TUKE Posted July 31, 2015 Share Posted July 31, 2015 Ah, ok. Also i only posted them on curse because where i was (School) had a proxy network, and curse was the only one that worked. Also i have been meaning to actually release some stuff instead of sneaking them in with my plane pack. Link to comment Share on other sites More sharing options...
QuesoExplosivo Posted July 31, 2015 Share Posted July 31, 2015 I need some advice on getting the BDArmory AI Pilot working with FAR. It keeps putting my planes into stalls, which usually lead to crashes. Link to comment Share on other sites More sharing options...
TUKE Posted July 31, 2015 Share Posted July 31, 2015 I need some advice on getting the BDArmory AI Pilot working with FAR. It keeps putting my planes into stalls, which usually lead to crashes.As far as i know there isn't much that can be done, as the AI was meant for high performance jets. Our old piston planes don't have enough power to make the AI happy. Link to comment Share on other sites More sharing options...
tetryds Posted July 31, 2015 Author Share Posted July 31, 2015 (edited) Ok, giving the weapons a try right now!Edit: omg there are so many I am kind of lost.First I will make a catalog of what we need and post it here.Then, I will check which guns fit each item on the catalog and make sure we have only one of each type, max two.After that, I will rename them so their name begin with WW2, making them easier to find on the editor.When I am done with that, I will balance the weapons for gameplay purposes, I will only mess with a few things.And finally, give some of them a new paintjob Then I will only have to add the rocket pods, as I saw that there are two turrets already, but that is for later.The weapons pack will be distributed as a cooperation between 77industries, TUKE Attack Systems and tetryds' Hangar, if you don't mind.Edit:Weapons list (H =Howitzer/ V = Hidden Vulcan):Biplanes:1x 7.62mm Machine gun (H)1x 7.62mm Machine gun (V)Piston Monoplanes (all above inc.):2x 20mm Cannon (H)1x .50 cal Machine gun (H)1x .50 cal Machine gun (V)1x 7.62m Gunnman MG (M230)Jets (all above inc.):1x .50 M3 Machine gun (V)1x Rocket pods (S-8 KOM)...now let's seew what we've got here.Edit2 the weapons that stay are:20mm:Mauser MG 151/20HS .40413mm/.50MG131Browning M27.62mmM1919ShKASShKAS Defence GunGuys, these packs are set up completely differently from each other, I will reorganize everything and add the missing .50 M3.I also had a hard time finding the calibers of the guns, I will add that to their names. Edited July 31, 2015 by tetryds Link to comment Share on other sites More sharing options...
Hodo Posted July 31, 2015 Share Posted July 31, 2015 I need some advice on getting the BDArmory AI Pilot working with FAR. It keeps putting my planes into stalls, which usually lead to crashes.You are running into the same problem real aircraft designers ran into in the 1930s and 40s. You need to make your aircraft lighter without sacrificing durability. A while back I was trying to build a cesna and couldnt get it to work anywhere near right, until I looked at the mass of the craft I had designed and the mass of the real plane.Lets look at one of the most popular fighters of WWII, the P-51D Mustang. In real life that thing weighs just over 4 tons. And it had a sustained climb rate of 16.3m a second which is pretty low compared to most of the craft you can design in KSP. Link to comment Share on other sites More sharing options...
tetryds Posted July 31, 2015 Author Share Posted July 31, 2015 The guns will be hard to balance but I will be done tomorrow.Does anyone have a full stock plane for me to test?Procedural parts seem to behave a bit differently.Oh, and we got a nice new badge! Link to comment Share on other sites More sharing options...
Kunighit Posted July 31, 2015 Share Posted July 31, 2015 I was about to upload a target practice craft for folks to pick on. StarlingR http://kerbalx.com/Kunighit/StarlingR.Its not all stock but has stock wings. The only modded parts are the engine, armament and landing gear. Link to comment Share on other sites More sharing options...
TUKE Posted August 1, 2015 Share Posted August 1, 2015 Ok, giving the weapons a try right now!Edit: omg there are so many I am kind of lost.First I will make a catalog of what we need and post it here.Then, I will check which guns fit each item on the catalog and make sure we have only one of each type, max two.After that, I will rename them so their name begin with WW2, making them easier to find on the editor.When I am done with that, I will balance the weapons for gameplay purposes, I will only mess with a few things.And finally, give some of them a new paintjob Then I will only have to add the rocket pods, as I saw that there are two turrets already, but that is for later.The weapons pack will be distributed as a cooperation between 77industries, TUKE Attack Systems and tetryds' Hangar, if you don't mind.Edit:Weapons list (H =Howitzer/ V = Hidden Vulcan):Biplanes:1x 7.62mm Machine gun (H)1x 7.62mm Machine gun (V)Piston Monoplanes (all above inc.):2x 20mm Cannon (H)1x .50 cal Machine gun (H)1x .50 cal Machine gun (V)1x 7.62m Gunnman MG (M230)Jets (all above inc.):1x .50 M3 Machine gun (V)1x Rocket pods (S-8 KOM)...now let's seew what we've got here.Edit2 the weapons that stay are:20mm:Mauser MG 151/20HS .40413mm/.50MG131Browning M27.62mmM1919ShKASShKAS Defence GunGuys, these packs are set up completely differently from each other, I will reorganize everything and add the missing .50 M3.I also had a hard time finding the calibers of the guns, I will add that to their names.Aw, my weapon combos didn't make it Link to comment Share on other sites More sharing options...
tetryds Posted August 1, 2015 Author Share Posted August 1, 2015 Aw, my weapon combos didn't make it Not all weapons on this list will be on the final pack, I had to change some.Because I am not keeping one extra ammo type just for a single .303 gun I also renamed everything, etc, etc. Link to comment Share on other sites More sharing options...
TUKE Posted August 1, 2015 Share Posted August 1, 2015 Also i did a update late last night and did some fixes on my project. Link to comment Share on other sites More sharing options...
TUKE Posted August 1, 2015 Share Posted August 1, 2015 Azimech, no custom sounds for your guns? Link to comment Share on other sites More sharing options...
Kunighit Posted August 1, 2015 Share Posted August 1, 2015 Can't wait for the weapons pack to come out. Looking forward to doing more bore-sighting and live fire testing. Link to comment Share on other sites More sharing options...
tetryds Posted August 1, 2015 Author Share Posted August 1, 2015 Can't wait for the weapons pack to come out. Looking forward to doing more bore-sighting and live fire testing.I will post a WIP version in a few minutesBut bear in mind that it's only for the models, the guns are completely unbalanced and can be missing sounds or stuff like that.But once you use this gun you will only have to update the modpack, the guns will not change (if anything, some will be added). Link to comment Share on other sites More sharing options...
TUKE Posted August 1, 2015 Share Posted August 1, 2015 Unfortunately i may not end up entering, as i cannot get anything to fly with FAR and KAX. Doesn't help that i only get 1-2 tries before my game crashes. Link to comment Share on other sites More sharing options...
tetryds Posted August 1, 2015 Author Share Posted August 1, 2015 (edited) Here is the weapons pack!https://www.dropbox.com/s/f6786txy69zaj1w/BADTWeaponsPack.zip?dl=1License: CC-BY-SARemember that this pack is a WIP and may have bugs.Also that the weapons status are not balanced at all, use this pack only to stick guns to your plane and tweak it *The weight of some weapons may also change slightly. Edited August 1, 2015 by tetryds Link to comment Share on other sites More sharing options...
TUKE Posted August 1, 2015 Share Posted August 1, 2015 tetryds the weapon that you have named the Breda SAFAT is actually the M1919, i hadn't gotten around to the Breda yet because i couldn't find a good fire sound for it. https://en.wikipedia.org/wiki/M1919_Browning_machine_gun Also the stats for that gun (M1919) are from the wiki site, and as such won't match with the Breda.- - - Updated - - -Are you also aware that you have the Hispanio fire sound in the 7mm/sounds folder when the gun in that folder uses the M230 sound? Link to comment Share on other sites More sharing options...
Kunighit Posted August 1, 2015 Share Posted August 1, 2015 (edited) Nice the battles are much more draw out now with these older weapons. The winner of the merge doesn't decided the winner of the battle. With the 20mm Vulcan all it takes is just a quick burst to kill a target. Now with these 50cals it almost take the whole 9 yards. Edited August 1, 2015 by Kunighit Link to comment Share on other sites More sharing options...
Azimech Posted August 1, 2015 Share Posted August 1, 2015 Wow a lot has happened.Balancing guns ... I'm not sure it's a priority. Somehow measuring the damage per second and calculating the points system might be more interesting. The strange thing I encountered: AI uses cannons for long range and machine guns for short. It should be the other way around: with the lower fire rate and higher drop-off it's more difficult to hit at larger distances.And I can't get the AI to fire only when the guns are in range (less than 700m).I'd like to see Bahamuto's AI road map. At this moment in time they're great snipers but completely suck at ACM.I can't check the new setup now, will do so on Monday. Link to comment Share on other sites More sharing options...
TUKE Posted August 1, 2015 Share Posted August 1, 2015 With my MG 131 and MK 108 combo i noticed it will decide to fire the MG 131's first, but that could have something to do with the fact that it might be a little confused, or that the MK 108 has a lower muzzle velocity.- - - Updated - - -Also i noticed a lot of the weapons in the challenge pack are yours. Link to comment Share on other sites More sharing options...
xrayfishx Posted August 1, 2015 Share Posted August 1, 2015 Since the allowed mods list includes AJE, could TweakScale also be made available? It's useful for keeping the intakes only as big as necessary, which is kinda useful on high-performance jet aircraft.If TweakScale is allowed, I'll definitely join. If not, I'll see what I can do without it. Link to comment Share on other sites More sharing options...
Hodo Posted August 1, 2015 Share Posted August 1, 2015 Unfortunately i may not end up entering, as i cannot get anything to fly with FAR and KAX. Doesn't help that i only get 1-2 tries before my game crashes.What is the problems you are having with KAX and FAR? Is there something I or others could help you with? Link to comment Share on other sites More sharing options...
TUKE Posted August 1, 2015 Share Posted August 1, 2015 What is the problems you are having with KAX and FAR? Is there something I or others could help you with?Things like the Whirlwind going down the runway at 100+ms and not even lifting the tail, even with the mass of the parts reduced and about 5 minutes max fuel. Or my La-7 being able to fly, but somehow only after doing a death cartwheel and losing half of one wing and 80% of the other plus the engine, again doing at least 80+ ground speed. Link to comment Share on other sites More sharing options...
Hodo Posted August 1, 2015 Share Posted August 1, 2015 Things like the Whirlwind going down the runway at 100+ms and not even lifting the tail, even with the mass of the parts reduced and about 5 minutes max fuel. Or my La-7 being able to fly, but somehow only after doing a death cartwheel and losing half of one wing and 80% of the other plus the engine, again doing at least 80+ ground speed.Do you have pictures of the craft in the SPH with the FAR information screens open and pictures of the craft on the runway at take off from the side. I think you may have a problem where FAR isn't registering some parts and thus not creating lift. I have seen this before with some installs if it isnt installed correctly or there was an error in the install. Link to comment Share on other sites More sharing options...
tetryds Posted August 1, 2015 Author Share Posted August 1, 2015 (edited) @TUKE: Yes, that is exactly why I said they are the models only, I had to change the M1919 but I did not change the stats yet.Same for the sounds and all of the other stuff, don't worry about it.All I have right now are the guns that will be in the challenge, visual modifications and changed them to use more standardized ammo.But they won't be able to continue having the same specs as real life, because they are too weak right now.The 50cal M3 is still missing, as well as the rocket pod, but since no one is applying for jets yet, that can wait.@Azimech: I suggested that Bahamuto made some energy setting, to prevent the airplanes from stalling and kind of force them to zoom and boom, it's on the to-do list I can fix the weapons firing from weird ranges, there is a setting on them that allows this, so I will do that.@xrayfishx: AJE is only used for jets, but procedural parts is on the modpack, thus tweakscale is unneeded.It's very important to use procedural parts, otherwise your airplanes will tend to be superheavy.@TUKE (again): FAR is not as complicated as it seems, but the main problem everybody faces is weight.I heavily recommend building your airplane without any fuel tanks at all, andonly fuselage, empty fuel tanks are also heavier.Then you make use of the made-for-this clipping rule and add fuel tanks inside of the fuselage as you need.With the fuselage done, add your main wings right on the center of mass, so that their lift counters the weight of the craft, or slightly forward of it.Then you add the tailplane, that will "enforce" stability.Make sure to set all of your wing strength to mass ratios to less than 0.4, I would start by 0.3, remembering that control surfaces also have them.These planes need to be pointing up to take off, so an inverted tricycle design is often what you go for.And make sure to read at least the first guide on my signature so that you can balance your elevators properly.@Everyone:Does anybody have a "flying" biplane? I need to test their weapons.I am thinking about buffing their engines even further, but I need to make some tests with the AI first.It does not matter much that they would be able to reach insane speeds of 500km/h because they would keep turning and wouldn't get so fast anyway But first I need another biplane to compare and try out.Here is mine: Edited August 1, 2015 by tetryds Link to comment Share on other sites More sharing options...
QuesoExplosivo Posted August 1, 2015 Share Posted August 1, 2015 Here's my biplane. It flies, but the AI can't handle it:http://pastebin.com/79iUnVZu Link to comment Share on other sites More sharing options...
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