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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]


DocNappers

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Posted (edited)
On 7/28/2024 at 6:29 PM, Av8tor8a said:

Last question for a while, but is there any particular reason why the reactive armor isn't adjustable? I'm trying to build a modernized Ratte now, I'm not about to spend an hour placing countless ERA segments.

I'm not sure, I've never used it, possibly it's just underdeveloped. @SuicidalInsanity would have to comment on this.

 

On 7/29/2024 at 7:46 AM, loxeban228 said:

I have a problem. Every time I fly a plane for long periods of time, the fuel tanks start burning and eventually explode. I know this is due to BDA's fire system but I don't want to disable it, how can I stop my engine and fuel tanks from overheating?

Use fuel inerting on the fuel tanks (an option near the bottom of the part window). You lose a bit of space for fuel, but it shouldn't self-ignite.

If the burning is due to the fuel tanks being made of wood, then make them out of something else.

 

4 hours ago, Engineer356 said:

Will you add new weapons for space with that new orbital so module?

There's a number of unusual weapons in BDArmory-Extended that might do what you want. Additionally, one of the devs is working on some alternative missiles to the HEKV.

 

On 7/29/2024 at 5:49 PM, takename7 said:

How to set guidance duration to missile, i dont like it to immidiately blow up after loosing lock. I would like to give some missile datalink ability.

The grace period for disabling the guidance due to having missed is a combination of the droptime and turning rate of the missile. There's also additional checks for not making any progress.

bool pastGracePeriod = TimeIndex > ((vessel.LandedOrSplashed ? 0f : dropTime) + Mathf.Clamp(maxTurnRateDPS / 15, 1, 8));
if ((pastGracePeriod && targetBehindMissile) || noProgress) // Check that we're not moving away from the target after a grace period
  ...

This only kicks in once the missile has come within 400m of the target, is in the post-thrust phase, or is more than 1km behind the target.

Edited by DocNappers
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'guidance duration' (or, more accurately, the timeout between losing a lock and the missile self-destructing) can be set in a missile config by adding [radarTimeout = n] with n being your desired time, in seconds.
Alternatively, you could mod the [activeRadarRange] down to a lower range to give the missile  Semi-Active Radar Homing where it's being guided by the launching craft's on-board radar for at least part of the way.

ERA in BDA is underdeveloped, yes. The .5x1m ERA brick part in BDA is mostly there as a techdemo demonstrator part. As to why it can't be scaled like the proc armor panels is mainly due to how ERA is configured and setup, model wise - it's comprised of multiple sub segment meshes which means you can't just scale the model (unless you want massive ERA segments).

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On 8/8/2024 at 5:07 PM, SuicidalInsanity said:

ERA in BDA is underdeveloped, yes. The .5x1m ERA brick part in BDA is mostly there as a techdemo demonstrator part. As to why it can't be scaled like the proc armor panels is mainly due to how ERA is configured and setup, model wise - it's comprised of multiple sub segment meshes which means you can't just scale the model (unless you want massive ERA segments).

Ah, that makes sense.

Edited by Av8tor8a
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26 minutes ago, CalvonVulcan said:

so the tsar bomba doesnt do any damage, any idea how to fix?

 

Seems the tsar bomb you mentioned is not a official part of BDA+, but if you just want to make a nuclear bomb,  you may try add these code in the part config of tsar, right before the last " } ".

MODULE
	{
		name = BDModuleNuke
		thermalRadius = 900 //clamps AoE to a max of this distance
		yield = 1.5// yield, in kilotons
		fluence = 1.5 //thermal bloom modifier, reduce for less toasty nukes
		isEMP = true // does this generate an EMP
		reportingName = W-25 Warhead //weapon name that appears in competition log
		//initial flash
		flashModelPath = BDArmory/Models/explosion/nuke/nukeFlash
		//shockwave
		shockModelPath = BDArmory/Models/explosion/nuke/nukeShock
		//fireball
		blastModelPath = BDArmory/Models/explosion/nuke/nukeBlast
		 //mushroom cloud stalk
		plumeModelPath = BDArmory/Models/explosion/nuke/nukePlume
		//ground scatter
		debrisModelPath = BDArmory/Models/explosion/nuke/nukeScatter
		 //sound
		blastSoundPath = BDArmory/Models/explosion/nuke/nukeBoom
	}

The code I quote here  is from AIR-2 missile, you may edit it as your wish( or as Tsar bomb in reality)

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  • 3 weeks later...
On 9/2/2024 at 3:21 AM, 117StinkBug said:

How could I make a ballistic missile? I'm trying to model a Polaris, and I'm not entirely sure as to how I can get it to have the desired flightpath.

Have a read of https://github.com/BrettRyland/BDArmory/wiki/1.2.5-Missile-configuration and take a look at some of the missiles in https://github.com/BrettRyland/BDArmory-Extended/tree/main/BDArmoryExtended/Parts/Missiles. If you still can't get it to have the flightpath you want, you should probably ask BillNyeTheIE (he wrote most of that wiki entry), SuicidalInsanity or someone else here.

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On 9/3/2024 at 2:33 PM, DocNappers said:

Have a read of https://github.com/BrettRyland/BDArmory/wiki/1.2.5-Missile-configuration and take a look at some of the missiles in https://github.com/BrettRyland/BDArmory-Extended/tree/main/BDArmoryExtended/Parts/Missiles. If you still can't get it to have the flightpath you want, you should probably ask BillNyeTheIE (he wrote most of that wiki entry), SuicidalInsanity or someone else here.

Will do, Thanks!

BTW, would it be possible to make a system that reloads missile rails when a craft is landed and stopped?

P.S. The wiki doesn't have anything for ICBM/Ballistic missiles, it just says "todo"

Edited by 117StinkBug
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  • 4 weeks later...

Heya. New BDA user here. Currently trying to change the ordnance on the twin-mount missile rail part from its default AIM-120 missiles, but no matter what I try, it just won't change. I placed the missile I want on the bottom attachment node as instructed, but it didn't work. I even used a single rail to see if that worked either, but no joy.

Can anyone help me on this?

Addendum (Sept. 27):
I am also currently experimenting with the Deployable Missile Pod (Reloading) and the Ordinance Magazine parts, but the magazine isn't accepting any missiles that I have attached to it directly, and as a result, the deployable missile pod won't fire. What am I doing wrong?

Edited by FarenhiteGR64
Additional issues found with missile reloading systems
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  • 2 weeks later...
  • 3 weeks later...
On 9/4/2024 at 4:33 AM, DocNappers said:

Have a read of https://github.com/BrettRyland/BDArmory/wiki/1.2.5-Missile-configuration and take a look at some of the missiles in https://github.com/BrettRyland/BDArmory-Extended/tree/main/BDArmoryExtended/Parts/Missiles. If you still can't get it to have the flightpath you want, you should probably ask BillNyeTheIE (he wrote most of that wiki entry), SuicidalInsanity or someone else here.

Does bd armory support active radar seeker for missiles? , and is there any way to make a ballistic missile change its trajectory? , a fixed trajectory makes it very easy to intercept

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  • 2 weeks later...
On 11/1/2024 at 10:08 AM, Natso said:

Does bd armory support active radar seeker for missiles? , and is there any way to make a ballistic missile change its trajectory? , a fixed trajectory makes it very easy to intercept

BDA does support ARH missiles, the AIM-120 is an example of one. Ballistic missiles are by nature ballistic and are therefore not particularly capable of committing evasive maneuvers- although to be honest, it's not like many missiles are actually smart enough to do so in the first place. 

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Hello, my two planes were in the game. Every time the game is about 30 seconds, the plane will destroy and explode. I don’t understand what is going on with "XXX No Fly Zone" in the upper left corner.

Quote

Hello, I was playing two of my planes in a game. Every time about 30 seconds into the game, the planes would self-destruct and explode. In the upper left corner it says "XXX No Fly Zone" I don't understand what's going on. 

 

Edited by blacksea
Please post in English when not using the International subforums.
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On 11/15/2024 at 3:50 AM, blacksea said:

Well, I have understood the problem, the Chinese version of translation misunderstand me

If some of the translations are incorrect or misleading, please suggest better ones. Non-English translations are generally provided by users and the best we can do to verify them when we don't speak those languages ourselves is to ask other users (or Google, which we all know isn't the best).

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6 hours ago, DocNappers said:

If some of the translations are incorrect or misleading, please suggest better ones. Non-English translations are generally provided by users and the best we can do to verify them when we don't speak those languages ourselves is to ask other users (or Google, which we all know isn't the best).

No, it's my fault. I didn't understand correctly. These translations are great. Thank you. 

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  • 2 weeks later...
2 minutes ago, Natso said:

Exactly, I tried and the jet is facing the other direction, is there any way to fix this?

You'd probably need to adjust the transform to match the orientation of the other BDA exhaust transforms.

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6 minutes ago, DocNappers said:

You'd probably need to adjust the transform to match the orientation of the other BDA exhaust transforms.

I have absolutely no idea what you just said, is there any tutorial on this?

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25 minutes ago, DocNappers said:

Someone who makes parts (i.e., the other devs) should be able to help explain that. I only write code.

ohh , I thought we could use code to adjust the effect..

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Quote

PART
{
    / --- general parameters ---
    name = proceduralMissileCore
    module = Part
    author = jrodriguez
    CrewCapacity = 0

    // --- asset parameters ---
    MODEL
    {
        model = ProceduralParts/Parts/cylinderTank
        scale = 1,1,1
    }
    scale = 1
    rescaleFactor = 1

    // --- node definitions ---
    node_stack_top=0,0.5,0,0,1,0,1
    node_stack_bottom=0,-0.5,0,0,-1,0,1
    node_attach=0,0,0.5,0,0,-1,1

    // --- editor parameters ---
    cost = 0 // 4000
    TechRequired = advConstruction
    entryCost = 4000
    category = Pods
    bdacategory = Control
    subcategory = 0
    title = Procedural Missile Core for BDArmory
    manufacturer = Carto Militar Tech
    description = Procedural missile core system for your BDArmory custom missiles

    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,1,1,1,1

    // --- standard part parameters ---
    mass = 1
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 7
    breakingForce = 200
    breakingTorque = 200
    maxTemp = 2000
    bulkheadProfiles = size1, srf
    vesselType = Probe

    MODULE
    {
        name = ProceduralPart
        textureSet = UrbanCamo
        
        TECHLIMIT 
        {
            // Make everything unlimited for start
            name = start
            diameterMin = 0.01
            diameterMax = Infinity
            lengthMin = 0.01
            lengthMax = Infinity
            volumeMin = 0.01
            volumeMax = Infinity
        }
    }
    
    MODULE 
    {
        name = ProceduralShapeBezierCone
        displayName = Smooth Cone
        techRequired = start
        
        selectedShape = Round #1
        
        length = 0.250
        topDiameter = 0.00
        bottomDiameter = 0.200
        
    }
    MODULE
    {
        name = TankContentSwitcher
        useVolume = true
        
        TANK_TYPE_OPTION 
        {
            name = Electric
            // Dry density for the battery banks for Z-200 and Z-4k is 0.163, 
            // and the Z-1k is 0.184. We want to keep this to some 'roundish'
            // number so the max volumes don't end up as weird fractions of 
            // pi, so will round it a bit.
            dryDensity = 0.1875
            RESOURCE 
            {
                name = ElectricCharge
                // All stock parts are the same. This translates to 3500 U / kL
                unitsPerT = 20000
            }
        }
    }
    MODULE
    {
        name = ModuleCommand
        minimumCrew = 0
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.020
        }
        hasHibernation = False
    }
    MODULE
    {
        name = ModuleSAS
        SASServiceLevel = 3
        standalone = True
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.03
        }
    }
    MODULE
    {
        name = BDModularGuidance
        ForwardTransform = UpPositive
        UpTransform = ForwardNegative
    }
       MODULE
    {
      name = BDACategoryModule
    }
}

Can we add "Decouple Speed " into this code? , it from BDModular missile

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