-
Posts
1,285 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by BahamutoD
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
That is really strange! Well, glad you got it working now. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Hotfix v0.10.3.2 = Changes = - When multiple radars are linked and one loses lock, the one of the others will attempt to take over = Fixes = - Fix competition issues again - Fixed radar animation on track-only radar - Fixed fire animation on low RoF guns - Hid debug listing of radar contacts No, did you have guard mode on or something? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Okay fixes are coming right up -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
The Patriot wasn't shooting because the target was always within your set Gun Range (so never in missile range), but to figure out why the turrets aren't moving, I need to see your output_log.txt. Is it just me or does competition mode still break sometimes? I'll try to fix it for good today. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
airDetonationTiming is just a bool - the weapon handles the timing if you have a radar lock on a target. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Different forms of this issue have been reported but very few logs were submitted. It may be an operating system problem but I'm not sure since I have very little data to go off. If you have this problem, please submit your output_log.txt, which is found in the KSP_Data folder. (Now added to FAQ since this is like the 8th time) ps here's the video I was rendering: -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
It really depends. I'm rendering a video now where they still have very good accuracy. I should mention that B9 procedural wings don't behave properly without FAR. They have way too much drag and lift in stock aero, which is why your planes are very slow and sluggish to control, which may be making it harder for the AI to aim. Also @LORDPrometheus, looks like your missiles may need to have their heat damage increased a bit. In that video by Combatsmithen, direct hits didn't break anything. -
[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
BahamutoD replied to tetryds's topic in KSP1 Mod Releases
Things that rely on z-forward missile orientation: Missile rail (currently only used in the missile turrets - slides the missile along it's forward axis until it leaves the rail, then releases it) Missile decouple direction - bomb impact prediction also takes decouple direction and speed into account so it can affect impact point slightly. Clearance check Heat and radar aiming/locking reticles and sensors homing missile/bomb max-off-boresight/FOV missile launch warnings missile miss detection bomb stability torque missile anti-spin AI steering for missile aiming guided missile aerodynamics So for unguided bombs, mostly just the direction it stabilizes, decouple direction, clearance check, and impact prediction. The impact prediction isn't really affected that much though. I'm not sure how to change only the display orientation Looking forward to BAD-T. I put out an update for BDA to fix some pilot and competition issues. Hope it helps. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Hotfix v0.10.3.1 = Changes = - Improvements to AI Pilot handling of underpowered/slow planes - A few behaviors added to help conserve energy = Fixes = - Fixed issue with competition mode sometimes causing a team's setup destination to be underground - Fixed issue with compeition modes sometimes causing two teams to never be far enough apart to start battle - Fixed competition mode not ending on revert/scene switch - Fixed crosshair cursor showing when switching to vessel without weaponManager - Fixed incorrect team being displayed on weaponManager in editor - Fixed AI Pilot rolling into bombs after dropping - Fixed non-stop wobble of bombs in FAR - Fixed unable to close missile turrets in editor - Delay turret reverse deploy animation for firePauseTime to prevent closing on last missile fired (for real this time) - AI Pilot speed controller takes thrust limiter into account for calculations -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Do you have the latest version of BDA? It won't show up on older versions. -
[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
BahamutoD replied to tetryds's topic in KSP1 Mod Releases
But as I said, since there are other things that rely on the forward z orientation, you really should make that change. If you did, the code change wouldn't be necessary as well. -
[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
BahamutoD replied to tetryds's topic in KSP1 Mod Releases
The stabilizing thing was added recently, so it will in fact still stabilize in the wrong direction even if you change your CoD. I can change the code so that it stabilizes in the correct direction depending on the CoD instead of the fwd Z axis, so that you won't need to change the orientation of the model in blender, just the CoD, but I'm sure there are other calculations in BDArmory code that rely on that standard orientation (decouple direction for one), so it would be safe to do it anyway. -
[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
BahamutoD replied to tetryds's topic in KSP1 Mod Releases
The wobbling is because FAR doesn't have fake angular drag, so I'll be fixing that, but the incorrect orientation is the simpleCoD issue. You should be able to just change it to 0,-3,0 instead of 0,0,-3 and it will be fine. edit: ^ False. I have a thing that helps bombs stabilize and point forward, and it relies on the model being pointed forward in the Z axis. You need to do this in Unity: (Notice how they're oriented) -
[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
BahamutoD replied to tetryds's topic in KSP1 Mod Releases
@tetryds about the bombs- The attach nodes don't line up because the model is rotated 90 degrees. This is apparent also because the center of drag isn't oriented properly as well: https://www.youtube.com/watch?v=aoFpKD843k4 edit- Bombs and missiles should all point in the forward Z direction -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Oh yeah, I didn't even notice that. Yes the yellow arrow on the bomb rack must point down (or whichever direction you want munitions to drop). As opposed to an auto lock, I just want to make it easier to click on targets. It's actually easier using the cursor that appears when you set up keys, so I'll probably use that code. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
They do have different levels of sensitivity, but not range, since how far it can detect something also depends on how big the other vessel is and which way its flying. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
There could still be issues with the AI and cargo bays. The stock bays are really slow so it could be that it's trying to fire but the bay isn't open all the way yet so it gets blocked by clearance check, then by the time the fire cycle is ready to fire again, the shot opportunity is long gone. It could also be that the missile's seeker can't see the the laser point when its in the cargo bay. Bays should work fine for bombs since after they bays are opened, there's still a bit of time before the plane reaches the release point, but for now I wouldn't recommend using missiles in bays, especially for dogfights. Screenshots or logs or anything? Some of the mods have strict rules on redistribution, which is why SpaceDock didn't just reupload everything from the ks dump. You might want to reconsider that. -
[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
Here we go: https://github.com/BahamutoD/VesselMover/releases Update v1.3 - Prevent pickup when vessel is packed (causes vessel to drop when released) -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
The terrain colliders don't load at that distance (they unload at around 11km) so I'm not sure if that would help much. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Okay I caught the team label issue in the editor, but for the turret issues, I'd have to take a look at your output log. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Update v0.10.3 v0.10.3 = New = - Predictive mid-air collision avoidance for AI Pilot - Competition mode - Compatibility with assembly dependency - Compatibility with BDA Vessel Switcher - AI Pilot improvements by @ferram4 - - G-limiter - - AoA limiter - - Dynamic minimum altitude adjustment (plane pulls out of dive earlier if needed) = Changes = - Guards will reset fire cycle and switch weapons if current gun has overheated - Optional "activeMissileOnly" (bool) in MissileTurret module - Increased radar sensitivity - Decreased AIM-120 and AIM-9 static launch ranges - Increased AGM min launch ranges - Allow guard to use beam riding type missile (TOW) - AI will do wide scan instead of focusing on target if extending to help prevent easy kill - AI Evasive improvements - - Fly to beam incoming missiles detected on rwr or visually - - Fly to break away from incoming fire (instead of flying random directions) = Fixes = - Disabled firing with trigger when in guard mode - Fixed AI Pilot aiming when attempting lock with heat-seeker - Fixed Rotary Rail symmetry and rail count persistance issues (you may need to readjust the rail on your crafts) - Fixed guard's final launch authorization to use missile DLZ instead of arbitrary values - Fixed incorrect screen message when guard selects "none" - Delay turret reverse deploy animation for firePauseTime to prevent closing on last missile fired Information about Competition mode: http://bdarmory.wikia.com/wiki/How_to_use_Competition_Mode ALSO Releasing BDAVesselSwitcher 1.0: http://bdarmory.wikia.com/wiki/BDA_Vessel_Switcher -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
No, but.. why? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Not entirely true; AI planes have been able to use laser and anti-rad missiles for a while, but not fixed rocket pods yet. I'm enabling beam riding type missiles for guards (the TOW) in the next update. For surface-surface there is an issue where landed guards were arbitrarily limited by a 1km min launch distance. This will also be fixed to use the particular missile's configured dynamic min launch range instead. The AI just needs a targeting pod on-board to use laser missiles. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
@tetryds Good, I plan to release this tonight or tomorrow - as soon as I can get these last minute evasive maneuver upgrades to behave. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
You need to use KSPParticleEmitter, (called Particle Emitter in unity), not Particle System. Also you need to make a custom material/texture and not use the default particle material. I'll see what I can do about hotkeys. Any suggestions for what keys to use? (page up/down seems to work) The vessel switcher is really only for switching between vessels and toggling guard, pilot and team. The 'competition mode' is only setup for AI pilots, so I'll have to do something else for ground attack scenarios.