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


Kernowden Kerbin

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  • 1 month later...
  • 7 months later...

The loading stop at many part of this mod(all turrent,big canon and some gun,but missile are fine to be loaded)

the log end like this:

[LOG 17:45:51.673] PartLoader: Compiling Part 'KerbalField/Parts/EU/MG151/MG151/MG151'
[LOG 17:45:51.691] PartLoader: Part 'KerbalField/Parts/EU/MG151/MG151/MG151' has no database record. Creating.
[LOG 17:45:51.691] [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes.
[LOG 17:45:51.694] DragCubeSystem: Creating drag cubes for part 'MG151'
[EXC 17:45:51.723] NullReferenceException: Object reference not set to an instance of an object
    BDArmory.Modules.ModuleWeapon.GetInfo () (at <5e78411038524e878e91ad3c520ea848>:0)
    PartLoader.CompilePartInfo (AvailablePart newPartInfo, Part part) (at <a1ca58b5ca7140639de29a81de5e3f32>:0)
    PartLoader+<CompileParts>d__56.MoveNext () (at <a1ca58b5ca7140639de29a81de5e3f32>:0)
    UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

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6 minutes ago, 可爱的滑稽菌 said:

这个模组下下来后不会用

[Moderator added translation]
This module will not be used after it is downloaded

Welcome to the forum, an English translation has been added to your comment because all posts, outside of the international sub forums require it. We have this rule because not every browser or device supports automatic translation so we encourage you to use a service like google translate if you wish to post in the general forums.

[Google Translation]
欢迎来到论坛,您的评论已添加英文翻译,因为国际子论坛之外的所有帖子都需要它。我们有这个规则,因为并非每个浏览器或设备都支持自动翻译,因此如果您想在一般论坛上发帖,我们鼓励您使用像谷歌翻译这样的服务。

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I notice an odd difference between these missiles and the ones that come with BDA.

In BDA, the missiles have this segment of code in the cfg.
If I understand correctly, these are setting Bezier curves in Unity. 

Your missiles do not appear to have either of these curves. I don't know what exactly BDA does if they're not present. Assume some default value? I'm not 100% sure. I will investigate whether these missiles are indeed ever chasing flares, but I'm honestly not totally sure why they're more accurate most of the time than the default sidewinder, whether it's just that they have much better stats or they might not see flares correctly.

EDIT: Tried pitting two He-162 clones against each other using the particularly anemic TY-90 missiles (The weight being set to the same as an AIM-9 when in reality it's 30% that much doesn't help any in their being anemic, and nor does the fact I'm using them against airplanes rather than helicopters). The flares definitely work against them. I don't know exactly what BDA is doing WRT flare detection in these missiles but these missiles do actually know flares exist.

Of course, in this situation the flares are basically 100% effective. Althogh if you remove them, the missiles become pretty lethal. Even the really anemic ones like MICA, TY-90, and PL-8.

 

lockedSensorFOVBias
        {
            // floatcurve to define how the missile weights targets and flares off the center of where the seeker is looking
            // is only active once the missile has locked onto a target
            // should be set from 0 (seeker is looking directly at target/flare) to at least lockedSensorFOV/2 (target/flare is on edge of sensor FOV)
            // it is recommended that the value at 0 be set to 1.0 and max value set to 0. Here is an example of an effective flare rejection curve:
            //        key = angle off seeker centerline   weighting bias
            //        key = 0.0   1       // Highest weighing on centerline
            //        key = 3     0.83    // 17% lower weighting at edge of sensor FOV
            //        key = 10    0.25    // Beyond Sidewinder FOV, provided for example purposes for large sensor FOV missiles
            //        key = 30    0.1     //
            //        key = 90    0.0     // Beyond 90 flare/target is behind missile
            // This set up will maxmize flare effectiviness:
            //        key = 0.0   1
            //        key = 90    1
            // This is the current default curve (same as 1.4.0.7 BDAc Sidewinder):
                    key = 0 1 0 0
                    key = 0.6 0.993333333333333 -0.0222222222222222 -0.0222222222222222
                    key = 1.2 0.973333333333333 -0.0444444444444444 -0.0444444444444444
                    key = 1.8 0.94 -0.0666666666666667 -0.0666666666666667
                    key = 2.4 0.893333333333333 -0.0888888888888889 -0.0888888888888889
                    key = 3 0.833333333333333 -0.111111111111111 -0.111111111111111
            // For other missiles it will scale from 0 to lockedSensorFOV/2 instead of 0 to 3 (3 = lockedSensorFOV/2 for Sidewinder)
        }
        lockedSensorVelocityBias
        {
            // floatcurve to define how the missile weights targets and flares based on the angle between their velocity vectors
            // is only active once the missile has locked onto a target
            // should be set from 0 (tracked target and flare/alternate target have aligned velocity vectors)
            // to an angle less than 180 (tracked target and flare/alternate target travelling in opposite directions)
            // it is recommended that the value at 0 be set to 1.0 and max key value be 0. Here is an example of an effective flare rejection curve:
            //        key = angle between velocities            weighting bias
            //        key = 0.0   1       // Highest weighing for target/flare travelling in same direction as tracked target
            //        key = 3.0   0.83    //
            //        key = 10    0.25    //
            //        key = 30    0.1     //
            //        key = 90    0.0     // ignore flares travelling perpendicular to target or in opposite direction
            // This set up will maxmize flare effectiviness:
            //        key = 0.0 1
            //        key = 180 1
            // This is the current default curve (same as 1.4.0.7 BDAc Sidewinder):
                    key = 0.0 1
                    key = 180 1
        }

 

Edited by Pds314
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  • 4 weeks later...
On 12/25/2021 at 7:27 AM, Mr.jeff said:

Hey so i have a problem the CN DF-17 is fine and all but it seems to crash a couple of km next to the target.

Here are the settings, i don't know if it will help

DcJqadW.png

one of bugs of BDA ,lol

if your missile's speed is fast ,it's common to fly over target and miss XD

BDAc is not suitable for this kind of missile , I will fix it after learning C++ programing

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32 minutes ago, BF2_Pilot said:

one of bugs of BDA ,lol

if your missile's speed is fast ,it's common to fly over target and miss XD

BDAc is not suitable for this kind of missile , I will fix it after learning C++ programing

Oh, thank you for informing me. i don't know why the missile just doesnt slow down when near it's target. i mean it's still going at like 1.500 m/s when it is near the target :joy:

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On 12/28/2021 at 10:30 PM, Mr.jeff said:

Oh, thank you for informing me. i don't know why the missile just doesnt slow down when near it's target. i mean it's still going at like 1.500 m/s when it is near the target :joy:

It's what DF17 did in real world(featured high speed)

You can decease its "thrust" in "cfg" by yourself to avoid overspeed .

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  • 3 weeks later...
9 hours ago, oilwell0314 said:

The latest version of KBF works absolutely fine. 

On 1/7/2022 at 12:34 PM, mega234 said:

could this work with bda for the runway project?

BDA-rp is doing well ,adding some amazing functions like "BulletTypeChange" , so I have added AP/HE for most of turrets weapon lol .

It's certain that I am glad to bring Kerbalfield to BDA-rp environmnet but if I use these modules  in runway projects, those who still using traditional BDAC will not able to start their game.

 

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  • 2 months later...

How to use the  "KBF LAD-X Low-Altitude Dispenser"?

It seems that there's no way to toggle it, BDA manager doesn't show it during flight, and the part's own right-click window doesn't show any toggle or fire option neither.

Edited by DuckDuckCute
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