DoctorDavinci Posted September 17, 2017 Author Share Posted September 17, 2017 1 hour ago, Tactical said: Thanks for your time, and thank you for continuing this awesome mod We appreciate your sentiments The BDAc team was formed over a year ago to fill Baha's shoes (which are pretty big shoes to fill) and has stuck together through our love of BDAc and everything there is that is Kerbal There are many new goodies in the works thanks to our code guru's and I hope we will be able to share them with you in the near future Please stand by Link to comment Share on other sites More sharing options...
RaptorTech-Incorporated Posted September 17, 2017 Share Posted September 17, 2017 I actually, have found a new weird thing, the weapons are not making sound! Is there a general problem or do I need to close the game and open it? Link to comment Share on other sites More sharing options...
RedDwarfIV Posted September 17, 2017 Share Posted September 17, 2017 Can planes fire fixed weapons behind them? You know, for when they've got an enemy on their tail. Link to comment Share on other sites More sharing options...
Deathpuff12 Posted September 17, 2017 Share Posted September 17, 2017 Just now, RedDwarfIV said: Can planes fire fixed weapons behind them? You know, for when they've got an enemy on their tail. From what I can tell, the pilot AI, when in guns range, will go into a special mode where it makes a focused effort to aim the nose at an enemy. So, I would assume that it will not use fixed guns correctly, unless they're facing forward, and the enemy is within a certain cone. Also, about the armor problem mentioned earlier (things attached to armor are rotating randomly when the move and rotate tools are used), I've had that same issue when building my tanks. I would have triangles attached to armor panels, and whenever I would use the tools to edit the armor panels, the triangles would get completely screwed up. Link to comment Share on other sites More sharing options...
Galane Posted September 18, 2017 Share Posted September 18, 2017 2 hours ago, RedDwarfIV said: Can planes fire fixed weapons behind them? You know, for when they've got an enemy on their tail. Try it and see what happens. Link to comment Share on other sites More sharing options...
Galane Posted September 19, 2017 Share Posted September 19, 2017 BDA's control of the Firespitter FS1TP turboprop is broken. The engine works normally until the BDA AI is engaged. It drops the throttle to zero yet the engines are still spinning and making the engine sound. The prop spinners are turning but the blades aren't. Here's a plane using the engine to demonstrate. https://anonfile.com/B6E02aceba/Mewt_Sparrow.craft May need Airplane Plus too. I used CKAN to install that and Firespitter, along with BDA, physics range extender, Editor Extensions, MechJeb + integration patch, Vessel Mover, and B9 wings. No other mods. Link to comment Share on other sites More sharing options...
DoctorDavinci Posted September 19, 2017 Author Share Posted September 19, 2017 10 hours ago, Galane said: BDA's control of the Firespitter FS1TP turboprop is broken. The engine works normally until the BDA AI is engaged. It drops the throttle to zero yet the engines are still spinning and making the engine sound. The prop spinners are turning but the blades aren't. Here's a plane using the engine to demonstrate. https://anonfile.com/B6E02aceba/Mewt_Sparrow.craft May need Airplane Plus too. I used CKAN to install that and Firespitter, along with BDA, physics range extender, Editor Extensions, MechJeb + integration patch, Vessel Mover, and B9 wings. No other mods. KSP.log please Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 19, 2017 Share Posted September 19, 2017 17 minutes ago, DoctorDavinci said: KSP.log please A quick look at the relevant code seems to indicate that there's no provision for the pilot AI to be able to use or even detect the FSengine engine module , of course it could be hiding elsewhere but everything seems to add up , enums etc Link to comment Share on other sites More sharing options...
XOC2008 Posted September 19, 2017 Share Posted September 19, 2017 1 hour ago, SpannerMonkey(smce) said: A quick look at the relevant code seems to indicate that there's no provision for the pilot AI to be able to use or even detect the FSengine engine module , of course it could be hiding elsewhere but everything seems to add up , enums etc AFAIK BDA never utilized FS engines with the AI pilot. Link to comment Share on other sites More sharing options...
DoctorDavinci Posted September 19, 2017 Author Share Posted September 19, 2017 2 hours ago, SpannerMonkey(smce) said: A quick look at the relevant code seems to indicate that there's no provision for the pilot AI to be able to use or even detect the FSengine engine module , of course it could be hiding elsewhere but everything seems to add up , enums etc 1 hour ago, XOC2008 said: AFAIK BDA never utilized FS engines with the AI pilot. I'm not sure if it did either as the only props that I have used with the AI Pilot is the BADTprops mod which was made specifically for the BADT tournament Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 19, 2017 Share Posted September 19, 2017 1 hour ago, XOC2008 said: AFAIK BDA never utilized FS engines with the AI pilot. 1 minute ago, DoctorDavinci said: I'm not sure if it did either I had a vague memory of that from the early days . Having had a look at the parts concerned, I reckon you could probably MM patch in a stock engine module, of course you'd have to set up the curves to suit, but certainly not a fiendishly difficult task , I can't really see any benefit to keeping the FSengine module and everything else in the cfg will work quite happily with the existing FS modules (as we know) Link to comment Share on other sites More sharing options...
XOC2008 Posted September 19, 2017 Share Posted September 19, 2017 1 minute ago, SpannerMonkey(smce) said: I had a vague memory of that from the early days . Having had a look at the parts concerned, I reckon you could probably MM patch in a stock engine module, of course you'd have to set up the curves to suit, but certainly not a fiendishly difficult task , I can't really see any benefit to keeping the FSengine module and everything else in the cfg will work quite happily with the existing FS modules (as we know) I think some peoples' preference for the FS Engines is that they function on rpms instead of thrust. Link to comment Share on other sites More sharing options...
jrodriguez Posted September 19, 2017 Share Posted September 19, 2017 Hi all, I have release a new version of Destruction Effects. Changelog v1.6 Fixes Autostrut issue. Issue #12 and #16 You can download it here https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.6.0 Link to comment Share on other sites More sharing options...
Galane Posted September 19, 2017 Share Posted September 19, 2017 3 hours ago, XOC2008 said: I think some peoples' preference for the FS Engines is that they function on rpms instead of thrust. I'm just wanting to get the fastest speed out of a twin prop plane so I can pit a swarm of them armed with nothing but a bunch of .50's VS one modern jet armed with missiles and a pair of Vulcans. I tried to find a release/support thread for the current release of Firespitter but one doesn't appear to exist. Link to comment Share on other sites More sharing options...
Guest Posted September 20, 2017 Share Posted September 20, 2017 For the whole FS engine problem, just hide a jet engine, like the Juno. You can set it at 0.5 thrust and the AI will still use it, but the AI won't use it if it is at 0 thrust. Link to comment Share on other sites More sharing options...
Galane Posted September 20, 2017 Share Posted September 20, 2017 Sounds like what Firespitter needs is a patch to fix those engines, and the wheel colliders for the ones that fall through the ground. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 20, 2017 Share Posted September 20, 2017 42 minutes ago, Murican_Jeb said: For the whole FS engine problem, just hide a jet engine, like the Juno. You can set it at 0.5 thrust and the AI will still use it, but the AI won't use it if it is at 0 thrust. nah this is a better idea 1 minute ago, Galane said: Sounds like what Firespitter needs is a patch to fix those engines Just retuning props etc to suit and I'll post the patch Link to comment Share on other sites More sharing options...
njmksr Posted September 20, 2017 Share Posted September 20, 2017 1 minute ago, SpannerMonkey(smce) said: nah this is a better idea Just retuning props etc to suit and I'll post the patch What's with the navball? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 20, 2017 Share Posted September 20, 2017 3 minutes ago, njmksr said: What's with the navball? As I spend 90% of my time moving in the horizontal , and my ships do not fly , the nav ball resembles a compass instead, and for those times I'm flying in atmos I know which way is up Link to comment Share on other sites More sharing options...
XOC2008 Posted September 20, 2017 Share Posted September 20, 2017 1 hour ago, SpannerMonkey(smce) said: As I spend 90% of my time moving in the horizontal , and my ships do not fly , the nav ball resembles a compass instead, and for those times I'm flying in atmos I know which way is up I want that navball. Where do I get it? Link to comment Share on other sites More sharing options...
Nerfclasher Posted September 20, 2017 Share Posted September 20, 2017 On 9/17/2017 at 5:42 PM, DoctorDavinci said: We appreciate your sentiments The BDAc team was formed over a year ago to fill Baha's shoes (which are pretty big shoes to fill) and has stuck together through our love of BDAc and everything there is that is Kerbal There are many new goodies in the works thanks to our code guru's and I hope we will be able to share them with you in the near future Please stand by To give you some history it was abandoned by Baha June or July of 2016 so would be well over a year Link to comment Share on other sites More sharing options...
Galane Posted September 20, 2017 Share Posted September 20, 2017 What's the most powerful fuel burning prop engine that works with BDA? Link to comment Share on other sites More sharing options...
gomker Posted September 20, 2017 Share Posted September 20, 2017 (edited) On 9/17/2017 at 11:41 AM, TonyDE said: Hi, i have a quiestion: How do i increase the radar range? When i activate the tws radar it only works up to 20km but not more? Do i need to edit the configuration file or something? Anyway, great update EDIT: Nevermind. It works now, awesome! There are three settings you would want to use to increase the range in the settings.cfg MAX_GUARD_VISUAL_RANGE = 40000 MAX_ACTIVE_RADAR_RANGE = 40000 MAX_ENGAGEMENT_RANGE = 40000 Be aware if you do increase you may have to increase physics range in PRE as non loaded vessels will not be detected. JR has done more work at extreme distances and we can say it does work for the most part, we just picked 40KM as a baseline as that is what we "know" works right now. On 9/17/2017 at 6:47 PM, RedDwarfIV said: Can planes fire fixed weapons behind them? You know, for when they've got an enemy on their tail. As was mentioned before the AI will try and turn the plane to orient the weapons to the proper FOV value , i.e. for missile lock. One thing I did on my B52 bomber (with a tail gun) was set the rear gun to only fire on missiles. It does not really work too well as the plane tries to do some crazy maneuvers when targeted. The AI at the moment is really written with dog fighting in mind. Edited September 20, 2017 by gomker Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 20, 2017 Share Posted September 20, 2017 @Galane Here's the patch to allow the Pilot Ai to use the FS FS1TP Turboprop Engine, As you want to go quickly i've been generous and they ll pull that 162part 1.5tonne p38 along at 170m/s at sea level. @PART[FSturboProp]:NEEDS[Firespitter]:NEEDS[BDArmory] //;NEEDS[aPrayer]// At [ThisPart] Needs [this] Needs [That] or I wont do anything { !MODULE[FSengine]{} // remove stock fs engine module MODULE // install new engine module { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0.1 maxThrust = 105 heatProduction = 15 useEngineResponseTime = True engineAccelerationSpeed = 0.5 engineDecelerationSpeed = 0.5 useVelocityCurve = True PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 10 } atmosphereCurve { key = 0 17000 } atmChangeFlow = True useVelCurve = True useAtmCurve = True multiFlow=false velCurve { key = 0 0.75 key = 0.12 0.885 key = 0.35 0.94 key = 0.78 0.12 key = 0.90 0.035 key = 1.2 0 } atmCurve { key = 0 0 key = 0.3 0.5 key = 0.6 1 key = 0.7 1 key = 0.8 1 key = 0.9 1 key = 1 1 } } @MODULE[FSplanePropellerSpinner] { %rotationSpeed = -150 %spinUpTime = 7.0 %rotorDiscSpeed = -150 %useRotorDiscSwap = 1 } } and if you want one ready to drop in https://www.dropbox.com/s/dph46dmdoecotc9/FStoBDA_MM.zip?dl=0 Note it's not the best engine for the purpose the sound is all wrong of course, and it has no proper blur, the disc is simply not there so i can't do anything about that , but they work presentably well . Link to comment Share on other sites More sharing options...
Galane Posted September 20, 2017 Share Posted September 20, 2017 2 hours ago, gomker said: There are three settings you would want to use to increase the range in the settings.cfg MAX_GUARD_VISUAL_RANGE = 40000 MAX_ACTIVE_RADAR_RANGE = 40000 MAX_ENGAGEMENT_RANGE = 40000 Be aware if you do increase you may have to increase physics range in PRE as non loaded vessels will not be detected. JR has done more work at extreme distances and we can say it does work for the most part, we just picked 40KM as a baseline as that is what we "know" works right now. As was mentioned before the AI will try and turn the plane to orient the weapons to the proper FOV value , i.e. for missile lock. One thing I did on my B52 bomber (with a tail gun) was set the rear gun to only fire on missiles. It does not really work too well as the plane tries to do some crazy maneuvers when targeted. The AI at the moment is really written with dog fighting in mind. It does handle aerial turrets pretty well. I tested with a Vulcan turret on my Angry Gnat drone and it handled firing off-axis with pretty good precision. I should build a bigger drone with four of those turrets to get 360 degree coverage. Link to comment Share on other sites More sharing options...
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