DocNappers Posted August 8 Author Share Posted August 8 (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 August 8 by DocNappers Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 9 Share Posted August 9 '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). Quote Link to comment Share on other sites More sharing options...
Av8tor8a Posted August 9 Share Posted August 9 (edited) 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 August 14 by Av8tor8a Quote Link to comment Share on other sites More sharing options...
CalvonVulcan Posted August 14 Share Posted August 14 so the tsar bomba doesnt do any damage, any idea how to fix? Quote Link to comment Share on other sites More sharing options...
Marvin M Posted August 14 Share Posted August 14 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) Quote Link to comment Share on other sites More sharing options...
117StinkBug Posted September 2 Share Posted September 2 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. Quote Link to comment Share on other sites More sharing options...
DocNappers Posted September 3 Author Share Posted September 3 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. Quote Link to comment Share on other sites More sharing options...
117StinkBug Posted September 3 Share Posted September 3 (edited) 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 September 21 by 117StinkBug Quote Link to comment Share on other sites More sharing options...
FarenhiteGR64 Posted September 27 Share Posted September 27 (edited) 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 September 27 by FarenhiteGR64 Additional issues found with missile reloading systems Quote Link to comment Share on other sites More sharing options...
Dazhdbog Posted September 30 Share Posted September 30 Any examples of a modular missile with Orbital Guidance. I tried building one with radar targeting but when fired it never made any attempt to head for a locked target. Quote Link to comment Share on other sites More sharing options...
Mudhen15 Posted October 12 Share Posted October 12 Could the missile launchers here be updated to function similarly to the BDA-E launchers in that the added munition doesn't add to the part count? Quote Link to comment Share on other sites More sharing options...
Natso Posted November 1 Share Posted November 1 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 Quote Link to comment Share on other sites More sharing options...
Sidestrafe2462 Posted November 12 Share Posted November 12 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. Quote Link to comment Share on other sites More sharing options...
blacksea Posted November 14 Share Posted November 14 (edited) 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 November 15 by blacksea Please post in English when not using the International subforums. Quote Link to comment Share on other sites More sharing options...
blacksea Posted November 15 Share Posted November 15 (edited) Well, I have understood the problem, the Chinese version of translation misunderstand me Edited November 15 by blacksea Quote Link to comment Share on other sites More sharing options...
DocNappers Posted November 19 Author Share Posted November 19 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). Quote Link to comment Share on other sites More sharing options...
blacksea Posted November 19 Share Posted November 19 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. Quote Link to comment Share on other sites More sharing options...
Natso Posted November 27 Share Posted November 27 Can I replace the "exhaustPrefabPath" effect with the SRB booster effect in cfg file? Quote Link to comment Share on other sites More sharing options...
DocNappers Posted November 29 Author Share Posted November 29 On 11/27/2024 at 6:26 PM, Natso said: Can I replace the "exhaustPrefabPath" effect with the SRB booster effect in cfg file? Probably, yeah. Though it might not be oriented correctly. Quote Link to comment Share on other sites More sharing options...
Natso Posted November 29 Share Posted November 29 1 hour ago, DocNappers said: Probably, yeah. Though it might not be oriented correctly. Exactly, I tried and the jet is facing the other direction, is there any way to fix this? Quote Link to comment Share on other sites More sharing options...
DocNappers Posted November 29 Author Share Posted November 29 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. Quote Link to comment Share on other sites More sharing options...
Natso Posted November 29 Share Posted November 29 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? Quote Link to comment Share on other sites More sharing options...
DocNappers Posted November 29 Author Share Posted November 29 1 minute ago, Natso said: I have absolutely no idea what you just said, is there any tutorial on this? Someone who makes parts (i.e., the other devs) should be able to help explain that. I only write code. Quote Link to comment Share on other sites More sharing options...
Natso Posted November 29 Share Posted November 29 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.. Quote Link to comment Share on other sites More sharing options...
KranSmith Posted November 30 Share Posted November 30 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 Quote Link to comment Share on other sites More sharing options...
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