Acea Posted May 2, 2018 Author Share Posted May 2, 2018 (edited) On 5/2/2018 at 10:30 AM, [INDO]dimas_1502 said: one problem here the HVARs act weird upon fired, haven't tested other rockets it just fly awkwardly and explodes mid-air no log rn, i'll give a pic later I'll test it later and maybe get a solution in next update EDIT: Okay got it. Just open cfg files of HVAR and Tiny Tim with Notepad, find this value and modify it into: dropTime = 0.1 //how many seconds after release until engine ignites Would be fixed in next version. Edited May 3, 2018 by Acea Quote Link to comment Share on other sites More sharing options...
N7_aerospace Posted May 3, 2018 Share Posted May 3, 2018 the aerial topredos dont always hit the ship and just go right under Quote Link to comment Share on other sites More sharing options...
N7_aerospace Posted May 3, 2018 Share Posted May 3, 2018 also could you add a katyusha rocket (i know its not a naval weapon) Quote Link to comment Share on other sites More sharing options...
Acea Posted May 3, 2018 Author Share Posted May 3, 2018 6 hours ago, N7_aerospace said: the aerial topredos dont always hit the ship and just go right under Build a ship with a deeper waterline. Also it's a known issue that torpedoes would bounce off curved surfaces, I'd get a solution next time. EDIT: Tried multiple times and couldn't get any useful solution. If only BDAc set default crash tolerance of torpedoes to a lower value like 0.2... 5 hours ago, N7_aerospace said: also could you add a katyusha rocket (i know its not a naval weapon) No. Just... no. Quote Link to comment Share on other sites More sharing options...
MinhDuplo Posted May 4, 2018 Share Posted May 4, 2018 The Firespitter bundled in the new release is a bit outdated Quote Link to comment Share on other sites More sharing options...
N7_aerospace Posted May 4, 2018 Share Posted May 4, 2018 normal firespitter is outdated i think Quote Link to comment Share on other sites More sharing options...
Violet_Wyvern Posted May 4, 2018 Share Posted May 4, 2018 Thanks for the updated.... With the new guns, My Bismarck class has finally completed... Quote Link to comment Share on other sites More sharing options...
N7_aerospace Posted May 5, 2018 Share Posted May 5, 2018 ohh ze bismarck Quote Link to comment Share on other sites More sharing options...
DoctorDavinci Posted May 7, 2018 Share Posted May 7, 2018 (edited) On 5/3/2018 at 7:23 AM, Acea said: Build a ship with a deeper waterline. Also it's a known issue that torpedoes would bounce off curved surfaces, I'd get a solution next time. EDIT: Tried multiple times and couldn't get any useful solution. If only BDAc set default crash tolerance of torpedoes to a lower value like 0.2... You could just implement a proximity fuse into your torpedoes ... when the current target gets to say within 2 meters of the targeted vessel the torpedo goes boom? I say 2 meters as the target point for a vessel is the center of its CoM so you would need to account for half the width of any given vessel in order for a proximity deal to work correctly Changing the impact tolerance may seem like an easy fix but we all know once you change one little thing it tends to have broad implications ... changing the impact values could very well mess with other parts of BDAc Edited May 7, 2018 by DoctorDavinci Quote Link to comment Share on other sites More sharing options...
Acea Posted May 8, 2018 Author Share Posted May 8, 2018 (edited) 3 hours ago, DoctorDavinci said: You could just implement a proximity fuse into your torpedoes ... when the current target gets to say within 2 meters of the targeted vessel the torpedo goes boom? I say 2 meters as the target point for a vessel is the center of its CoM so you would need to account for half the width of any given vessel in order for a proximity deal to work correctly Changing the impact tolerance may seem like an easy fix but we all know once you change one little thing it tends to have broad implications ... changing the impact values could very well mess with other parts of BDAc But torpedoes don't have any proper aiming mark now... I know it wouldn't cause any trouble to guided torpedoes, but for unguided types that would be a fatal flaw, that's why I'm giving my aerial torps an unguided bomb type. And proximity fuses would only work with AAMs and SLW type weapons, while I cannot actually set my own aerial torpedoes to SLW type when no aiming method could be used. I guess this is a long-existed issue? Also the default impact tolerance definition is here: if(TimeIndex > 0.5f) { if(torpedo) { if(vessel.altitude > 0) { part.crashTolerance = waterImpactTolerance; } else { part.crashTolerance = 1; } } else { part.crashTolerance = 1; } } Seems that it would only affect torpedoes and is actually quite simple. What I need is either a lower impact tolerance, or an aiming mark for at least unguided torpedoes. IMO the latter one would be a better solution, while it would take more effort. Edited May 8, 2018 by Acea Quote Link to comment Share on other sites More sharing options...
DoctorDavinci Posted May 8, 2018 Share Posted May 8, 2018 32 minutes ago, Acea said: But torpedoes don't have any proper aiming mark now... I know it wouldn't cause any trouble to guided torpedoes, but for unguided types that would be a fatal flaw, that's why I'm giving my aerial torps an unguided bomb type. And proximity fuses would only work with AAMs and SLW type weapons, while I cannot actually set my own aerial torpedoes to SLW type when no aiming method could be used. I guess this is a long-existed issue? Also the default impact tolerance definition is here: if(TimeIndex > 0.5f) { if(torpedo) { if(vessel.altitude > 0) { part.crashTolerance = waterImpactTolerance; } else { part.crashTolerance = 1; } } else { part.crashTolerance = 1; } } Seems that it would only affect torpedoes and is actually quite simple. What I need is either a lower impact tolerance, or an aiming mark for at least unguided torpedoes. IMO the latter one would be a better solution, while it would take more effort. So why not just inherit the missilelauncher code and override the settings to what you want for your torpedoes If the impact is changed then it affects all torpedoes for all mods ... there is a reason that tolerance is where it is Do what I do for my mods, if BDAc code needs to be changed for any of my stuff to work then I change it to suit my needs by inheriting the BDAc code and then overriding the parts I want to change Fairly simple solution and likely the best avenue for you to take ... as mentioned earlier, if that value is changed then it can and very likely will put some stuff out of whack for other torpedoes Quote Link to comment Share on other sites More sharing options...
XOC2008 Posted May 8, 2018 Share Posted May 8, 2018 Post a feature request on the BDAc github for An aiming reticle to be added for unguided torpedoes, that way the request doesn’t get lost. Quote Link to comment Share on other sites More sharing options...
Acea Posted May 8, 2018 Author Share Posted May 8, 2018 32 minutes ago, XOC2008 said: Post a feature request on the BDAc github for An aiming reticle to be added for unguided torpedoes, that way the request doesn’t get lost. I've already posted a request, like more than half a year ago, and just got forgotten afterwards. I guess it would be quicker to do all the inheriting stuff, anyway thx to y'all. Quote Link to comment Share on other sites More sharing options...
Sidestrafe2462 Posted May 8, 2018 Share Posted May 8, 2018 wait so release 7.0 is 1.4.3 compatible? this is confusing me On 5/3/2018 at 1:19 AM, N7_aerospace said: also could you add a katyusha rocket (i know its not a naval weapon) Katyushas were a naval weapon. Just on a strange patrol boat that had a t34 gun and plane engines Quote Link to comment Share on other sites More sharing options...
Acea Posted May 9, 2018 Author Share Posted May 9, 2018 9 hours ago, Sidestrafe2462 said: wait so release 7.0 is 1.4.3 compatible? this is confusing me All parts work fine for me so far, I guess that's safe enough to say it's compatible Quote Link to comment Share on other sites More sharing options...
Dimas152 Posted May 9, 2018 Share Posted May 9, 2018 naval guns seems boring without boat parts, waiting LBP safe update btw, the Sten can't aim, it acts like a fixed gun when attached to the hand Quote Link to comment Share on other sites More sharing options...
Acea Posted May 9, 2018 Author Share Posted May 9, 2018 2 hours ago, [INDO]dimas_1502 said: naval guns seems boring without boat parts, waiting LBP safe update btw, the Sten can't aim, it acts like a fixed gun when attached to the hand You can try SM Marine too, which I'd personally recommend. And that's how the Sten is supposed to work now. I'm looking into that and maybe try a different way of operating in next update. Quote Link to comment Share on other sites More sharing options...
Dimas152 Posted May 9, 2018 Share Posted May 9, 2018 1 minute ago, Acea said: And that's how the Sten is supposed to work now. I'm looking into that and maybe try a different way of operating in next update. eh? it's not built for swivel yet? that's different from the BDFPS mod i've seen on youtube Quote Link to comment Share on other sites More sharing options...
Playmax2000 Posted May 10, 2018 Share Posted May 10, 2018 Dude the Bismarck you made looks amazing, can you upload the craft file somewhere? like on KerbalX? Quote Link to comment Share on other sites More sharing options...
Acea Posted May 12, 2018 Author Share Posted May 12, 2018 Log: We guess some more decorative elements would be cool... what do you think? Quote Link to comment Share on other sites More sharing options...
Dimas152 Posted May 13, 2018 Share Posted May 13, 2018 15 hours ago, Acea said: Log: We guess some more decorative elements would be cool... what do you think? are they switchable? Quote Link to comment Share on other sites More sharing options...
Acea Posted May 13, 2018 Author Share Posted May 13, 2018 1 minute ago, [INDO]dimas_1502 said: are they switchable? Sure. Now all necessary functions are complete, we're still polishing details. It may come a little late. Quote Link to comment Share on other sites More sharing options...
riddik Posted May 13, 2018 Share Posted May 13, 2018 21 hours ago, Acea said: Log: We guess some more decorative elements would be cool... what do you think? it would be great. for the parade of the victorious ships. Quote Link to comment Share on other sites More sharing options...
PossiblyPrecarious Posted May 20, 2018 Share Posted May 20, 2018 (edited) Sooo... this has probably already been mentioned (and probably being fixed), but when I fire an unguided torpedo (specifically the Thunder Fish), it just taps the ship and doesn't explode. When I drop the torpedo on the ship from above (as you do), it explodes perfectly fine and causes damage to the ship, but when I launch it from my plane, it just hits the side, doesn't explode and doesn't do any damage. Could someone explain this in simple terms? EDIT: Also, does someone know why the naval guns just fire way farther than I want it to when I fire them (not the AI. They apparently do it fine)? Edited May 20, 2018 by PossiblyPrecarious Quote Link to comment Share on other sites More sharing options...
Acea Posted May 21, 2018 Author Share Posted May 21, 2018 10 hours ago, PossiblyPrecarious said: Sooo... this has probably already been mentioned (and probably being fixed), but when I fire an unguided torpedo (specifically the Thunder Fish), it just taps the ship and doesn't explode. When I drop the torpedo on the ship from above (as you do), it explodes perfectly fine and causes damage to the ship, but when I launch it from my plane, it just hits the side, doesn't explode and doesn't do any damage. Could someone explain this in simple terms? EDIT: Also, does someone know why the naval guns just fire way farther than I want it to when I fire them (not the AI. They apparently do it fine)? Parts have a larger crash tolerance under water - only SLW and AA weapons can have a proximity fuze - SLW type does not provide any visual aiming method - I had to use BOMB type. That's the basic explanation. Anyhow the solution is now under test and seems it works not bad, so that's gonna be fixed in next update if things go on well. The manually aiming issue is a long-existed problem, which happens when you are not actually pointing at target vessel, but the terrain behind. This would become much more obvious at sea, since you are aiming at the seabed far away. Either let AI handle it, or do it more precisely. Quote Link to comment Share on other sites More sharing options...
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