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phas

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Everything posted by phas

  1. P.s. since this is an annoying, persistent, non fixable bug, wouldn't be a good idea to make a standing thread about this?
  2. So, now tell me something that i don't know: how can i mitigate this / workaround this / live with this?
  3. I'm sorry: i'm sure that this issue has already be reported a lot of times, but i can't never find a thread or some other exhaustive informations on this. The problem is that orbits are "unstable". Ap and pe and other values keeps changing. This is limited and less problematic in kerbin SOI and a very big issue on interplanetary orbits. Let see an example: This is a recurring issue, i have got more than 400 hours on this game and i always got this problem on every versions. I play modded and this is my current modlist, but the problem is everlasting with every modset i play. The only constant is probably MechJeb. AFAIK this problem should be related to floating point math errors calculating positions and orbits in a big space and it's not easily fixable, ok. But isn't there any workaround? Any way to mitigate this? It's really hard to plot an accurate interplanetary transfer this way.
  4. fffs my cruiser has a JATO drone armed with hellfire missiles
  5. The tzar bomb actually crashes the game. I'm not sure if this is a bug or a feature.
  6. This is what i would do: The radar detects the targets in his range and build a list-like object (maybe a binary search tree ordered on distance or even a quad tree). The guard will inspect this list-like object and his own weapons and settings to search for a suitable target. When found it will ask the radar for a lock on the target. The radar will track the target as locked and give back the guard some Lock object filled with informations on tracking status and stuff. The guard and missiles or whatever will use this Lock object to fire at the target/guide missiles/whatever. The radar will maintained a list of Lock objects and update them with current locking status. e.g. if lock it's lost it'll update the status and the guard/missile will act accordingly Considering the current tracking capability of modern radars and the limitations of pratical ksp/bdarmory i wouldn't worry on limiting the maximum number of trackable targets. Even if you have a lot of targettable objects, it's unlikely you have that many guards, so the system would not be OP. On the other hand in the future you may implement multiple target engagement in the guards and then set a different maximum number of trackable targets in different models of radars and that will add a lot of variety to the radar system.
  7. Hey BahamutoD, please consider this small feature request: could you make an "auto mode" for the radar data receiver where if the "auto mode" is activated and the receiver is not connected to any radar, it will connect to the first available allied radar? (optional, preferring tracking radars) This is needed for making systems of turrets using one radard in contracts configurator (since you have no way of specifying a radar to connect to in either contract or .craft AFAIK) Also will be useful to create a more robust turrets defence system that can survive the death of a single radar. It should be quite easy, i would do that myself but, ehm, i've not visual studio installed at the moment and i think that it will require more time to setup the development enviroment than actually doing the changes in the code. Thx
  8. I was playing with contracts and I ran in a peculiar bug. I made a contract that spawns an aircraft at 1000m, with pilot, guard and engines activated, so when the battle starts, it starts to fly just nice. What happens tough is that it's bot invisible on radar from my plane and fails to launch missiles at me (but it fires with gun). My bet is that somehow the enemy craft didn't "take off" and therefore still count as "landed".
  9. Ah, that's interesting. Ok thx. I'll wait for my new video card to arrive then
  10. Some of the enemies spawn underground ... Hey, i might be wrong on that, but it seems a bug of Contract Configurator more than a bug of 5dim. It happens e.g. in "no more KSCs" mission
  11. It's just a matter of removing orbit info and setting the pitch in the configuration file. It's a one-hour job. I started to do that but it's so hot here that my desktop pc crashes for the temperature
  12. Yep, that was the same bug i was reporting Oh and i'm away from my desktop computer for some time, so sorry i can't provide bug reports now
  13. Well, i could. But it happens quite often (~one load every three) on a basic new game with only first two contracts activated and bdarmory, contracts and mechjeb mod on. So it's probably simple and faster if you try to reproduce it yourself. If you cannot i'll try to provide debug info.
  14. Well i tried to fix (land based) contracts reading contract configurator doc. I removed orbital informations that are not needed for ground vehicles. Ok still upside down. Then i removed altitude, because you say that is automatically calculated for landed vehicles. Still upside down. Then i added a 90 degrees pitch and it worked. This is puzzling, my only explanation is that the craft itself is rotated 90 degrees. Is that the "workaround" you were talking about? Oh, another thing. When i entered my new now correctly oriented drone, a bunch of random ships from other contracts appeared right in front of me, causing a huge mess O_O
  15. Hi BahamutoD, could you make these fields bool checkMiss = false; bool hasExploded = false; bool targetInView = false; in MissileLauncher.cs public, so i can use them in my guards to tune engaging targets with missiles?
  16. Fine I wasn't going to implement it anyway. My "betterguards" are sucking up a lot of time i don't have already
  17. Heh, i was thinking of that. IMHO the best way to implement that is a plugin that add an "armor" slider to the standard structural panel. When you increase the armor, you increase the weight and (heat) resistance. This basic method could be applied to fuselages and fuel tanks to make "armored planes".
  18. This is the initial source code for the guards i'm writing https://github.com/riccardocagnasso/BetterBDGuards It's, well, initial. Oh, i also have stolen the WeaponManager mesh from BDArmory (i cannot model), is there any licence problem with that?
  19. If anyone is interested i'm trying to rewrite the guards in a way that they are more flexibile and configurable. Basically i want them to be able to fire with different weapons at different targets plus some other things. I'll post some code soon, but don't hold your breath because i'm doing this in my very scarce spare time.
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