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Everything posted by sashan
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Hello indeed.
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[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
sashan replied to pizzaoverhead's topic in KSP1 Mod Development
Well, if it is used for transparency then it would be no problem. If it is used for reflectiveness... Then well, you can try using separate mask texture, not sure if it is possible in Unity tho . -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
It is more than 7 times less sensitive. Good manual about radar modes: http://cdn.akamai.steamstatic.com/steam/apps/250300/manuals/F-15C%20DCS%20Flaming%20Cliffs%20Flight%20Manual%20EN.pdf?t=1404412233 Boresight mode should have various cone angles based on weapon selection. Vertical scan mode would be good as well. It's similar to boresight, but radar scans 5 degrees left and right and -2 to +50 donw and up. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Because only one radar can be active at a time. And having two separate vessels is not always desirable. Btw, I see that AMRAAM loses lock if it is still not in self-homing mode. Real one just approximates target position basing on available previously data and tries to find it with is own radar. Is jamming supposed to make target invisible to radars? Cause it does now. It should make icon jitter instead. -
[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
sashan replied to pizzaoverhead's topic in KSP1 Mod Development
On a side note - maybe it would be easier to cut a hatch using alpha texture method? Well, not that I know how KSP handles transparency, but it is usually easier to implement in games. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
sashan replied to K.Yeon's topic in KSP1 Mod Releases
Closed cycle is oxidiser-burning, right? Maybe you would be better off using Turojets then? They ar emucm more powerful. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Of course. You can use AWACS radar tho. It can't track targets, detection only. Baha, we really need radar added to Goalkeeper. Large ground radar has nice sensitivity but can't track targets. COmbining it with CIWS would give great results. Also, ground AI won't fire Millenium gun at me, onlt missiles. USed those SAM missiles and ground tracking radar: Also, I don't know why but Millenium can't hit target. My Jetcat flies right through those explosions without even a scratch. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Is it just me or the AI never engages anyone with guns? It many times had perfect shot but still didn't shoot. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Just found that latest HARM variant, AGM-88E has GPS/INS guidance as well. It aims at last target's GPS position in case its radar was shut down. Would be nice to have it implemented. btw, Hellfire is a real anti-air defences buster. No system can hit it due to its small size. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Oh, that;s like it is in real life. You should pre-designate targets by a recon aircraft. Well, we need persistant GPS markers for that tho... -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
One more very, very important idea: Add "fire flare" and "fire chaff" action gropus to weapon manager. Make them fire tweakable amount of flares or chaffs upon activation, from available dispensers, at tweakable RPM. Currently, if I want to have many flare dispensers just to increase total number of flares, I need to assign each pair to its own action groups, or they fire all at once, which still gives me only 42 button presses. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Well, I think yes - as if we limit the range by sensitivity only it becomes difficult to detect small objects, like missiles. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Signing under each sentence. Missiles are much easier to avoid, especially with jamming. Too easy to avoid. In fact, they often lose lock half a kilometer from you and 4km from its launcher radar when you're jamming. I've thought home on jam mode sould be more reliable. You know, in terms of air combat I reference LockOn and DCS series. THey have pretty accurate modelling of that, except earth noise effect. For example, the more powerful the radar, the more difficult it is to avoid its missile. Also, can you add status indicator of missile launched my you? Like time to target estimation, "gone active", "lost target" etc? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
There is a mod to fix that, I may search for it. It just adds special config options to specify the scale. Confirmed, this happens quite often, even then I have 2k electricity usually used for my laser. As I wrote before, radars have their max range defined not only by sensitivity, but by interval between pulses as well - waves have to go there, be reflected and go back before next pulse starts. It has good sensitivity that allows us to finetune the targeting point, but targeting is too slow now. I recommend you to make such system: Short clicks on buttons work like now. However, if you press and hold it, speed of movement starts with current value and then gradually increases to a certain thereshold. .50 cal turret has two barrels that fire simultaneousky, that's what he meant. How to do that? Also, how to give a weapon auto lock capability? Currently the laser doesn't follow targeting pod. Not sure with radar tho. Remember I've asked about giving separate guard modes to each weapon? We really need it as well, together with multiple radars per vessel support it. CIWS systems on ships are great examples - they are usually completely independent. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
sashan replied to Ven's topic in KSP1 Mod Development
Is there a patch for Standard Canard to work with FAR? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
I've got an idea... Radar reflectors! Like those used on BQM-74E target drone. I'm now using target drones similar to that one to test weapons and do some fun shooting, but they are damn difficult ot detect and evade missiles easily... -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Found a serious bug. WHen two ships are one, and then decoupled (I do it with ground vehicles all the time, this way I launch whole missile battery in one go), then you can control all of their radars and system from one of them. I must admit that at first the root part is a girder, to which ships are attached by radial decouplers. THe girder is destroyed after decoupling - it is launched into air at somewhere around 60m/s by decouplers. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Well, real pods can track targets independently from radar, just by analyzing image. It can be implemented by making it track any part that the raycast hits. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
I use stock nose cone shaped fuel tank with snub radar attached to it. Then I sink it into fuselage half-way and drain the fuel tank. Works great. Tu-142 style: -
[WIP] Never Enuff Dakka:- A BDArmory expansion [Release 3]
sashan replied to PrototypeTheta's topic in KSP1 Mod Development
Yep, but we need a better model. - - - Updated - - - I just attach mechjeb to left side and press "control from here". -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
OMG, where did you get those TER and MER racks as well as pylons? -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
sashan replied to Nils277's topic in KSP1 Mod Development
I made a similar base by detaching wheels using KIS. The question about tube-shaped parts is still open tho.