jrodriguez Posted May 23, 2019 Author Share Posted May 23, 2019 7 hours ago, Svm420 said: Are you still panning to do this? I have yet to see anyone use modular missile in air to air combat. Ok. Actually I just recorded the AAM tutorial Quote Link to comment Share on other sites More sharing options...
Svm420 Posted May 23, 2019 Share Posted May 23, 2019 (edited) @jrodriguez I am wondering why i am having so much trouble. My builds uses much shorter burn times usual >10s max G 25-30 and I use 1 set of control surfaces. Question about the code. Does the missile continue to track after thrust is over. Maybe since my missile burns out so fast they end guidance? Thank you for the demo at least i know its me now. Edited May 23, 2019 by Svm420 Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted May 23, 2019 Author Share Posted May 23, 2019 4 minutes ago, Svm420 said: @jrodriguez I am wondering why i am having so much trouble. My builds uses much shorter burn times usual >10s max G 25-30 and I use 1 set of control surfaces. Question about the code. Does the missile continue to track after thrust is over. Maybe since my missile burns out so fast they end guidance? Thank you for the demo at least i know its me now. I think the missile will continue tracking yes. If you want maybe you can send me a subassembly file with your missile I can test it to see if I can see what is going on. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted May 24, 2019 Share Posted May 24, 2019 23 hours ago, jrodriguez said: If you want maybe you can send me a subassembly file with your missile I can test it to see if I can see what is going on. I would, but I am using RealFuels and a custom cfg so that I could tailor the fuel load better. If you want to install realfuels and RFStockalike I can upload the missile and the cfgs you would need to drop in Gamedata. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted May 25, 2019 Author Share Posted May 25, 2019 12 hours ago, Svm420 said: I would, but I am using RealFuels and a custom cfg so that I could tailor the fuel load better. If you want to install realfuels and RFStockalike I can upload the missile and the cfgs you would need to drop in Gamedata. Sounds good. If you can upload your craft to kerbalx I can check if there is something that I'm missing. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted May 25, 2019 Share Posted May 25, 2019 (edited) 6 hours ago, jrodriguez said: Sounds good. If you can upload your craft to kerbalx I can check if there is something that I'm missing. https://kerbalx.com/Svm420/Aim-7E Configs for the SRB Edited May 25, 2019 by Svm420 Quote Link to comment Share on other sites More sharing options...
VoidCosmos Posted May 28, 2019 Share Posted May 28, 2019 (edited) @jrodriguez what ACTUALLY happens when you you Physics Range Extender and World Stabilizer? Since my craft jumps 1000km above the ground on launch. Edited June 1, 2019 by Nigel J. Cardozo Quote Link to comment Share on other sites More sharing options...
memeconnoiseur Posted May 31, 2019 Share Posted May 31, 2019 @jrodriguez can procedural missiles be launched from stack separators and decouplers rather than the radial decouplers? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted May 31, 2019 Author Share Posted May 31, 2019 31 minutes ago, memeconnoiseur said: @jrodriguez can procedural missiles be launched from stack separators and decouplers rather than the radial decouplers? Yes, actually I prefer to use stack separators because they don't leave any part attach to the missile The only restriction is that in case the missile has more than one stage you need to ensure that the last stage (the one with the missile core) is the one in contact with the separator Quote Link to comment Share on other sites More sharing options...
memeconnoiseur Posted May 31, 2019 Share Posted May 31, 2019 5 minutes ago, jrodriguez said: Yes, actually I prefer to use stack separators because they don't leave any part attach to the missile The only restriction is that in case the missile has more than one stage you need to ensure that the last stage (the one with the missile core) is the one in contact with the separator So if the missile is one stage then it isn't a problem right? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted May 31, 2019 Author Share Posted May 31, 2019 3 minutes ago, memeconnoiseur said: So if the missile is one stage then it isn't a problem right? Nope Quote Link to comment Share on other sites More sharing options...
memeconnoiseur Posted May 31, 2019 Share Posted May 31, 2019 (edited) 1 minute ago, jrodriguez said: Nope cool, now I can make some vls missiles edit: Crazy thought, could you add rcs to a procedural AA missile to increase it's manoeuvrability? Edited May 31, 2019 by memeconnoiseur Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted June 1, 2019 Share Posted June 1, 2019 On 5/31/2019 at 12:13 PM, memeconnoiseur said: Crazy thought, could you add rcs to a procedural AA missile to increase it's manoeuvrability? I have tried many times, with very limited success... so no, not really Quote Link to comment Share on other sites More sharing options...
Svm420 Posted June 4, 2019 Share Posted June 4, 2019 On 5/25/2019 at 5:56 AM, jrodriguez said: Sounds good. If you can upload your craft to kerbalx I can check if there is something that I'm missing. I solved my issue. Still don't get why I am the only one with the issue. They are working great now. Quote Link to comment Share on other sites More sharing options...
memeconnoiseur Posted June 4, 2019 Share Posted June 4, 2019 On 6/2/2019 at 4:16 AM, TheKurgan said: I have tried many times, with very limited success... so no, not really cool, the procedural parts are a bit glitchy for me atm for some reason so I've stopped using it for a while. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted June 4, 2019 Author Share Posted June 4, 2019 On 5/31/2019 at 6:13 PM, memeconnoiseur said: cool, now I can make some vls missiles edit: Crazy thought, could you add rcs to a procedural AA missile to increase it's manoeuvrability? On 6/1/2019 at 10:16 PM, TheKurgan said: I have tried many times, with very limited success... so no, not really I think adding TCA to the mix and using some down scaled engines in radial position set to only "Maneuver" Quote Link to comment Share on other sites More sharing options...
Ccharge Posted June 4, 2019 Share Posted June 4, 2019 Maybe this is a crazy thought, but now that we have robotics in an official DLC, is there any chance that a script could be created to allow servos and hinges to act as turrets? As in a custom turret controller which allowed you to assign one robotic part as an X axis and another as a Y axis? Quote Link to comment Share on other sites More sharing options...
memeconnoiseur Posted June 6, 2019 Share Posted June 6, 2019 @jrodriguez I'm having an issue with the hydra rocket pod. when i attach it to a craft and spawn the craft normally the game crashes, same thing happens when spawned via vesselmover. I had the same problem in the last version of BDaC. any other reports of a similar issue? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted June 6, 2019 Author Share Posted June 6, 2019 12 minutes ago, memeconnoiseur said: @jrodriguez I'm having an issue with the hydra rocket pod. when i attach it to a craft and spawn the craft normally the game crashes, same thing happens when spawned via vesselmover. I had the same problem in the last version of BDaC. any other reports of a similar issue? Theoretically this was already fixed in BDAc 1.3.1 : https://github.com/PapaJoesSoup/BDArmory/issues/690 On 6/4/2019 at 11:13 PM, Ccharge said: Maybe this is a crazy thought, but now that we have robotics in an official DLC, is there any chance that a script could be created to allow servos and hinges to act as turrets? As in a custom turret controller which allowed you to assign one robotic part as an X axis and another as a Y axis? I don't think so On 5/28/2019 at 10:19 PM, Nigel J. Cardozo said: @jrodriguez what ACTUALLY happens when you you Physics Range Extender and World Stabilizer? Since my craft jumps 1000km above the ground on launch. I think World Stabilizer is not compatible with PRE Quote Link to comment Share on other sites More sharing options...
VoidCosmos Posted June 6, 2019 Share Posted June 6, 2019 4 hours ago, jrodriguez said: I think World Stabilizer is not compatible with PRE Thanks Quote Link to comment Share on other sites More sharing options...
Toonu Posted June 7, 2019 Share Posted June 7, 2019 Will there be any tutorial for setting up surface/naval AI and what each thing means? would be quite helpful. Quote Link to comment Share on other sites More sharing options...
LuciferZ25 Posted June 7, 2019 Share Posted June 7, 2019 Hello ppl. I'm a very big noob in modding. However last year during ksp 1.5 (i have not played for a while.) I discovered that the old mods related to bdac were working. I'm particularly interested in a mod that gave missions n placed ai ships at mission locations. I simply changed a few things in notepad n it spawned my new crafts like normally. So can you help me in reviving that old MOD as bdac would finally become a mission oriented mod then? Quote Link to comment Share on other sites More sharing options...
memeconnoiseur Posted June 10, 2019 Share Posted June 10, 2019 I'm just waiting for nuke mods to come back so I can stress-test my laptop. If only NKD made a comeback. Quote Link to comment Share on other sites More sharing options...
Caszuko Posted June 14, 2019 Share Posted June 14, 2019 Does this work with breaking ground dlc? Quote Link to comment Share on other sites More sharing options...
Fireheart318 Posted June 18, 2019 Share Posted June 18, 2019 (edited) I have three suggestions for the Guard Mode AI - 1 - Have an option to make the AI attack anything that isn't on it's team, even if it doesn't have weapon manager on it. 2 - Have an option to double click on a vessel to have the AI attack it. 3 - Have an option to make the AI go psycho and attack anything that isn't itself, including friendlies. On 6/14/2019 at 6:13 PM, Caszuko said: Does this work with breaking ground dlc? As of a few seconds ago, yes. Edited June 18, 2019 by Fireheart318 Quote Link to comment Share on other sites More sharing options...
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