Jump to content

[1.6.1] Kerbal Field Weapon Pack V2.2 [KBF] [2019.3.22]


Kernowden Kerbin

Recommended Posts

  • 2 weeks later...
  • 1 month later...

Seems like KFWP needs an update to the current BDA+ - versions. See this warning in the log:

dGlAEga.png

 

also some of the Localizations are broken. see here:

(Game is set to german, but in case of no german-localization files, usually the english version kicks in. But obviously not for all parts, as you see for this tank body)

ZM7P6H5.png

 

Some parts are in wrong categories. See this example of an AAM in the bomb category. same goes for the tanks: in fact even both tank bodys aren't in the same category

W1j0otG.png

 

#No Offence: I think this weapon pack could use a general clean-up and complete and intensive check-up on all parts to make them fit to the newest BDA+ iterations. I like the parts and the love, that was put into them. But I think a general check of the mod and the part configs by the modmakers would be good at this point of the mod lifecycle and the development of newer versions of BDA, namely BDA+. At first glance many things in the package could get some modding specialist's love and care to repair broken parts or dismiss parts that can't be repaired. 

Some parts could also need tweaking (e.g. the CN DF-15 hypersonic cruise missile is very nice, but does not hit the target, neither the gps coordinates nor according to radar tracking in terminal phase - i guess BDA+'s guiding algorithms evolved since when the mod was made. Also on this part: the plume of the boosterstage is broken and generates yellow squares. Here simple mapping of the BDA+ mediumExhaust-effects (instead of the ones, that come with this mod) did the trick in my testing)

Edited by Rakete
Link to comment
Share on other sites

  • 4 weeks later...

Recommendation: Set glide bombs to gps guidance mode, and set it to Cruise guidance.

The reasoning behind this is so it achieves a much more comparable range to glide bombs in real life. In AGMBallistic mode, the bomb stalls out after a little bit, while cruise mode delays this for much longer by having an actual glide path.

Link to comment
Share on other sites

  • 3 months later...
  • 1 month later...
  • 4 weeks later...

how do I make the ADS controllable? I thought I'd use it as an offensive weapon but it doesn't show up in the weapon manager. I've made other APS parts (for instance the point-defense blister turret from BDA-Extended) controllable, but that is a gun-based APS, not rocket-based. 

 

Edited by Kerbal410
Link to comment
Share on other sites

  • 3 weeks later...
On 1/26/2023 at 9:37 AM, verniervonkerman said:

Recommendation: Set glide bombs to gps guidance mode, and set it to Cruise guidance.

The reasoning behind this is so it achieves a much more comparable range to glide bombs in real life. In AGMBallistic mode, the bomb stalls out after a little bit, while cruise mode delays this for much longer by having an actual glide path.

Just do that by yourself by editing the ,cfg files. Its not even hard really.

MODULE
{
  name = MissileLauncher

  shortName = LS6
  
  thrust = 0 //KN thrust during boost phase
  cruiseThrust = 1.5 //thrust during cruise phase
  dropTime = 1 //how many seconds after release until guidance begins
  boostTime = 0 //seconds of boost phase
  cruiseTime = 80 //seconds of cruise phase
  guidanceActive = true

  maxTurnRateDPS = 40 //degrees per second

  explModelPath = BDArmory/Models/explosion/explosionLarge
  explSoundPath = BDArmory/Sounds/explode1

  deployAnimationName = LS6
  deployedDrag = 0.011
  deployTime = 0.35
  
  missileType = bomb
  targetingType = laser
  homingType = Cruise
  optimumAirspeed = 300
  
  terminalGuidanceType = laser
  terminalGuidanceDistance = 10000
  terminalGuidanceActive = true
  
  aero = true
  liftArea = 0.01
  steerMult = .3
  maxTorque = 50

  minStaticLaunchRange = 0
  maxStaticLaunchRange = 20000
    engageAir = false
  engageMissile = false
  engageGround = true
  engageSLW = false
  

Just change the guidance or maybe even the terminal guidance

  missileType = bomb
  targetingType = gps
  homingType = Cruise
  optimumAirspeed = 300
  
  terminalGuidanceType = radar
  terminalGuidanceDistance = 10000
  terminalGuidanceActive = true

You can look at the cfg files of the other weapons using the same guidance systems if you're confused if you need reference. I did that by changing the YJ-83 from laser to radar.

Link to comment
Share on other sites

  • 1 month later...
On 12/29/2022 at 8:54 AM, Rakete said:

Seems like KFWP needs an update to the current BDA+ - versions. See this warning in the log:

dGlAEga.png

 

also some of the Localizations are broken. see here:

(Game is set to german, but in case of no german-localization files, usually the english version kicks in. But obviously not for all parts, as you see for this tank body)

ZM7P6H5.png

 

Some parts are in wrong categories. See this example of an AAM in the bomb category. same goes for the tanks: in fact even both tank bodys aren't in the same category

W1j0otG.png

 

#No Offence: I think this weapon pack could use a general clean-up and complete and intensive check-up on all parts to make them fit to the newest BDA+ iterations. I like the parts and the love, that was put into them. But I think a general check of the mod and the part configs by the modmakers would be good at this point of the mod lifecycle and the development of newer versions of BDA, namely BDA+. At first glance many things in the package could get some modding specialist's love and care to repair broken parts or dismiss parts that can't be repaired. 

Some parts could also need tweaking (e.g. the CN DF-15 hypersonic cruise missile is very nice, but does not hit the target, neither the gps coordinates nor according to radar tracking in terminal phase - i guess BDA+'s guiding algorithms evolved since when the mod was made. Also on this part: the plume of the boosterstage is broken and generates yellow squares. Here simple mapping of the BDA+ mediumExhaust-effects (instead of the ones, that come with this mod) did the trick in my testing)

regarding the warnings, do they make the weapons not work or does it just warn you

Link to comment
Share on other sites

  • 3 weeks later...

作者你好!

1.我在检查本地化文本时发现有大量没有出现在部件列表和游戏里的部件描述,请问你将来有添加它们的计划吗?

2.我在你的部件的基础上修改.cfg文件创造了一种新的导弹,但无论我如何修改,它的名字都被改成了一个神秘的“红箭-7反坦克导弹”,出了什么问题?

3.模组中的LAD-X布撒器似乎完全无法使用(没有被BDA+的武器管理器识别)

Hello author!

1. When I checked the localization text, I found that there are a lot of parts descriptions that point to the parts which do not appear in the parts list and game, do you have any plans to add them in the future?

2. I modified the .cfg   to create a new missile, but no matter how I modified it, its name was changed to a mysterious "Red Arrow-7 anti-tank missile", what went wrong?

3. The LAD-X spreader in the module seems to be completely unusable (not recognized by BDA+'s weapon manager)

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...