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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
Although it's not in the settings GUI, you should be able to change the max bullet distance in the settings.cfg file. Look for "MAX_BULLET_RANGE = 8000". The long term goal for guard mode is to let you set up certain weapons/groups of weapons to different independent guard configurations. Being able to use multiple radars and locking multiple targets at once is one step in that direction. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Sorry for the radio silence lately. I'm a little busy with something completely unrelated to modding and game dev at the moment, but I'm still working on the BDArmory update when I can. Right now, I'm re-working the radar system to allow multiple radars on the same vessel to be used at the same time. It's taking longer than expected. The change log for the next version (v0.10.0) is already 64 lines long so far, so you can expect it to be a pretty substantial update. However, as mentioned, I don't set deadlines so I can't promise when it will be ready. Thanks for your patience. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Yes, the RBS-15 is GPS guided. Sorry for the typo. Biker Joe. After locking a target and clicking Send GPS, it should show up in the GPS Targets list. If not, there is a bug. Please send an output_log.txt. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Just take a look at the vulcan sound files and config. If you use a looping sound (oneshotaudio (?) = false) then it will loop the fire sound, then play the 'overheat' sound at the end of the burst. AAMLead is the current air to air guidance, where it flies towards a point in space where the missile and target trajectories will intersect at their current speeds. AAMPure would be flying directly towards the target's current position, but it isnt implemented yet so it defaults to AAMLead. AAM defaults to AAMLead as well - it's there to be compatible with old configs that only have AAM. AGM is the original agm guidance I wrote, which follows a vector towards point above the target which descends onto the target as the missile gets closer. This makes the missile fly relatively level until it gets closer and dives toward the target. The maverick and hellfire use/used this. AGMBallistic points the missile's velocity vector to a direction where it would naturally land at the target with no thrust or drag (a ballistic trajectory). The JDAM uses this. I can't replicate the issue.. I'd just try installing it on a fresh copy of ksp and add other mods one at a time to see if any of them are causing a conflict. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Well the only exceptions I see are from DestructionEffects, but that should affect BDArmory. I can't really tell from here what could be going wrong. If you want, you could try the current dev version of the plugin and see if that works for you. https://github.com/BahamutoD/BDArmory/blob/master/BahaTurret/bin/Debug/BahaTurret.dll (Click the raw button to download, replace the file in BDArmory/Plugins) Use wav. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Please turn on Draw Debug Labels in the options menu, then try again, then send me your output_log.txt . Thanks! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I am planning to do guided rocket/missile pods, as well as multi-locking but.. those ace combat missiles would be really teeny tiny for the amount of thrust/steering/payload they have in the game.. It wouldn't really be consistent with the design of the rest of the base mod. Once the capability is implemented though, anyone else could make it. In the current release, the ABL is only selected by the guard for use against incoming missiles. Have you tried the gun turrets? Eventually options like this will be configurable. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
This is true, I probably will do that. This is one of the bugs fixed for the update, although its not really an option that disarms the trigger - it just stops you from firing the next weapon until you release the trigger and press it again. -
Oh gotcha. Anyway, try this out: https://github.com/BahamutoD/BDArmory/blob/master/BahaTurret/bin/Debug/BahaTurret.dll (click Raw to download) In missile config, add torpedo = true waterImpactTolerance = 20 All that will do is make it so the crash tolerance is 20 when it is above water, and the usual 1 when underwater.
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Okay. And what guidance are you using for it? If you want I could just copy/paste the cruise guidance and make the altitude values negative
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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
Well, this is a thing now: Finally got around to doing turret support for rocket pods. I still need to get guards to be able to use them, and improve the aim-assist/trajectory prediction. It keeps shooting a bit short of where you aim. -
Ahh, I heard about that but forgot. I've never looked at BDArmory Sorting, but something should be done about that..
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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
This has been reported by a few people, but as of yet, no one has provided me with output logs, so I have no idea where to start looking. Could you upload your output log somewhere and post it here? It's located in /KSP_data/output_log.txt -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
It helps to beam the radar (fly with the locked radar on your 3 or 9 o'clock). If it's an airborne radar, try to fly below it (ground clutter). If it's a ground radar, the easiest way to break lock is to get behind cover (though there isn't always cover available). And of course, chaffing through all of this. If you can't break lock, build up energy by going full throttle while beaming the incoming missile, and then pull hard G's when it gets close. If the missile is far away enough, you can bury it by flying towards the ground. This will put it's lead pursuit target somewhere under ground. Of course, you'll have to pull out before you crash yourself. Here's a quick video I threw together about basic SAM avoidance. I'm tweaking the flare thermal to be more balanced in 1.0.5 since they lowered the heat output of engines a bit. They might still be a bit over-effective but right now, I have it at 1550. -------- Here's a video of the Patriot launcher in action. -
You did install it correctly, so I'll need some more info to know what could be going wrong.
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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
Well, here's the finished Patriot launcher: ------------ No space weapons planned as of now. I'm having some difficulties even getting the HEKV-1 working properly with the new radar system at the moment... -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
The smaller one shown in the video is good for Sidewinder and AMRAAM sized missiles, and the Patriot launcher will of course match with the PAC-3. That's all for now. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I haven't done much to wingman since I last reported on it. I was getting a little fed up by the framerate drop of having lots of vessels acting together so I took a break to work on the other stuff. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Since missile turrets will work now, I'm also making a Patriot launcher for the larger SAM's. Also, I'm adding turretID fields to weapons and radars (anything that uses the turret module) so you can have multiple in one part. This will mean that CIWS gun turrets can have built-in radars where the tracking radar points at the target, while the gun leads the target. ------------------------------------------------------------------------------------------------ Temeter, overdoing turns at low speeds is something I'm working on fixing. For now, I usually just disable thrust vectoring on AI planes if I don't want them doing flips. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Last night, I wrote the behavior for the guards using missile turrets. It works great for heat seekers - the guard won't need to use the radar, making for a very sneaky air defense unit. Video here. ps - Does anyone know how to embed videos now? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I know I said I might release a very small update soon, but it turns out there's alot of things I want to work on/fix before releasing an update. On top of improvements to AI Pilot I've been working on, ferram4 has generously been working on some new features such as aerodynamic drag on bullets and G-force/AoA limits on AI Pilots. Today I had an idea for getting turrets to be able to carry missiles, such as for SAM turrets. Before you ask, this "tech" won't work for attaching random parts onto gun turrets. It will, however eventually allow guards to aim SAM's in the correct direction, so you won't need to mount missiles pointing straight up, or in every direction. Here's a quick test video: SAM Turret Test -
I didn't want the part to be too long so it had to slope down more abruptly. If I had the same slope as the real one, the part would be half the length of the whole plane.
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[quote name='BigNose']I just had a merge with one of my fighters and was [url=https://www.youtube.com/watch?v=gQAmvKMGUko]going in for guns[/url], then I noticed the HUD symbology actually interacting with the gunsight and drawing a line from my nose to the sight for better deflection shooting! *.* As a passionate DCS player, I came.[/QUOTE] Heh that is actually part of BDArmory :P
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Oops, I forgot to add the built-in BDArmory radar to the config. For now, just add this to the part config: MODULE { name = ModuleRadar omnidirectional = false scanRotationSpeed = 120 directionalFieldOfView = 120 lockRotationAngle = 4 canRecieveRadarData = true minSignalThreshold = 200 rwrThreatType = 1 }