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Everything posted by Galane

  1. An odd fact I recently found, the most common cultivar of Pistachio trees is called Kerman. Why? I have no idea.
  2. That patch made the engines produce thrust, but they still didn't work properly so they're still of no use with BDAc.
  3. Firespitter propeller engines use 'physical' blades interacting with the 'air'. With BDAc the engines will start when you hit the spacebar but when you engage the AI the engine shuts down. Someone tried a module manager hack to patch a working engine thrust module into them but while it worked, the blades produced a huge amount of drag and didn't spin except by windmilling. Other propeller engine mods do thrust quite differently. The blades on the prop engines are only there for looks, above a certain throttle setting those mods swap out the animated prop part of the engine model for a textured plane. So if you can figure out how to properly patch the Firespitter engines that don't work with BDAc, you'll be (as Jayne said in an episode of Firefly) a Big Damn Hero. Another patch I'd love to see is eliminating the flameout on turboprops when exceeding a certain speed. What good is a big huge turboprop on a small plane when all that power can't be used?
  4. KSP's inability to properly attach parts to movable parts does put a crimp in some design ideas, like mounting non-vectoring engines onto control surfaces to make them have 1 axis vectoring thrust.
  5. Is it 30mm HE or HEAT? AT for anti-tank, using technology like shaped charge, self-forging penetrators. AKA explosively formed projectile. https://en.wikipedia.org/wiki/Shaped_charge https://en.wikipedia.org/wiki/Explosively_formed_penetrator
  6. Can the AI land planes? It'd be neat to be able to auto land the survivors so some fresh competitors could be brought out to play.
  7. Here's a project I had someone do for me back when I was using Palm OS PDA's for reading eBooks. IIRC he was taking a class in Visual C and did it for the practice. Had to change all the UTF-8 codes to their ASCII equivalents before converting the HTML or other files to Mobi. What it does is read in the replacement file then searches for all matches on the odd lines, replacing each with whatever text is on the even line below. However, it does for some reason have a limit in how many swap pairs can be in the replacement file. The included all the codes file is *too many pairs*. Crazy things will happen. What's the max number of pairs? I don't know, never tried adding a pair at a time until it went crazy. It was able to do enough to handle all the commonly (pointlessly for English) unicoded punctuation in ebooks. Source code (Microsoft Visual C 2005) is included along with compiled executable. License? Free, do whatever you want with it. If someone can adapt it to a craft converter for the new BDAc, have at it. As it is, it can be used for all kinds of mass edits on text files. Need to make the same changes to a large number of KSP CFG files? Run them through this one after another and be done in jig time. Fix the pairs limit issue and it could be used to encypher and decypher text by having the proper replacement files at each end of the communication. http://www.filedropper.com/textfilestringreplacer P.S. I'd love to have a compiled version with the replacement pairs limit fixed or increased at least enough to handle as many pairs as is in the all the codes file.
  8. Since craft files are text files, it should be possible to create a processor that looks for the BDA parts and alters things as needed to work with the new version.
  9. I assume the difficulty with a dipping SONAR is preventing KSP from switching the aircraft to 'landed' state?
  10. In other words, Missile Command for KSP. Defend the KSC against incoming missiles, bombers etc.
  11. Then it's not flyable manually because inverting the authority will make manual piloting move the surfaces the wrong way but BDAC will run them the right way. Try the plane I posted the link to with the backwards control surfaces on the front edge of the wing. It's funny to watch BDA struggle trying to fly it because it's rolling the wrong way, but it can be flown manually. A bug is a bug, they all need fixing at some point. I suspect this one may be simple, reading some variable that KSP uses to know which way around a control surface is aimed. I recall in some previous version of KSP it didn't work with manual flying to turn control surfaces around because the game engine would move them the wrong way.
  12. No indication of any action on the issue I reported a while ago about BDA's inability to properly use reversed control surfaces. KSP itself can figure them out for manual flying. https://github.com/PapaJoesSoup/BDArmory/issues/373
  13. Would be nice to be able to put an AI and manager on a craft to be separated later, for doing things like launching drones. Have a "Sleep until isolated" checkbox so it'll wake up and take control when the craft is separated and the AI and manager are on their craft without any others. Could also have a checkbox them to make them the main units. Easier for the user would be to auto-set all other AI and managers to sleep when one is set to main. Such a system could even be used to (attempt to) keep disparate pieces of a plane flying and fighting after being blown apart.
  14. The Square Cube Law. https://en.wikipedia.org/wiki/Square–cube_law In other words a warhead that relies only on concussive force has to get quite close to a target, or use more explosive to push the damage radius out further. That's also why there's a practical upper limit to the usable explosive power of nuclear weapons. To do the most damage, the detonation has to be elevated. I assume there's some formula to calculate the ideal height per kiloton or per megaton. But at some point the effective blast radius gets to be larger than the troposphere is deep, and most of the force gets wasted pushing air around instead of blowing the enemies stuff across the ground. That's likely why the USSR dialed back the power of the Tsar Bomba. At full strength it would have been too large to be a practical bomb. The stuff you want to push violently outward is mostly within 100 feet of the surface. Abruptly displacing air molecules a couple of miles up is a waste.
  15. Make it too realistic and fighter engagements will mostly be really really short, like Han Solo shooting Greedo before Lucas started screwing around with the movie. Re-creations of famous fighter plane battles, many include some original camera footage from the planes and interviews with some of the pilots. The one on F-86 VS MiG-15 over Korea is pretty good. None of these have been done from the POV of the other guys. An episode on Saburo Sakai's exploits in WW2 would be interesting. https://www.youtube.com/results?search_query=dogfights+history+channel
  16. If I don't immediately set a craft down after spawning, Vessel Mover likes to throw them into space and blow them up if I try to move them. Once set down it will pick them up and move around without a problem.
  17. I got it fixed. Simply pulled off the entire plane behind the FL-A10, removed and tossed the FL-A10. Grabbed a new one, spun it around by hitting D twice then stuck it onto the back of the cockpit then put the rest of the plane back on. Saved it and now it spawns correctly. An issue with some weirdness in the tree structure that glitches the spawner?
  18. Got a bit of a problem with Vessel Mover's spawning. I have a plane it removes a part from. Launching it to the runway works fine. Here's the plane. https://pastebin.com/GZRhEZck
  19. It's probably using lead calculation, which for practical ranges in atmosphere for energy beam weapons doesn't need to be done. Point, shoot, blam.
  20. Google for bullet hitting metal sound effect free and you'll find plenty. Many will need a bit of trimming of silence off one or both ends but that's a simple task in Audacity or other sound editing software.
  21. BDAc 1.0.0 used turrets just fine on my Angry Gnat. https://kerbalx.com/Galane/Angry-Gnat It'd fly it around and take shots at other planes and missiles, but not do too well because it's a slow drone. Do the turrets have to initially face forward? Being able to send up a couple of WW2 style bombers with gun turrets all over them and have them try to survive fighter attacks would be very nice.
  22. Use a higher ejection force and/or drop time to ensure the missile is away from the plane so it can't end up shooting itself in hard turns.
  23. I had that happen once (that I know of). I set the missile to launch forward with 0 drop time, to have the best reaction time between the AI deciding to launch and the missile going hot so the enemy plane would have less chance to avoid. I happened to be riding behind the plane in locked camera view. The missile was under the left wing and the plane was yawing hard left. It shot its nose off by turning into its missile.
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