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[1.12.x] BDArmory Continued v1.3.5 beta [1/29/2022] + Vessel Mover, Camera Tools, BDMk22, Destruction Effects, Burn Together


Papa_Joe

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I've been unable to use the Experimental Modular Missile Guidance on my 1.6 build.  I am able to name and attach missiles (after making them into subassemblies), but when I go to fire them, they do not fire, and in some cases I lose control of my aircraft.  I have tried separating them with decouplers and missile rails, but am unable to figure out this module.  Are there any guides about using the Experimental Modular Missile Guidance (as opposed to the modular missiles - I found this guide for using BDModularMissileParts)?

In addition, I am unable to find a build of Procedural Parts that works with 1.6 (as I then tried to use modular missiles).  I am following this link to Procedural Parts, and this link to BDModularMissileParts.

Apologies if this post is formatted incorrectly - I'm new here.  Thank you all for maintaining this mod and its community :)

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8 hours ago, StoneySteemer said:

I've been unable to use the Experimental Modular Missile Guidance on my 1.6 build.  I am able to name and attach missiles (after making them into subassemblies), but when I go to fire them, they do not fire, and in some cases I lose control of my aircraft.  I have tried separating them with decouplers and missile rails, but am unable to figure out this module.  Are there any guides about using the Experimental Modular Missile Guidance (as opposed to the modular missiles - I found this guide for using BDModularMissileParts)?

In addition, I am unable to find a build of Procedural Parts that works with 1.6 (as I then tried to use modular missiles).  I am following this link to Procedural Parts, and this link to BDModularMissileParts.

Apologies if this post is formatted incorrectly - I'm new here.  Thank you all for maintaining this mod and its community :)

Yep, the guide is correct. Did you add your engine start and decoupling to action groups?

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3 hours ago, simcool2 said:

How do you stop the turret from following your mouse? When I go to weapons manager and select "none", it still follows...

I think that is a bug

1 hour ago, simcool2 said:

Also, How does radar even work for targeting??

I tried the bore lock on... sometimes the lock on just disappears as soon as it locks on.

When it does lock on, the missile doesn't follow it...

Which missile and which radar are you using?

I suggest trying the stock planes in the Gamedata/BDArmory/craft 

And which version of BDAC are you using?

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41 minutes ago, Xd the great said:

I think that is a bug

Which missile and which radar are you using?

I suggest trying the stock planes in the Gamedata/BDArmory/craft 

And which version of BDAC are you using?

I'm an idiot. I tried targeting ground vehicles using the cone radar.

Im using BDAC for 1.6.1

Are there Air to surface or surface to surface missiles/targeting systems?

Also, will super long range missiles (ICBMs) be added to this mod someday?

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3 hours ago, simcool2 said:

I'm an idiot. I tried targeting ground vehicles using the cone radar.

Im using BDAC for 1.6.1

Are there Air to surface or surface to surface missiles/targeting systems?

Also, will super long range missiles (ICBMs) be added to this mod someday?

Air/surface-to-surface missiles can be get from other mods, but not this one.

ICBMs can be built with module missile, this link may help: https://github.com/PapaJoesSoup/BDArmory/wiki/2.1-Building-your-first-Modular-Missile

 

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10 hours ago, Xd the great said:

Air/surface-to-surface missiles can be get from other mods, but not this one.

ICBMs can be built with module missile, this link may help: https://github.com/PapaJoesSoup/BDArmory/wiki/2.1-Building-your-first-Modular-Missile

 

About that... I made a modular missile and selected the weapon in weapons manager and used the shoot button... It decoupled the missile but didnt fire the engine. How do I fix that? I put the staging correctly too

 

Also, are GPS missiles meant to target ground/non moving targets or is there a way to update the gps location constantly with the targeting pod?

 

 

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1 hour ago, simcool2 said:

About that... I made a modular missile and selected the weapon in weapons manager and used the shoot button... It decoupled the missile but didnt fire the engine. How do I fix that? I put the staging correctly too

 

Also, are GPS missiles meant to target ground/non moving targets or is there a way to update the gps location constantly with the targeting pod?

 

 

You should read this guide regarding modular missiles: https://github.com/PapaJoesSoup/BDArmory/wiki/2.1-Building-your-first-Modular-Missile

https://github.com/PapaJoesSoup/BDArmory/wiki/2.1.2-Adding-a-modular-missile-to-your-plane

 

Regarding GPS guidance. It is meant for static targets only.

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28 minutes ago, jrodriguez said:

You should read this guide regarding modular missiles: https://github.com/PapaJoesSoup/BDArmory/wiki/2.1-Building-your-first-Modular-Missile

https://github.com/PapaJoesSoup/BDArmory/wiki/2.1.2-Adding-a-modular-missile-to-your-plane

 

Regarding GPS guidance. It is meant for static targets only.

That was the guide I was following. I did exactly as they said but when I used the firing button the weapons manager, it just decouples the rocket without activating the engines. I set my throttle to max before shooting. Activating engine and decoupling is in the same stage.

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29 minutes ago, simcool2 said:

That was the guide I was following. I did exactly as they said but when I used the firing button the weapons manager, it just decouples the rocket without activating the engines. I set my throttle to max before shooting. Activating engine and decoupling is in the same stage.

You shouldn't add the action to decouple.

The decoupling is automatically triggered.

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5 hours ago, simcool2 said:

About that... I made a modular missile and selected the weapon in weapons manager and used the shoot button... It decoupled the missile but didnt fire the engine. How do I fix that? I put the staging correctly too

Did you add the engine start to action groups?

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1 hour ago, jrodriguez said:

Do they break? If they break try increasing the crash tolerance

I have it at 10000...

.cfg is as follow:

Spoiler

PART
{
    name = PrimitiveTorpedo
    module = Part
    MODEL
{
    model = BDArmory/Parts/StingRayBDA/StingRayBDATorpedo
}
    author = XDTHEGREAT

    rescaleFactor = 1
NODE
{
    name = Node1
    transform = Node1
    size = 0
    method = FIXED_JOINT //FIXED_JOINT, HINGE_JOINT, LOCKED_JOINT, MERGED_PHYSICS or NO_PHYSICS
}
NODE
{
    name = Node2
    transform = Node2
    size = 0
    method = FIXED_JOINT //FIXED_JOINT, HINGE_JOINT, LOCKED_JOINT, MERGED_PHYSICS or NO_PHYSICS
}

    buoyancy = 0.2
    CoMOffset = 0.0, -0.0, 0.4

    // --- editor parameters ---
    TechRequired = start
    entryCost = 0
    cost = 470
    category = none
    subcategory = 0
    
    title = Primitive torpedo
    manufacturer = XDTHEGREAT
    
    description = A big torpedo, packing a big boom but not a lot of brains.
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,1,0,0,1

    // --- standard part parameters ---
    mass = 0.2655
    dragModelType = default
    maximum_drag = 0.02
    minimum_drag = 0.02
    angularDrag = 2
    crashTolerance = 10000
    breakingForce = 90000000
    breakingTorque = 90000000
    maxTemp = 3200
    tags = torpedo
    gTolerance = 5000 

MODULE
{
    name = MissileLauncher

    shortName = Dumb torpedo

    thrust = 70 //KN thrust during boost phase
    cruiseThrust = 40 //thrust during cruise phase
    cruiseDelay = 0   /// delay between boost ending and cruise starting, only used for large ship launched and air drop versions
    dropTime = 8 //how many seconds after release until engine ignites extended drop time allows torpedo to sink to depth, too short a drop time will turn it into a very wayward missile 
    boostTime = 2 //seconds of boost phase
    cruiseTime = 80 //seconds of cruise phase
    //spoolEngine = true // N/A special cases only

    guidanceActive = true //missile has guidanceActive

    decoupleSpeed = 15 
    decoupleForward = false // throws the torpedo out of the tube 
    isTubeLoaded = false
    
    CruiseSpeed = 45
    optimumAirspeed = 45
    CruisePredictionTime = 5
    CruiseAltitude = -1

    waterImpactTolerance = 3000

    aero = true
    liftArea = 0.038
    steerMult = 3
    maxTorque = 4.5
    maxAoA = 30
    aeroSteerDamping = 5
    
    missileType = torpedo // used by code to determine characteristics 
    homingType = Cruise
    targetingType = gps
    
    maxTurnRateDPS = 40 //degrees per second

    proxyDetonate = false
    DetonationDistance = 0

    audioClipPath = BDArmory/Sounds/TorpPropFX
    exhaustPrefabPath = BDArmory/FX/TorpWake
    boostExhaustPrefabPath = BDArmory/FX/jetdriveWake
    boostTransformName = boostTransform
    boostExhaustTransformName = boostTransform
    minStaticLaunchRange = 300
    maxStaticLaunchRange = 8000
    
    engageAir = false
    engageMissile = false
    engageGround = true
    engageSLW = true
}

MODULE
{
    name = BDExplosivePart
    tntMass = 1000
}

}

 

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8 minutes ago, Xd the great said:

I have it at 10000...

.cfg is as follow:

  Reveal hidden contents

PART
{
    name = PrimitiveTorpedo
    module = Part
    MODEL
{
    model = BDArmory/Parts/StingRayBDA/StingRayBDATorpedo
}
    author = XDTHEGREAT

    rescaleFactor = 1
NODE
{
    name = Node1
    transform = Node1
    size = 0
    method = FIXED_JOINT //FIXED_JOINT, HINGE_JOINT, LOCKED_JOINT, MERGED_PHYSICS or NO_PHYSICS
}
NODE
{
    name = Node2
    transform = Node2
    size = 0
    method = FIXED_JOINT //FIXED_JOINT, HINGE_JOINT, LOCKED_JOINT, MERGED_PHYSICS or NO_PHYSICS
}

    buoyancy = 0.2
    CoMOffset = 0.0, -0.0, 0.4

    // --- editor parameters ---
    TechRequired = start
    entryCost = 0
    cost = 470
    category = none
    subcategory = 0
    
    title = Primitive torpedo
    manufacturer = XDTHEGREAT
    
    description = A big torpedo, packing a big boom but not a lot of brains.
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,1,0,0,1

    // --- standard part parameters ---
    mass = 0.2655
    dragModelType = default
    maximum_drag = 0.02
    minimum_drag = 0.02
    angularDrag = 2
    crashTolerance = 10000
    breakingForce = 90000000
    breakingTorque = 90000000
    maxTemp = 3200
    tags = torpedo
    gTolerance = 5000 

MODULE
{
    name = MissileLauncher

    shortName = Dumb torpedo

    thrust = 70 //KN thrust during boost phase
    cruiseThrust = 40 //thrust during cruise phase
    cruiseDelay = 0   /// delay between boost ending and cruise starting, only used for large ship launched and air drop versions
    dropTime = 8 //how many seconds after release until engine ignites extended drop time allows torpedo to sink to depth, too short a drop time will turn it into a very wayward missile 
    boostTime = 2 //seconds of boost phase
    cruiseTime = 80 //seconds of cruise phase
    //spoolEngine = true // N/A special cases only

    guidanceActive = true //missile has guidanceActive

    decoupleSpeed = 15 
    decoupleForward = false // throws the torpedo out of the tube 
    isTubeLoaded = false
    
    CruiseSpeed = 45
    optimumAirspeed = 45
    CruisePredictionTime = 5
    CruiseAltitude = -1

    waterImpactTolerance = 3000

    aero = true
    liftArea = 0.038
    steerMult = 3
    maxTorque = 4.5
    maxAoA = 30
    aeroSteerDamping = 5
    
    missileType = torpedo // used by code to determine characteristics 
    homingType = Cruise
    targetingType = gps
    
    maxTurnRateDPS = 40 //degrees per second

    proxyDetonate = false
    DetonationDistance = 0

    audioClipPath = BDArmory/Sounds/TorpPropFX
    exhaustPrefabPath = BDArmory/FX/TorpWake
    boostExhaustPrefabPath = BDArmory/FX/jetdriveWake
    boostTransformName = boostTransform
    boostExhaustTransformName = boostTransform
    minStaticLaunchRange = 300
    maxStaticLaunchRange = 8000
    
    engageAir = false
    engageMissile = false
    engageGround = true
    engageSLW = true
}

MODULE
{
    name = BDExplosivePart
    tntMass = 1000
}

}

 

I think a code change is required to achieve it

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Is there anyway to force the AI to start a competition? I often have my planes do laps around and around. I often set the competition distance to 20km and the two teams (of 3 planes each side) will loop around at around 22-24km apart but the competition will never begin.

Anything I can do? Anything the mod maker can do? Anyone else have this problem? Have you come up with a solution for it?

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