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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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For some reason ai aircraft cant seem to hit anything with fixed ballistic weapons. Every burst seems at least a few degrees off, like its aim is offset somehow. Anyone know how to fix this?

Edited by USB4
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Just now, Xd the great said:

Pitch Ki?

Ive attempted to play with this value. From the lowest it will go, to default, to 20, to some inbetween. Its like any hits that do register are due to luck, as it still aims off of target.

When the value is really high, planes seem sluggish in turning and reacting. When its low they seem to move faster. Regardless of their ki value however, they always seem to be aiming to an offset rather than on target. like theyre aiming 10 meters to the bottom of anything theyre shooting at.

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Suggestions: depth bombs with the possibility of determining the depth at which the detonation takes place.

Camera - it can be mounted on a small drone or satellite and the player controlling a different vehicle sees the image from the camera of the drone / satellite in the window similarly as you can see the window of the laser tracking. Useful for observing distant attacks.

Squad of kerbals - a group of armed characters controlled by AI, 3-4 soldiers in the group is enough. They can choose a weapon (rifle, anti-tank launcher, anti-aircraft gun) and issue an order to patrol the area or be controlled by ground-AI.

The part that allows you to recall one nearest squad to your vehicle (plane, ground transporter, naval unit) and transport it to another location.

Question:
What is the defense against torpedo?

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4 hours ago, Cassel said:

Suggestions: depth bombs with the possibility of determining the depth at which the detonation takes place.

Camera - it can be mounted on a small drone or satellite and the player controlling a different vehicle sees the image from the camera of the drone / satellite in the window similarly as you can see the window of the laser tracking. Useful for observing distant attacks.

Squad of kerbals - a group of armed characters controlled by AI, 3-4 soldiers in the group is enough. They can choose a weapon (rifle, anti-tank launcher, anti-aircraft gun) and issue an order to patrol the area or be controlled by ground-AI.

The part that allows you to recall one nearest squad to your vehicle (plane, ground transporter, naval unit) and transport it to another location.

BDAc is a Base for ideas and capability. All those are great ideas, some already exist in other mods, and are extremely unlikely to be part of BDAc.

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17 hours ago, Sidestrafe2462 said:

Makes me wonder- is BD FPS getting a revive? don't think so, but that and EVAFollower would be cool, yeah.

I think the team said later down the line it would be revived. I think it was spanner who was working on it

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13 hours ago, Xd the great said:

-flamethrowers

The guys tried that before I joined the team... didn't work well at all.

13 hours ago, Xd the great said:

-gps-guided planes in the ai pilot menu.

Like I said before guys, BDAc is a weapons CAPABILITY mod... BDAc provides a weapons capability, and 99.9% of the time an example part... the rest is up to mod makers and BDAc addon creators.

BDAc will never have a massive variety of weapons... usually a single example that shows the functionality.

Xd, there are autopilot mods out there for that kind of stuff :)

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I don't know what i am doing wrong here, but my flak gun is not auto-flaking properly

Spoiler

PART
{
    // Kerbal Space Program - Part Config
    // 
    // 

    // --- general parameters ---
    name = GoalKeeperXDFlakTurret
    module = Part
    author = XDTHEGREAT

    // --- asset parameters ---
    MODEL
{
    model = BDArmory/Parts/oMillennium/model
}
    rescaleFactor = 1


    // --- node definitions ---
    node_attach = 0.0, -0.6017585, 0, 0, -1, 0, 1

    // --- editor parameters ---
    TechRequired = start
    entryCost = 0
    cost = 750
    category = none
    subcategory = 0
    title = Flak gun
    manufacturer = XDTHEGREAT
    description = A flak cannon with full swivel range.This MK 1 version was modified. Comes with automatic flaking. Hopefully.
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,1,0,0,1

    // --- standard part parameters ---
    mass = 0.1
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 50
    maxTemp = 3600

    stagingIcon = SOLID_BOOSTER
    
    MODULE
    {
        name = ModuleTurret
        
        yawTransformName = aimYaw
        pitchTransformName = aimPitch
        
        pitchSpeedDPS = 120
        yawSpeedDPS = 120
        
        minPitch = -4
        maxPitch = 85
        yawRange = 360
        
        smoothRotation = true
        smoothMultiplier = 10
        
        audioPath = BDArmory/Sounds/hydraulicLoop
        maxAudioPitch = 0.65
        minAudioPitch = 0.355
        maxVolume = 0.55
    }

    MODULE
    {
        name = ModuleWeapon
        turretID = 0
        
        fireTransformName = fireTransform
        
        hasDeployAnim = false

        oneShotWorldParticles = true
        
        hasFireAnimation = true
        fireAnimName = fireAnimation
        spinDownAnimation = false
        
        roundsPerMinute = 60
        maxDeviation = 0.001
        maxEffectiveDistance = 8300
        maxTargetingRange = 8300        

        ammoName = 88mmAmmo
        bulletType = 88mmAmmo
        requestResourceAmount = 1
        
        hasRecoil = false
        onlyFireInRange = true
        bulletDrop = true
        
        weaponType = ballistic
        
        projectileColor = 255, 20, 0, 160//RGBA 0-255 
        startColor = 255, 30, 0, 24
        fadeColor = true
        
        tracerStartWidth = 0.18
        tracerEndWidth = 0.18
        tracerLength = 0
        tracerDeltaFactor = 2.75
        tracerInterval = 2
        nonTracerWidth = 0.065
        
        maxHeat = 3600
        heatPerShot = 3.6
        heatLoss = 270
        
        shellScale = 0.76
        
        fireSoundPath = BDArmory/Parts/gau-8/sounds/GAU8Cannon
        overheatSoundPath = BDArmory/Parts/gau-8/sounds/GAU8End
        oneShotSound = false
        
        //explosion
        airDetonation = true
        airDetonationTiming = true
        maxEffectiveDistance = 8000
        defaultAirDetonationRange = 8000
        maxAirDetonationRange = 8000
        explModelPath = BDArmory/Models/explosion/explosionLarge
        explSoundPath = BDArmory/Sounds/subExplode    
    
    }


MODULE
    {
        name = ModuleRadar

        // -- Section: General Configuration --
        radarName = Goalkeeper CIWS Radar        // if left empty part.title is used, but advised to set this to a nice printable text
        rwrThreatType = 0                // IMPORTANT, please set correctly:
                                // 0 = SAM site radar
                                // 1 = Fighter radar (airborne)
                                // 2 = AWACS radar (airborne)
                                // 3, 4 = ACTIVE MISSILE (DO NOT USE UNLESS YOU KNOW WHAT YOU'RE DOING!
                                // 5 = Detection radar (ground/ship based)
                                // 6 = SONAR (ship/submarine based)
        rotationTransformName = scanRotation
        turretID = 1                    // if needed
        resourceDrain = 0.45                // change to higher values for more capable radars, e.g AESA

        // -- Section: Capabilities --
        omnidirectional = true                // false: boresight scan radar
        directionalFieldOfView = 90            // for omni and boresight
        //boresightFOV = 10                // for boresight only
        scanRotationSpeed = 240                // degress per second
        //lockRotationSpeed = 120                // only relevant if canLock
        //lockRotationAngle = 4
        showDirectionWhileScan = true            // can show target direction on radar screen. False: radar echos displayed as block only (no direction)
        //multiLockFOV = 30                // only relevant if canLock
        //lockAttemptFOV = 2                // only relevant if canLock
        maxLocks = 1                    //how many targets can be locked/tracked simultaneously. only relevant if canLock

        canScan = true                    // scanning/detecting targets (volume search)
        canLock = true                    // locking/tracking targets (fire control)
        canTrackWhileScan = true            // continue scanning while tracking a locked target
        canRecieveRadarData = true            // can work as passive data receiver (NOTE THE SPELLING! [SIC])

        minSignalThreshold = 350                // DEPRECATED, NO LONGER USED! use detection float curve!
        minLockedSignalThreshold = 120            // DEPRECATED, NO LONGER USED! use locktrack float curve!

        radarGroundClutterFactor = 0.1            // how much is the radar efficiency reduced to by ground clutter/look-down?
                                // 0.0 = reduced to 0% (=IMPOSSIBLE to detect ground targets)
                                // 1.0 = fully efficient (no difference between air & ground targets)
                                // default if unset: 0.25
                                // Ground targets, especially ships, already have a massively larger RCS than fighters, hence
                                // any ground clutter factor >0.25 is to be considered very good, making an efficient surface/horizon search radar.
                                // values >1.0 are possible, meaning the radar is MORE efficient during look down than vs air targets.

        radarDetectionCurve
        {
          // floatcurve to define at what range (km) which minimum cross section (m^2) can be detected.
          // this defines both min/max range of the radar, and sensitivity/efficiency
          // it is recommended to define an "assured detection range", at which all craft are detected regardless
          //     of their rcs. This is achieved by using a minrcs value of zero, thus detecting everything.
          //        key = distance    rcs
                    key = 0.0    0
                    key = 2    0    //between 0 and 2 km the min cross section is 0, thus assured detection of everything
                    key = 5    5   //max targeting range of the weapon is 5km, detectable rcs is quite small
                    key = 10 20    //at twice the maxTargeting range a rcs of min 20 m^2 can be detected
        }

        radarLockTrackCurve
        {
            // same as detectionCurve, just for locking/tracking purpose
        // ATTENTION: DO NOT USE an "assured locking range" here, as this would render lock-breaking
        //   ECM-jammers & chaff completely ineffective!!
            //      key = distance    rcs
                    key = 0.0    0
                    key = 15    5    //for tracking locks the radar is highly sensitive
                    key = 20 40    //at twice the maxTargeting range the lockable rcs is quite large
        }

    }


RESOURCE
    {
     name = 88mmAmmo
     amount = 1800
     maxAmount = 1800
    }
}
 

Spoiler

RESOURCE_DEFINITION
{
    name = 88mmAmmo
    title = 88mmAmmo
    abbreviation = 88mmAmmo
    density = .0001
    flowMode = ALL_VESSEL
    transfer = PUMP
    isTweakable = true
}
BULLET
{
    name = 88mmAmmo
    caliber = 88
    bulletVelocity = 1300
    bulletMass = 30005
    //HE Bullet Values
    explosive = true
    tntMass = 30000
    blastPower = 10000
    blastHeat = 100
    blastRadius = 1000
    apBulletMod = 0
    bulletDragTypeName = None    
}
 

Anyone know what did I do wrong here? (ignore the 30 ton bullet mass please.)

Edited by Xd the great
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The only thing I see weird, is that your bullet name and ammo name are the same...

Try this:

RESOURCE_DEFINITION
{
    name = 88mmAmmo
    title = 88mm Ammo
    abbreviation = 88mm
    density = .0001
    flowMode = ALL_VESSEL
    transfer = PUMP
    isTweakable = true
}
BULLET
{
    name = 88mmBullet
    caliber = 88
    bulletVelocity = 1300
    bulletMass = 30005
    //HE Bullet Values
    explosive = true
    tntMass = 30000
    blastPower = 10000
    blastHeat = 100
    blastRadius = 1000
    apBulletMod = 0
    bulletDragTypeName = None    
}

                                 Then up in the gun, do this:

ammoName = 88mmAmmo
bulletType = 88mmBullet

RESOURCE
    {
     name =88mmAmmo
     amount = 1800
     maxAmount = 1800
    }
}

Not sure if that will fix it, but it's an oddity I have not seen, so I do not know if it's an issue.

Edit:

Nope... don't think that's the problem... I have the bullet type and ammo name the same in my own mod KTech.

Edited by TheKurgan
Edit:
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@Xd the great

Do the changes I posted above, and try this in the spoiler, I used the cfg from the model you are using, and implanted your values:

Spoiler

PART
{
    // --- general parameters ---
    name = GoalKeeperXDFlakTurret
    module = Part
    author = XDTHEGREAT

    // --- asset parameters ---
    MODEL
    {
        model = BDArmory/Parts/oMillennium/model
    }
    rescaleFactor = 1


    // --- node definitions ---
    node_attach = 0.0, -0.6017585, 0, 0, -1, 0, 1

    // --- editor parameters ---
    TechRequired = start
    entryCost = 0
    cost = 750
    category = none
    subcategory = 0
    title = Flak gun
    manufacturer = XDTHEGREAT
    description = A flak cannon with full swivel range.This MK 1 version was modified. Comes with automatic flaking. Hopefully.
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,1,0,0,1

    // --- standard part parameters ---
    mass = 0.1
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 50
    maxTemp = 3600

    stagingIcon = SOLID_BOOSTER


    MODULE
    {
        name = ModuleTurret
        
        yawTransformName = aimYaw
        pitchTransformName = aimPitch
        
        pitchSpeedDPS = 120
        yawSpeedDPS = 120
        
        minPitch = -4
        maxPitch = 75
        yawRange = 360
        
        smoothRotation = true
        smoothMultiplier = 10
        
        audioPath = BDArmory/Sounds/hydraulicLoop
        maxAudioPitch = 0.65
        minAudioPitch = 0.355
        maxVolume = 0.55
    }

    MODULE
    {
        name = ModuleWeapon
        
        shortName = Flak Turret
        
        fireTransformName = fireTransform
        
        oneShotWorldParticles = true
        
        hasDeployAnim = false
        hasFireAnimation = true
        fireAnimName = fireAnimation
        spinDownAnimation = false
        
        roundsPerMinute = 60
        maxDeviation = 0.01
        maxTargetingRange = 8300
        maxEffectiveDistance = 8300
        
        weaponType = ballistic    
        ammoName = 88mmAmmo
        bulletType = 88mmBullet
        requestResourceAmount = 1
        
        hasRecoil = false
        onlyFireInRange = true
        bulletDrop = true        
        
        projectileColor = 255, 110, 0, 128
        
        tracerStartWidth = 0.18
        tracerEndWidth = 0.18
        tracerLength = 0
        
        maxHeat = 3600
        heatPerShot = 3.6
        heatLoss = 270        
        
        fireSoundPath = BDArmory/Parts/gau-8/sounds/GAU8Cannon
        overheatSoundPath = BDArmory/Parts/gau-8/sounds/GAU8End
        oneShotSound = false
        showReloadMeter = false
        
        airDetonation = true
        airDetonationTiming = true
        defaultAirDetonationRange = 8000
        maxAirDetonationRange = 8000
        explModelPath = BDArmory/Models/explosion/explosionLarge
        explSoundPath = BDArmory/Sounds/subExplode    
        
    }
    
    RESOURCE
    {
        name = 88mmAmmo
        amount = 1800
        maxAmount = 1800
    }
}

 

Edited by TheKurgan
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