun is aiming. Okay, I'll add those in the next update. Yeah, that might be a good idea. Try these: Rocket launcher rocket tank cannon countermeasure pod People may have mentioned it already, but you have to select a weapon using the weapon manager. Activating turrets individually won't work. I'm sure that's an actual bug. I put it on my todo list, thanks. That might be going into too much detail and wouldn't matter much anyway since the damage doesn't depend on penetration or anything. The only thing I can say is check to see if KSP is running out of memory (too many mods). Any turret can be converted to a fixed gun by setting the range values to zero, and setting onlyFireInRange to false. Some of the fixed turrets had non-zero values for the ranges because the barrels weren't parented to the rotation transforms in the model anyway so it didn't matter.
  13. I actually hadn't considered that. I just did a few repeat launches, recording from different angles. If you set a flyby position though, it will reset to that relative position ahead of you when you reactivate the camera. Edit: Oh yeah, in the opening, with the rocket just sitting there, I just moved the camera around between shots.
  14. Camera Tools > Download from SpaceDock Source on GitHub License: GPLv3 This mod adds a tool that you can use to achieve various camera angles. It's helpful for getting cool shots for cinematics. Main features: - Stationary camera position - Optical zoom - 1x up to one-thousand-something x - Mouse or keypad controlled camera movement - Dogfight camera mode (NEW) New feature in 1.4.1: - Save persistant settings New features in v1.4: Optional atmospheric audio effects (experimental) and adjustable camera shake. More Videos: Quick guide: Activating - Bring up the window by clicking on the Camera Tools icon on the stock toolbar, or by pressing " / " on the keypad. - Activate the camera mode by pressing the activation key (default is Home) - Revert back to the regular camera by pressing the revert key (default is End) Positioning - While the camera is active, use the middle mouse button and drag your mouse to move the camera around - Scroll up and down to move vertically - Use right click and drag to pan the camera (if you don't select a target) - You can also click "Set position w/ click" and then click somewhere in the world to move your camera there instantly. - You can also select "Manual Flyby Position" to set it to a point that is a given distance ahead, to the right, and above your vessel, relative to your velocity. - You can select "Auto Flyby Position" to have this position set automatically (the distance ahead scales with your velocity) - Use the zoom slider to adjust optical zoom. If you have selected a target, you can also check the auto-zoom button to have it automatically zoom in on your target. Targeting - Click "Set target w/ click" then click on a vessel or part to set it as your target - You can also just click target self to target your active vessel's command unit - The camera will point at the target you select. Reference Modes Surface mode - In surface reference mode, the camera will stay stationary with the surface unless your vessel's surface velocity exceeds the set Max Relative Velocity, in which case it will move to maintain that relative velocity. - Setting a lower max relative velocity is useful if your vessel flies past the camera too quickly (high orbital velocity) Orbit mode - The same as surface mode, but relative motion is based on orbital velocity. For example, at geostationary orbit, a vessel will be stationary in surface mode, but will fly past the camera in orbit mode. Initial Velocity mode - In this mode, the camera will move in a straight line at the velocity your vessel was moving at when the camera was first activated. - This means your vessel will move away from the camera if you accelerate or turn away. - Select the "Orbital" check box to have the camera follow the curvature of your initial orbit. Keypad Controls - You can enable this to control the camera with the keypad. - The speed of translation and zooming can be adjusted. - Keys: 8: forward 5: backward 4: left 6: right 7: up 1: down 9: zoom in 3: zoom out (NEW) Dogfight mode This mode is tailored towards filming dogfights. Without a target selected, the camera will act like a chase cam, following the active vessel's velocity vector. With a target selected, the camera will move to keep both the active vessel and the target in frame. The offset position of the camera can be adjusted using the sliders, or with the keypad if keypad control is enabled.
  15. Hmm, I didn't study any actual guidance laws, so I don't know if this is anything like them but here's how mine works: Each physics frame, the missile attempts to rotate its velocity vector towards the point in space where the target will be in t seconds (at constant v), where t is the time it would take the missile to get from its current position at current velocity to the target's current position. Its relatively simple to guide stuff in a game engine since its easy to acquire the position and velocity of any object . Its not the most efficient since even if the target holds course and speed, that point will always change, but its okay since the missile can steer. I had to do something a bit more advanced to calculate the proper t for the target leading of guard turrets, which I could apply to missiles, but they track well enough already.
  16. I don't think I will make small arms since they wouldn't do much against vehicles and that's all you'd be shooting in KSP. Even the .50 cal is said to be OP. Down the road I might make a WWII pack. Hopefully someone else will though; I made everything configurable hoping people would make their own packs. I added that to my todo list. If I see any released packs by anyone, I'll put them up on the main post. It would be easier if they contact me though instead of me looking for them. I'll check it. The low-res aimer could be caused by Active Texture Management. I might need to make a config for it. You can turn on guard mode on the ship you're flying but then you can't use weapons at the same time, aside from action-group firing missiles.. I'm thinking about a way to make this possible but I don't want to overcomplicate things. The weapon manager's guard mode has a function where it only targets missiles (the target type button or something). As I said above, if I can find a way to have guard mode run separately from user controls without overcomplicating things, I'll do it. As for guided bombs, I'd need to do a bit more work to figure that out, since the current method of guiding missiles doesn't use aerodynamics, so anything without thrust will always fall short.. so I just started trying stock toolbar stuff today for a different mod I've started working on, so I could probably do this soon. The field of view is related to where the weapon manager is pointing, but the missiles don't have to be pointing in any particular way, as long as they have enough space to turn towards the target after being launched. Yeah, the logic for the flares is a bit bad. Basically they immediately track any flare that's in a 15° cone within 2km in front of them. This makes them extremely easy to fend off if you're flying directly away from them or directly towards them, but if you are flying perpendicular, they will be pointing towards where you're going to be, so they will never see your flares. I'm open to suggestions of how to change this. As for the flickering, that's FAR. (Confirm by checking output_log.txt). I use the latest dev build from ferram's github, and that bug isn't there anymore. I think I can see what you're getting at (and Before, you could fire missiles with the weapon manager, and still activate turrets with action groups, but now with turrets integrated in the weapon manager, cycling weapons makes any active turret become inactive, so you can't have guns and missiles active at the same time. I could put them on separate concurrent lists, but that would be two more buttons/action groups on a weapon manager that already has a lot of buttons... I don't really know yet what I should do. A few people asked to have the guns included in the weapon manager, and having them in there makes them work with guard mode, so taking them out completely isn't an option.
  17. It's not a bad idea but I had it all in one part because, from a programming perspective, it was simpler. The guard mode uses almost all of what the weapon manager has. If it's the common opinion that they should be separated, I'll do it in the future. It still has all the functionality of the 0.5.1 weapon manager, though. Once you set your action groups, it is just as simple.
  18. Yay! The in-editor movement with constraints was a bit strange at first (things turning one way in the editor, then the other way in flight; limits not copying over to the symmetry part), but removing and reattaching it a couple times helped for some reason. I put this together! Being able to move the wings in the SPH helped to know where the CoL is in each configuration.
  19. I've never heard that. Could you send me the output log?
  20. Its just what the rocket pod is holding. Does anything else work? The most common cause of things not working is improper installation. Yup, that's the idea. For the next update, I plan to make a few new weapons.
  21. I have that problem too sometimes in my highly modded install. On my dev install with just BDynamics and BDArmory and a few other small ones, it doesn't happen though. I have a hunch it has to do with either EVE, FAR, distant object enhancement, or texture replacer..
  22. KerbalStuff seems to be working for me, but I'll PM you a dropbox link.
  23. I think you (re)installed it wrong. Make sure the "BDArmory" and "BahaSP" folder is in the GameData folder? Those things don't work if they reference file paths which are incorrect. I made a little trailer thingy:
  24. Yeah. I didn't change it at all from the stock prediction, and it was still pretty accurate, so I may not even have to do anything special.
  25. Update v0.5.2 - added aimer cursor for turrets - added trajectory prediction cursor for turrets, guns, rockets - added aim assistance (gravity, velocity compensation) - added Guard Mode to Weapon Manager - added incoming missile warning - added a new KSPField to configure the width of tracers - added turbulence effect to flares - increased vulcan turret pitch range - changed Weapon Manger "cycle" button to "previous" and "next" buttons - changed tracer shader to Alpha Blended - changed: explosion and bullets destroy parts by instantly overheating instead of explode() - missile turn rate and aerodynamic stability now scale with atmospheric density - rocket aerodynamic stability now scales with atmospheric density - integrated guns/turrets to Weapon Manager - switched bomb aimer to new trajectory prediction system - missiles that acquire flares will track them instead of disabling guidance - fixes to Weapon Manager trigger behavior - fixed launch clamp issue! (extended floating origin threshold) - fixed bullet drop for different planets' gravities - fixed floating origin shift on flares and rockets (not perfect yet) Important notes: - I found an old post by Harvester on the lazor system thread that talked about the launch clamp issue with extending the range. I applied the solution they talked about, so go ahead and try extending the range beyond 5km if you are brave and willing. Let me know if things go wrong. - I added many new features in this update so there are bound to be mistakes. Tell me if you find any! Thanks. - With aim-assist (on by default), always place the green cursor directly over your target; it calculates the lead already. If you are aiming at a flying/moving target, you must set it as your target for aim-assist to calculate lead. - The field of view of target scanning for guard mode depends on which direction the Weapon Manager is pointing. Have fun!
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