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Everything posted by VR_Dev
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Depends on what you can offer. I have the doors running on IR, & they even open in the hanger. They have real "stealth" built in, which doesn't make it invisible, but definitely harder to lock onto. The craft is actually ready to go, but seamus0riley and I (him mostly) are trying to write a plugin that will integrate the craft into BDArmory. AKA have the doors open when the proper weapon is selected, and missile lock is achieved. We have all the BD stuff figured out, but calling IR from another plugin is more difficult. Discussion thread is here. If you didn't read my update in my main post there is a MRK VI stock,armed, and stealth upgrade ready. Brings performance/armament/visual upgrades, and the stealth will the exact same as the other two, just with a weapons bay.
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Yeah I can try. It's gonna look a lot like the 22 though.
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I'm making this thread as a place of discussion and for all questions that might arise for my Raynos Zoid. I have several different ideas for this craft, and I'd love to have a plugin called by the custom cockpit. A UI for the cockpit would also be super bad ass. I believe KOS can handle some of these things, but not all. I am just starting to play with it, but it is way over my head. I also think people hesitate to install that mod, so a simple plugin might be the way to go. I understand the logic of programming, but I'm not great at C#. seamus0riley has been awesome helping me out so far, but we'll probably still need some assistance. If you want to contribute or discuss any of these ideas I would love to hear from you, any contributions will of course be made clear in the release. If several people chipped in I think it could be a cool team effort, and if this goes well we could try and do the same thing for the Gundam, which is way more advanced. Feel free to suggest ideas for features as well. Open mouth when cannon is selected. This one should be pretty simple. 0riley has a pretty good handle on BDArmory. I just need; If Cannon selected then toggle animation (default take) It would have to close when it is selected. That might be a little harder. Throttle control for tighter turns It has engines both above and below the COM. Would it be possible to get code that decreased the thrust of the top engine as long as you were holding "s" to pitch up. Maybe only let it decrease to 50 or 75%, then stop. And return to 100 when "s" is released. Could be toggled off in the UI. Deactivate control surfaces at higher speeds As you can see in the video, I have to disable the main wings at higher speeds to keep the craft stable, it would be nice if this happened automatically at certain speeds. Could be toggled in the UI. VTOL takeoff Now the hard stuff. I'd like a button in the UI that would run a VTOL takeoff routine. Once we figure out IR controls for the F-22 plugin this should be doable. I have it down manually, but a 1 button solution would be awesome. As you can see in the video it's; Engine down, Engine on Extend wings if they aren't already Liftoff, pitch down Legs up, still pitching down As the craft pitches up activate top engine. Rotate Engine up. Landing would be a whole other story. In flight wing control As you can see in the video there is instability when attempting high G maneuvers. Mostly with yaw loss. As the craft is pitching hard it looses yaw control, so I have to rotate the inner wings up, outer wings down. This turns the inner wings into giant yaw stabilizers. If the craft could detect when it's slipping on the x axis and rotate the wings accordingly, it would be pretty dope. Could be toggled in the UI. So these are just ideas I'm throwing out there. If you have any ideas on where to start for any of these please let me know. If you want to give it a shot let me know and I'll send you a craft. Like I said anyone who helps will get tons of credit. If you read this far, you're a pimp. Thanks, cb Download: It still needs a lot of tuning, but all the robotics/key components are included if you want to try coding them. MODs Infernal robotics remake Tweakscale BD armory Included Cb_co folder Alpha MRK IV - VTOL Download
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Been doing lots of work updating the craft with radar & AIM's while testing out the new BDarmory updates. I have a MRK IV Stealth Raptor done that actually has "stealth" capabilities. It isn't invisible but it definitely takes longer to lock onto. seamus0riley is being a pimp and working on a plugin for the craft which will open the doors once missile lock is achieved. Stealth is eliminated when the doors are open, so it's important to keep them closed as much as possible. Also means the doors don't have to be constantly open when the AI is flying. IR doors also allow missiles to be mounted on the door, like the real thing. In addition there is a MRK VI stock and armed 22 ready to be released. Performance/armament/visual changes can be expected. I also never thought I would get this to work, but it's a good start. I have a new F-15 ready, I just need to release it. Had to lose some weight to make up for the new radar. I also think it looks better. You can see it here in the first video I have recorded with my new windows x update, using the native recorder. I think it looks pretty great. May have to speed it up though. But I got a new job, so new pc asap. Means better videos, more craft in combat, and streaming. I also have an F-4 phantom. For this one I built a true replica craft. Two pilots, and the basic engines look much more realistic. But I will also release a "5th Gen Concept" F-4. Single pilot with turbojet engines. This thing is super high performance. And I've included the raynos in this thread to keep everything in one place. It is almost ready. The CTOL at least. The VTOL with robotic wings is gonna take a lot of tuning, and hopefully it's own plugin. All will be released once the BD updates slow down. And I'm still down to make some videos if anyone wants to challenge any of my craft.
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Calling IR rotations from C#
VR_Dev replied to seamus0riley's topic in KSP1 C# Plugin Development Help and Support
That's the most important information. -
I do it with bd armories. You can kind of control them but I usually just watch.
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Calling IR rotations from C#
VR_Dev replied to seamus0riley's topic in KSP1 C# Plugin Development Help and Support
This is super helpful dude. Thanks a lot. If we figure out the IR door we can implement the same type of code for these. -
Calling IR rotations from C#
VR_Dev replied to seamus0riley's topic in KSP1 C# Plugin Development Help and Support
So If Radar has lock (which we code have for) Then "Move +" the part that is calling it (What we need to figure out) Else "Move center" (Also needed) Diggin through the IR code, but there is a lot of it -
Would it be possible to get a camera setting that moved automatically to keep two craft in frame at all time? This would be huge for filming Air-to-Air AI combat with the BDArmory Mod. It would also be useful if you are piloting a craft in combat by allowing you to focus solely on flying, and not moving the camera. Maybe it could have some kind of distance limit, so it only works within 5km or something. I don't have any thoughts on how it would work with 3 or more craft however. Baha has this camera mod, so I know it isn't impossible to make something like this. He's super busy with BDArmory right now however though. It would be nice for when I make video's like these.
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I'm sure this has been asked, but why can't we embed gfy's yet?
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Top Gun AI - The Official Tournament Thread
VR_Dev replied to RocketTurtle's topic in KSP1 Challenges & Mission ideas
So when can I submit for the next one? The op says I can submit it here? -
Controling a control surface
VR_Dev replied to seamus0riley's topic in KSP1 C# Plugin Development Help and Support
We're trying to call the toggle feature from the control surface module. The part could also use the IR module if that's easier for some reason. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VR_Dev replied to BahamutoD's topic in KSP1 Mod Development
Sweet dude. Hope 0riley and I aren't nagging you about the stealth raptor, but we're super close. And I've been meaning to ask. What does the standby autopilot do anyway? -
That's what I thought. We weren't supposed to though at squads request. Turns out it wasnt a model problem. I still need to know the name of the mesh though for IR. Anyone know how I could find that name?
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[cb_co] F-16 Fighting Falcon MRK II
VR_Dev replied to VR_Dev's topic in KSP1 The Spacecraft Exchange
I finally understand what you mean. I hadn't encountered that yet, but I did big time with my zoid. Trying to perform high G turns always lost all yaw authority and went into a spin. You can actually see it here, the craft starts to become yaw unstable (wobbling left & right), so I fold the wings up making the inner win huge yaw flaps. This allows me to cut through the rest of the turn, then as soon as it's stable wings back down for more pitch. Gfy is better. In terms of the F-16, I've decided not to give it radar in order to save weight, and keep it agile. This will be my only craft that doesn't have radar, so people have an option to avoid it on my craft. This thing is still super competitive without it. It's missing chaff missile defense but that is easy enough to add yourself. I'm contemplating adding a jammer to it, but I don't know. -
Awesome I'll try that. I'm not sure that will solve the problem, but I'll try. Has anyone built IR parts before. Mine work fine, but if i revert to launch, they move in the opposite direction. Go back to SPH and relaunch they work just fine. I've had this problem before with custom IR parts. Has anyone experienced anything like this?
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So I gave the stock part an IR module in order to make it move, and be able to attach things to it. However I can't move it in the SPH. This has to be because I don't have the mesh names for the .cfg code. Is there anyway I could find out what that parts mesh is called? I opened the .mu in notepad and it was all symbols except for two words. WingsAirliner & CTRLSRFCOL Those maybe?
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VR_Dev replied to BahamutoD's topic in KSP1 Mod Development
Awesome thanks, that's super helpful. I know you got tons of stuff to do, but I'm all for more AI options. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VR_Dev replied to BahamutoD's topic in KSP1 Mod Development
@baha, yeah I meant combat specifically. I was playing with the damper but if you turn it too far down the craft starts to bounce around too much. Also what's steer factor? Do I want that higher or lower for performance? And that point towards target might fulfill my escort request. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
VR_Dev replied to BahamutoD's topic in KSP1 Mod Development
Hey man. Everything is working great for air to air combat in 9.5. I've been playing with the autopilot settings. The craft performs tighter turns when I'm flying it instead of the AI. How can I squeeze more performance out when the AI is in control but keep it flying smoothly? Also just out of curiosity, would it be hard to program the ai to fly to even positions before switching teams? Insuring fair fights. We could have some real serious competitions if there was no doubt about advantage. seamus0riley and I are doing crazy things with the stealth Raptor. I have 2 jamming doors at 50000 units a pop. It is definetly hard to lock onto, but possible at close range. Hopefully door control soon too. Edit: Another concept question. Could you get the autopilot to escort a designated craft? So like two drones had to stay within x meters of the VIP. Maybe even protect it? -
Interesting, guess I'll have to use IR to move it. Thanks for the info.
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F-22 Stealth Bay Doors I want the opposite of this. I thought I could do it with the controlsurface module but the problem above stopped me. So I gave the stock part a IR module in order to make it move, and be able to attach things to it. However I can't move it in the SPH. This has to be because I don't have the mesh names for the .cfg code. Is there anyway I could find out what that parts mesh is called? I opened the .mu in notepad and it was all symbols except for two words. WingsAirliner & CTRLSRFCOL Those maybe?
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Thanks. One more request. I want the opposite of this. If things surface attached to flaps would also move, you would essentially have stock robotics. Isn't is as easy as giving the part a convex mesh? Can we still not open .mu files in Unity? Else I'd just do it.