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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23


BahamutoD

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So I just tested it ... missiles still go ape.... with FAR.

No FAR, stock missile specs, fired without target - OK ballistic curve as you would expect.

FAR, stock missile specs, fired without target -Missile goes ape...., does a loop around me.

FAR, stock missile specs, fired without target, used different bahaturret.dll - missile goes COMPLETELY ape.... and flips around rotating like in the video I posted couple days ago.

FAR, AIM54 Phoenix missile, fired without target, different bahaturret.dll - same the loop is just bigger.

I'm aware that they still flip out without a target, but the test dll fixes firing on a target right?

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Alright I read a few pages and didnt see anyone else asking. I may have just missed somethin in the main page....

Love the mod, bombs work, turrets are fun, lazors have my station in a constant state of no power when I clear anything and everything around it... I can't however for the life of me get missiles to track. I can dumb fire them just fine, but I can't get them to track a target (regardless of where I fired them from) so I am obviously missing something here...

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Alright I read a few pages and didnt see anyone else asking. I may have just missed somethin in the main page....

Love the mod, bombs work, turrets are fun, lazors have my station in a constant state of no power when I clear anything and everything around it... I can't however for the life of me get missiles to track. I can dumb fire them just fine, but I can't get them to track a target (regardless of where I fired them from) so I am obviously missing something here...

You just have to select a target the way you normally do in KSP, and shoot. All of the missiles only work in an atmosphere, except the HEKV. Air to ground missiles work very well on vessels that are landed, and suck on air targets. Vice versa with air to air missiles.

Hi everyone !

I love your mod, thank you !

This is what I was looking for.

However I do not use the function of "weapon manager".

So I deleted the part associated

The icon (which I do not use) is always displayed.

Is it possible to remove it?

http://image.noelshack.com/fichiers/2014/50/1418011273-icones.png

I would only use weapons. No function that simulates the clashes.

Thank you in advance! :)

I'm not sure why you want to remove the weapon manager. It makes using the weapons much easier, and also contains the whole gameplay behind the weapons (guard mode).

There's no way to remove the toolbar icon without editing the source. Sorry.

I've noticed an oddity with the new Smart Guards. I designed an AA turret with a Goalkeeper and 4 Sidewinder missiles. When an opposing aircraft enters range, it fires its missiles then switches to the gun, as expected. However, the missiles fail to track their target. My suspicion is that as soon as the turret switches its active weapon to the gun, the missiles stop tracking.

The missiles will track regardless of what weapon is active. One possible problem is that the missile is being fired in the completely wrong direction. If it is facing away from the target when fired, it will not be able to track it. It has to at least be pointed in the general direction. If you are using FAR, then that's the issue and I'm fixing it.

Edited by BahamutoD
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The missiles will track regardless of what weapon is active. One possible problem is that the missile is being fired in the completely wrong direction. If it is facing away from the target when fired, it will not be able to track it. It has to at least be pointed in the general direction. If you are using FAR, then that's the issue and I'm fixing it.

I'm using NEAR, so I guess that's the issue? Missiles seemed to track just fine in previous versions, though. In regard to the direction the missiles are facing, I generally design my AA turrets with their missiles pointing straight up, which worked fine in the past.

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So as soon as I up the thrust and boosttime by a litte bit aim120 from 30 to 45 while same boost time, the missile doesnt track anymore and spins out of control

Upping the boost thrust had no consistent adverse effect for me.

Do you only experience the flipping out when you try to switch vessel to your missile? I've only had close calls where it almost flips out when I switch to it, but if I don't switch to it, it flies normally.

The default maxAoA is 35. Try adding this to the MissileLauncher part module:


maxAoA = 12

or something smaller like that. It may increase the stability. (With the fixed DLL of course).

Edit: I found another possible cause. Testing a fix now..

Edited by BahamutoD
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You just have to select a target the way you normally do in KSP, and shoot. All of the missiles only work in an atmosphere, except the HEKV. Air to ground missiles work very well on vessels that are landed, and suck on air targets. Vice versa with air to air missiles.

Near as I can tell its because I didn't arm the system :D

Built a few makesehift tanks and had fun shooting them... Then loaded up a ravenspear (think the mk 3) with mavericks and a howitzer for good measure figured out the arming system thing ><

Also learned that my tanks were very well armored for attacks from above, of the 5 (mk 1 mk 2 mk3 and so on each improved slightly) only the MK5 had a kill shot... missile hit directly on the command capsule the other 4 were in sad states from immobilized to missing the main turret and such... Was fun :D

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I'm not sure why you want to remove the weapon manager. It makes using the weapons much easier, and also contains the whole gameplay behind the weapons (guard mode).

There's no way to remove the toolbar icon without editing the source. Sorry.

I only use the weapons to destroy debris. Not for fighting.

But you're right, it's a bit silly to remove a function. Maybe one day I will use it !

However, compatibility with the toolbar would be welcome :)

The toolbar can be hidden, that's why I like it!

Edited by Canauos
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Near as I can tell its because I didn't arm the system :D

Built a few makesehift tanks and had fun shooting them... Then loaded up a ravenspear (think the mk 3) with mavericks and a howitzer for good measure figured out the arming system thing ><

Also learned that my tanks were very well armored for attacks from above, of the 5 (mk 1 mk 2 mk3 and so on each improved slightly) only the MK5 had a kill shot... missile hit directly on the command capsule the other 4 were in sad states from immobilized to missing the main turret and such... Was fun :D

Guards don't need to be 'Armed'.

The function of 'arming' is to let you fire bombs, missiles, and rockets with the main fire key and lock targets by pointing your craft at them.

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Did some tests, found the Air to Ground missiles, like the Maverick and the Hellfire worked fine against static ground targets. But the A2A missiles had the turn radius of a small nation like Canada. (/sarcasm) I was easily able to turn inside of them with my F-119 Akula, which is agile but not that agile. But it was good to be able to do basic missile evasion and not launch flares and be able to defeat a missile.

Guns, rockets and bombs all work fine, even when dropped at supersonic speeds.

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Did some tests, found the Air to Ground missiles, like the Maverick and the Hellfire worked fine against static ground targets. But the A2A missiles had the turn radius of a small nation like Canada. (/sarcasm) I was easily able to turn inside of them with my F-119 Akula, which is agile but not that agile. But it was good to be able to do basic missile evasion and not launch flares and be able to defeat a missile.

Guns, rockets and bombs all work fine, even when dropped at supersonic speeds.

With/without FAR? With the test-fix dll?

I believe I have fixed what I can from my end. The missile can still sometimes stop tracking if you switch to it because of a FAR bug that throws a stream of null reference exceptions when switching vessels. Ferram4 has already fixed the issue but has not released a compiled version yet. It shouldn't flip out anymore though.

Try this, FAR users:

https://dl.dropboxusercontent.com/u/103148235/bda0.7FarFix/BahaTurret.dll

Super high Gs and sidewinder is tracking, no problem.

Q7wAhrH.png

edit:

I only use the weapons to destroy debris. Not for fighting.

But you're right, it's a bit silly to remove a function. Maybe one day I will use it !

However, compatibility with the toolbar would be welcome :)

The toolbar can be hidden, that's why I like it!

I just found this on KS: https://kerbalstuff.com/mod/396/QuickHide

edit2; Oh, I see you were the one who requested it :P

Edited by BahamutoD
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Just did a bit of testing, when I dont look at the missiles they seem to behave normally. They track their target and hit even when target drone is ~80-90km away from launch point flying head on.

Tried using JDAMs, well they work too :D

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Honestly, NEAR users should try FAR, hah, but yeah you should try that fix too. It should work.

The only thing about FAR is that there should be a less squarey/inline ammo box.

But it works flawlessy, you can even outrun some missiles if you are fast enough.

Also, loving DMP:

https://www.youtube.com/watch?v=CzQZvnTIA38&list=UUzIlit18FU7dL821W-hp7SA

You can't kill your friends unless you do some tricky "he will be here so if I pass here he dies" maneuvering, but it's super fun to hit them over and over again.

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Guards don't need to be 'Armed'.

The function of 'arming' is to let you fire bombs, missiles, and rockets with the main fire key and lock targets by pointing your craft at them.

Yes did some more testing this morning. It seems to have to do with the angle the missiles are at on the tank. If they shoot too high they just keep going rather than arc down at the target where as if I put them somewhere around 40 degrees they track just fine.

Now just to figure out why Jeb in the completely unarmored prototype keeps winning the wargames despite only being able to take at most 2 hits (if not turret/capsule hit).

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NEAR is just FAR for those not fully comfortable with realism but who don't accept stock KSP's magic drag model

FAR is easier than NEAR, that is what he meant, it does not hurt to give it a try.

Anyway, I am dogfighting with friends over and over, and it works super well.

I guess its more than time for some sort of support for DMP to come for it, be official or not, I would make it myself if I was able to.

We on the moderator team also have a lot of fun with this mod on our DMP servers when we have time for it.

Edited by tetryds
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Hello!

First: Thanks for this awesome Mod! We use it on our server and its great fun.

But for....let's say.....bigger battles i've tried to rescale some parts like the .50cal turret. The problem is, they got rescaled automatic.

It would be awesome if you could give me some help.

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Honestly, NEAR users should try FAR, hah, but yeah you should try that fix too. It should work.

I used FAR for a long time prior to the creation of NEAR. Honestly, I haven't noticed much difference. I use NEAR mostly because I don't want to bother with Mach effects and other complex issues; I just want "intuitive" (to a layperson) aerodynamics, which is essentially what NEAR provides. I don't want the game to be a realistic flight sim, but the stock drag model is just moronic.

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I don't think this is the right place to discuss FAR x NEAR, people should try both hand see which one fits their gameplay.

According to what was said this mod will work well with both, and that is what matters here :)

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