Dimas152 Posted June 11, 2018 Share Posted June 11, 2018 i have an idea parts with missile-unguided module (like unguided bombs and rockets) should have a really high impact tolerance, and a tweakable timed fuze, so the part explodes upon the time set on it after impact with ground/other vessel Link to comment Share on other sites More sharing options...
Papa_Joe Posted June 11, 2018 Share Posted June 11, 2018 (edited) 15 hours ago, [INDO]dimas_1502 said: i have an idea parts with missile-unguided module (like unguided bombs and rockets) should have a really high impact tolerance, and a tweakable timed fuze, so the part explodes upon the time set on it after impact with ground/other vessel That is a very interesting Idea. It sounds like we may have most of the pieces of that kind of a capability floating around in the code. I suggest you add a Git issue with your suggestion as an enhancement. We would obviously not be able to penetrate a world body, but it could be possible with structures that have internals. Ships and fortress buildings placed on the terrain come to mind. note that unpredictable results (bouncing) will occur if the weapon does not penetrate. But that is the nature of munitions Edited June 11, 2018 by Papa_Joe Link to comment Share on other sites More sharing options...
Billybob Kerman Posted June 11, 2018 Share Posted June 11, 2018 Are you going to update this on CKAN? Or can you not? Link to comment Share on other sites More sharing options...
TheKurgan Posted June 12, 2018 Share Posted June 12, 2018 On 1/14/2017 at 6:16 PM, DoctorDavinci said: In regards to CKAN ... It is our policy not to provide support for CKAN as we have no control over the process beyond listing when deploying to SpaceDock. If you are having issues with CKAN we request that you take it up with CKAN @Billybob Kerman This is on the opening post. Link to comment Share on other sites More sharing options...
Papa_Joe Posted June 12, 2018 Share Posted June 12, 2018 (edited) 5 hours ago, TheKurgan said: @Billybob Kerman This is on the opening post. As a follow on to @TheKurgan's response We use KSP-AVC version files for notification of a version change. It is my understanding that CKAN is version file aware in their sweep bot, so it should be picked up within 24 hours or so. Edited June 12, 2018 by Papa_Joe Link to comment Share on other sites More sharing options...
Hojoz Posted June 12, 2018 Share Posted June 12, 2018 I have issues with the BDAc RCS tab in release 1.2.1, the tab doesn't display the correct lock-on range value. This bugs me a lot because my fighter jet series is based on craft being under a certain lock-on range. Since the rules have already been made, I can't go and download the latest BDAc to fix this, so are there any workarounds that are known to exist here? I'm using it on craft made with stock parts + BDAc, although I also have Airplanes+ installed. Link to comment Share on other sites More sharing options...
Papa_Joe Posted June 12, 2018 Share Posted June 12, 2018 (edited) 3 hours ago, Hojoz said: I have issues with the BDAc RCS tab in release 1.2.1, the tab doesn't display the correct lock-on range value. This bugs me a lot because my fighter jet series is based on craft being under a certain lock-on range. Since the rules have already been made, I can't go and download the latest BDAc to fix this, so are there any workarounds that are known to exist here? I'm using it on craft made with stock parts + BDAc, although I also have Airplanes+ installed. As a rule we do not support versions of BDAc earlier than the current version. However I don't know that any changes have been made to this part of the code since 1.2.1. So, In the config file for the radar you are using to test against, there should be a value for "radarLockTrackCurve" (a series of numbers) contained in the ModuleRadar module. This float curve is used to shape the radar's capabilities. if this field does not exist or is empty, that may be your issue. You can also compare that config against later version of BDAc. if they are different, I suggest using the config from the later version of BDAc. Finally, are you using the Mk22 Lightning cockpit? If not, then this will impact the radar cross section. I would suggest trying to add the ModuleECMJammer module that is contained in the Mk22 part to your Cockpit part config if that is the case. Edited June 12, 2018 by Papa_Joe Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 12, 2018 Share Posted June 12, 2018 (edited) 3 hours ago, Hojoz said: the tab doesn't display the correct lock-on range value Hi can you show a pic of what you are seeing and your craft. I've just run through the collection of radar and stock cockpits and the displayed results of detection and lock distances are what I'd expect from the BDA radar, and most others, and change as parts are added to the craft . Be aware that everything will be detected on most radar below 5KM although detection does not equate to a lock. . As mentioned by PJ there have been no recent changes to radar RCS or the curves in the BDA radomes. Edited June 12, 2018 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
StumpySequoia Posted June 13, 2018 Share Posted June 13, 2018 I appear to be having issues with trying to use the autopilot. When I activate it, the AI cuts the throttle and lowers altitude to about 200m, slowly increasing AOA until stall and crash. Any guides for how to set it up? Link to comment Share on other sites More sharing options...
DoctorDavinci Posted June 14, 2018 Author Share Posted June 14, 2018 2 hours ago, StumpySequoia said: I appear to be having issues with trying to use the autopilot. When I activate it, the AI cuts the throttle and lowers altitude to about 200m, slowly increasing AOA until stall and crash. Any guides for how to set it up? Please consult the ingame BDPedia (KSPedia ... blue book icon, lower right hand of the screen) for detailed instructions on the operation of BDAc Link to comment Share on other sites More sharing options...
StumpySequoia Posted June 14, 2018 Share Posted June 14, 2018 I read through everything I could find on the AI pilot and none of it seemed to solve my issue. The idle speed is set to 180 (Since there is no threat), and the min alt is set to 1000m with 2225m Default alt. Still the AI cuts the throttle and dives to 200m to then level out and keep pitching up until eventual stall Link to comment Share on other sites More sharing options...
TheKurgan Posted June 14, 2018 Share Posted June 14, 2018 (edited) @StumpySequoia My suggestion is to check here: Kerbal Space Program\GameData\BDArmory\craft There is a craft called BDA - Test Plane - AA.craft or BDA - Test Plane - AG.craft, copy one or both of those to your - Kerbal Space Program\saves\ {whatever your save name is} \Ships\SPH folder and load it up. Try it out, and see if it exhibits the same behavior. If it does, then you may need to reinstall BDAc, making sure to delete the Kerbal Space Program\PartDatabase.cfg file and the Kerbal Space Program\GameData\ModuleManager.ConfigCache file. If you still have the problem, try starting a new save file and test with that. GL Also, (this may sound silly) but before you launch the craft that is giving you problems, check to make sure that the root part is the command pod or drone core.... make sure it is facing the right direction, and you could even right click it and choose control from here before you take off. Edited June 14, 2018 by TheKurgan Link to comment Share on other sites More sharing options...
StumpySequoia Posted June 14, 2018 Share Posted June 14, 2018 After doing further testing of my own over the past little bit, I believe it's only having issues with modded engines as opposed to the vanilla jets. Seems to be fine now, just have to see what engines it's fine with. Thanks for any help offered! Link to comment Share on other sites More sharing options...
TheKurgan Posted June 14, 2018 Share Posted June 14, 2018 1 minute ago, StumpySequoia said: it's only having issues with modded engines Your own modded engines? Or engines in another mod? Link to comment Share on other sites More sharing options...
Box of Stardust Posted June 14, 2018 Share Posted June 14, 2018 This question has been asked before in this thread, but I still don't find the answer very clear: What does 'Pitch Ki' do in the Flight AI settings? What exactly does it define? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 14, 2018 Share Posted June 14, 2018 8 hours ago, Box of Stardust said: 'Pitch Ki' Pitch KI is the pitch incidence damper. for all normal craft it should be left at default, and for competition craft it should be set at zero. What it does is control the overshoot of position, for example launch any stock craft with a PAI and leave it all on default. Now watch from a side on view, you will probably notice that the craft is constantly altering pitch , by a tiny amount, this means there is not enough damping on the pitch axis. Now slide the Pitch KI slider toward zero, you will notice that the constant pitch adjustment stops. 10 hours ago, StumpySequoia said: having issues with modded engines as opposed to the vanilla jets The pilot AI should work happily with any engine that uses either Module Engines, or ModuleEnginesFX. The only engines i know of to cause trouble are firespitter prop engines . I made a conversion patch to enable the AI to use those engines , and linked it here a good while ago now, so it may be worth searching the thread for prop engine related posts Link to comment Share on other sites More sharing options...
Hojoz Posted June 14, 2018 Share Posted June 14, 2018 2 hours ago, SpannerMonkey(smce) said: Pitch KI is the pitch incidence damper. for all normal craft it should be left at default, and for competition craft it should be set at zero. What it does is control the overshoot of position, for example launch any stock craft with a PAI and leave it all on default. Now watch from a side on view, you will probably notice that the craft is constantly altering pitch , by a tiny amount, this means there is not enough damping on the pitch axis. Now slide the Pitch KI slider toward zero, you will notice that the constant pitch adjustment stops. The pilot AI should work happily with any engine that uses either Module Engines, or ModuleEnginesFX. The only engines i know of to cause trouble are firespitter prop engines . I made a conversion patch to enable the AI to use those engines , and linked it here a good while ago now, so it may be worth searching the thread for prop engine related posts Ah, that should help my maneuvering issues a little bit lol Link to comment Share on other sites More sharing options...
Hojoz Posted June 14, 2018 Share Posted June 14, 2018 On 6/12/2018 at 8:04 PM, SpannerMonkey(smce) said: Hi can you show a pic of what you are seeing and your craft. I've just run through the collection of radar and stock cockpits and the displayed results of detection and lock distances are what I'd expect from the BDA radar, and most others, and change as parts are added to the craft . Be aware that everything will be detected on most radar below 5KM although detection does not equate to a lock. . As mentioned by PJ there have been no recent changes to radar RCS or the curves in the BDA radomes. Here's the Ce Asari, which is lying about it's lock on because it's actually 5/6km and it says 8km (Craft file) http://www.mediafire.com/file/t6j26tj1958m81r/Ce+Asari+MkVI+C.craft Pic: https://imgur.com/gallery/tOKYhFe Link to comment Share on other sites More sharing options...
TheKurgan Posted June 14, 2018 Share Posted June 14, 2018 (edited) @Hojoz I am no expert on this, but from experience, here is what I gather from the pic, and what I have seen in game: 1. the max range this craft could possibly be detected at is 10km (Key = 10 5) 5 being less than the base cross section of your craft. 2. max range a lock could possibly be made (but highly unlikely) is 8km according to the analysis. 3. lock/track is not guaranteed at 8km... it's the absolute max 4. Below is the radarDetectionCurve and radarLockTrackCurve of the radar you are using: radarDetectionCurve key = 0.0 0 key = 5 0 key = 10 5 key = 20 20 key = 30 30 radarLockTrackCurve key = 0.0 0 key = 5 5 key = 10 7 key = 20 25 key = 30 35 As you can see, your base rcs cross section is just over 6... so if you extrapolate from the radarLockTrackCurve (key = 7.5 6) it could be locked/tracked at 7.5km, the analysis probably rounds up to 8. STILL lock is very unlikely at 7.5... again it is the MAX... That is why you are seeing locks happen at 6km. I think Someone shoot me down if I'm way out to lunch lol. Edited June 14, 2018 by TheKurgan Link to comment Share on other sites More sharing options...
TheKurgan Posted June 14, 2018 Share Posted June 14, 2018 I also just found out that the orientation of the craft indeed has an effect... so if you are travelling towards or away from the radar, presenting minimal cross section, then the radar detection and lock range are dramatically decreased. The rcs analysis is done as an average. Link to comment Share on other sites More sharing options...
Hojoz Posted June 14, 2018 Share Posted June 14, 2018 56 minutes ago, TheKurgan said: @Hojoz I am no expert on this, but from experience, here is what I gather from the pic, and what I have seen in game: 1. the max range this craft could possibly be detected at is 10km (Key = 10 5) 5 being less than the base cross section of your craft. 2. max range a lock could possibly be made (but highly unlikely) is 8km according to the analysis. 3. lock/track is not guaranteed at 8km... it's the absolute max 4. Below is the radarDetectionCurve and radarLockTrackCurve of the radar you are using: radarDetectionCurve key = 0.0 0 key = 5 0 key = 10 5 key = 20 20 key = 30 30 radarLockTrackCurve key = 0.0 0 key = 5 5 key = 10 7 key = 20 25 key = 30 35 As you can see, your base rcs cross section is just over 6... so if you extrapolate from the radarLockTrackCurve (key = 7.5 6) it could be locked/tracked at 7.5km, the analysis probably rounds up to 8. STILL lock is very unlikely at 7.5... again it is the MAX... That is why you are seeing locks happen at 6km. I think Someone shoot me down if I'm way out to lunch lol. 38 minutes ago, TheKurgan said: I also just found out that the orientation of the craft indeed has an effect... so if you are travelling towards or away from the radar, presenting minimal cross section, then the radar detection and lock range are dramatically decreased. The rcs analysis is done as an average. Nice one, doesn't explain the issue that I'having with a user submitted craft though. He says it's a 5km lock on, I see a 7km lock on. Explain that. Put a decoupler on the mothership. Put another decoupler on that decoupler. Put a modular missile guidance on the first decoupler. Put your parasite craft on the second decoupler. Add to action group 1: AI pilot - activate Weapon manager - guard mode on engine - activate probe core/cockpit - control from here second decoupler - decouple. Set your modular missile guidance settings to: GPS guidance mode so it doesn't try to get a heat lock increase the max range to whenever you want the drones to launch I recommend having at least half a second of drop time. This is a guide on how to make a drone craft in BDAc 1.0.0.0, can't find the post but I saved it in a text editor Tried it out today in 1.2.1, it constantly complains about the intake air being deprived. IDK if this is a KSP issue with decouplers or a BDAc issue with either the missile guidance part or the fact that there are multiple AI's and Weapon Managers on the same craft before seperation. I just want a answer on that Link to comment Share on other sites More sharing options...
jrodriguez Posted June 14, 2018 Share Posted June 14, 2018 20 minutes ago, Hojoz said: Put a decoupler on the mothership. Put another decoupler on that decoupler. Put a modular missile guidance on the first decoupler. Put your parasite craft on the second decoupler. Add to action group 1: AI pilot - activate Weapon manager - guard mode on engine - activate probe core/cockpit - control from here second decoupler - decouple. Set your modular missile guidance settings to: GPS guidance mode so it doesn't try to get a heat lock increase the max range to whenever you want the drones to launch I recommend having at least half a second of drop time. This is a guide on how to make a drone craft in BDAc 1.0.0.0, can't find the post but I saved it in a text editor Tried it out today in 1.2.1, it constantly complains about the intake air being deprived. IDK if this is a KSP issue with decouplers or a BDAc issue with either the missile guidance part or the fact that there are multiple AI's and Weapon Managers on the same craft before seperation. I just want a answer on that lol, smart guy. I never imagine that someone would be using modular missiles to deploy drone vessels. To be honest I'm surprise that this was working before, and I think no one inside BDAc team have done any specific development to make that happen (at least I didn't have that scenario in mind during the development of the modular missiles logic) Link to comment Share on other sites More sharing options...
DoctorDavinci Posted June 14, 2018 Author Share Posted June 14, 2018 1 hour ago, Hojoz said: Nice one, doesn't explain the issue that I'having with a user submitted craft though. He says it's a 5km lock on, I see a 7km lock on. Explain that. So either the user in question is misleading you or the craft has been modifed at some point between the user sending it to you and you receiving it ... there is no other possible answer except the situation where the craft in question was built in a previous BDAc version and carried forward into a later BDAc version which, if this is the case, the user didn't follow the directions that I personally have spread across this forum and posted in bold type under the header picture of the OP of this thread 1 hour ago, Hojoz said: multiple AI's and Weapon Managers on the same craft before seperation. I just want a answer on that Well that's a well known issue there, has been that way since Baha created BD Armory Solution is to not place multiple AI Pilots and weapon managers on a single craft as it often will send the code into a hissy fit .... This is mentioned in the BD Pedia and has been mentioned by myself and other BDAc team members many times over the past 2 years Link to comment Share on other sites More sharing options...
DirtyVenomSteam Posted June 15, 2018 Share Posted June 15, 2018 (edited) AI Pilot bug reporting! Works fine with the stock AI test aircraft, entirely broken on the biplane I tested, as you can see in the video. Plus there's the jitter from PRE, which, I don't think can be fixed, but it's annoying nonetheless. Here's the link to the example video. Edited June 15, 2018 by DirtyVenomSteam Yyyep, I was right, my attempt at embeding didn't work. Link to comment Share on other sites More sharing options...
DoctorDavinci Posted June 15, 2018 Author Share Posted June 15, 2018 2 hours ago, DirtyVenomSteam said: AI Pilot bug reporting! Works fine with the stock AI test aircraft, entirely broken on the biplane I tested, as you can see in the video. Plus there's the jitter from PRE, which, I don't think can be fixed, but it's annoying nonetheless. Here's the link to the example video. Not a stock engine is the issue you're having ... I assume you're using a Firespitter engine which are not properly set up to be controlled by BDAc Link to comment Share on other sites More sharing options...
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