StahnAileron Posted April 30, 2015 Share Posted April 30, 2015 So I'm waiting for the day we start getting career mode military contracts with BDArmory installed."We've lost control of one of our test rockets. It's in low Kerbin orbit. We would like you to remove it for us. Either retrieve or destroy it. (Bonus reward for retrieval)." (<<< Use for that space missile!)"The Kerbin Society for No Space Trash has launched an offensive on the space center. Their forces are currently located at [some location]. Head out there and neutralize them."Actually, any chance enough space missiles can destroy an asteroid? Or break them up? (Like one missile can blow up an A-class, but it would fragment a B-Class into 2 A-classes? Something like that.) I have BD Armory installed in 0.90, but I don't use it much. I wish there was more game integration for it. Hence my hope for career contracts Link to comment Share on other sites More sharing options...
PrototypeTheta Posted April 30, 2015 Share Posted April 30, 2015 So I'm waiting for the day we start getting career mode military contracts with BDArmory installed."We've lost control of one of our test rockets. It's in low Kerbin orbit. We would like you to remove it for us. Either retrieve or destroy it. (Bonus reward for retrieval)." (<<< Use for that space missile!)"The Kerbin Society for No Space Trash has launched an offensive on the space center. Their forces are currently located at [some location]. Head out there and neutralize them."Actually, any chance enough space missiles can destroy an asteroid? Or break them up? (Like one missile can blow up an A-class, but it would fragment a B-Class into 2 A-classes? Something like that.) I have BD Armory installed in 0.90, but I don't use it much. I wish there was more game integration for it. Hence my hope for career contracts AFAIK someone already did this. Link to comment Share on other sites More sharing options...
Endersmens Posted April 30, 2015 Share Posted April 30, 2015 So I'm waiting for the day we start getting career mode military contracts with BDArmory installed."We've lost control of one of our test rockets. It's in low Kerbin orbit. We would like you to remove it for us. Either retrieve or destroy it. (Bonus reward for retrieval)." (<<< Use for that space missile!)"The Kerbin Society for No Space Trash has launched an offensive on the space center. Their forces are currently located at [some location]. Head out there and neutralize them."Actually, any chance enough space missiles can destroy an asteroid? Or break them up? (Like one missile can blow up an A-class, but it would fragment a B-Class into 2 A-classes? Something like that.) I have BD Armory installed in 0.90, but I don't use it much. I wish there was more game integration for it. Hence my hope for career contracts http://forum.kerbalspaceprogram.com/threads/116245-0-10-5dim-Military-Contract-Pack-v0-3-2015-04-30 Link to comment Share on other sites More sharing options...
Crusher48 Posted April 30, 2015 Share Posted April 30, 2015 Will AI control only be for planes, or will we get Tank AI and Space Battle AI and Naval AI? Link to comment Share on other sites More sharing options...
PrototypeTheta Posted May 1, 2015 Share Posted May 1, 2015 Well now I've got an even weirder issue... After adding fireTransform and muzzleTransform, the collision mesh starts acting up, and won't allow me to toggle the turret in game. Removing fireTransform and muzzleTransform puts it back to how it was before, normal collision mesh, and it will actually turn after being toggled (but with butt-gun syndrome). Link to comment Share on other sites More sharing options...
BahamutoD Posted May 1, 2015 Author Share Posted May 1, 2015 Well now I've got an even weirder issue... After adding fireTransform and muzzleTransform, the collision mesh starts acting up, and won't allow me to toggle the turret in game. Removing fireTransform and muzzleTransform puts it back to how it was before, normal collision mesh, and it will actually turn after being toggled (but with butt-gun syndrome).http://s23.postimg.org/sepchv93v/Example.pngCheck the debug log for errors. Also, the muzzle and fire transforms should be at the tip of the barrel where the projectile comes out. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted May 1, 2015 Share Posted May 1, 2015 Will it be possible to do multiple aircraft battles? Like 4v4? Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 1, 2015 Share Posted May 1, 2015 Will it be possible to do multiple aircraft battles? Like 4v4?that's getting to the performance limits Link to comment Share on other sites More sharing options...
Yokito Zumi Posted May 1, 2015 Share Posted May 1, 2015 (edited) Javascript is disabled. View full albumCant wait until i can revive this Gem. Edited May 1, 2015 by sumghai Fixed imgur album Link to comment Share on other sites More sharing options...
StahnAileron Posted May 1, 2015 Share Posted May 1, 2015 http://forum.kerbalspaceprogram.com/threads/116245-0-10-5dim-Military-Contract-Pack-v0-3-2015-04-30...I was about to say, "WHY DIDN'T I know of this SOONER?!" until I looked at the post date: that came out last week. Still, AWESOME! Thanks peoples! Now I just need to hunt down the 0.90 version of that to be safe...Looking forward to seeing that contract mod exploiting the new BDArmory AI once BDArmory is updated. (Though I'm waiting on a lot of mods to update to 1.0-compatibility before I really play 1.0.) Link to comment Share on other sites More sharing options...
daniel l. Posted May 1, 2015 Share Posted May 1, 2015 I almost pulled an all nighter last night and I worked more on it today, and here is how AI combat looks now: (more details later) -------------------PrototypeTheta - look at the unity package again. It has fireTransform and muzzleTransform on each barrel.-------------------War Eagle 1 - If I can finish polishing the model and texture by tomorrow night then yes, but there might be more important things to fix ^^. JDAMs are possible now, but I'll wait till next update.Can you make the ai work in ZeroG Vacuum? Link to comment Share on other sites More sharing options...
dcompart Posted May 1, 2015 Share Posted May 1, 2015 @BahamutoD, Great Mod! I hope you will be updating to KSP 1.0 very soon! Link to comment Share on other sites More sharing options...
Yokito Zumi Posted May 1, 2015 Share Posted May 1, 2015 He should be (If you live in the US) Be updating on Friday. and i think that's today. i live in japan so its already going to be Saturday by the time he updates.... Link to comment Share on other sites More sharing options...
Predator9099 Posted May 1, 2015 Share Posted May 1, 2015 He should be (If you live in the US) Be updating on Friday. and i think that's today. i live in japan so its already going to be Saturday by the time he updates....Yeah, me too, it's gonna be saturday when it comes out for me too, I'm in Singapore right now Link to comment Share on other sites More sharing options...
Predator9099 Posted May 1, 2015 Share Posted May 1, 2015 Yeah, it's *hopefully* comes out on friday. Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 1, 2015 Share Posted May 1, 2015 http://imgur.com/a/dLHYACant wait until i can revive this Gem.That's a beautiful plane right there!- - - Updated - - -Can you make the ai work in ZeroG Vacuum?I think since very few weapons (namely only one missile) are specifically designed for orbital use this will be a secondary concern however it seems easier than atmospheric AI since it doesn't have to worry about gravity in the same way.Last thing I was wondering if anyone is interested in me making some armor panels for parts? I would do procedural ones but I have no idea how to Link to comment Share on other sites More sharing options...
teepee2345 Posted May 1, 2015 Share Posted May 1, 2015 i do know that the armor panels would work if they just had a high temperature tolerance. but i dont know how to make the be procedural. maybe ask the maker of procedural wings? Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 1, 2015 Share Posted May 1, 2015 i do know that the armor panels would work if they just had a high temperature tolerance. but i dont know how to make the be procedural. maybe ask the maker of procedural wings?That was my intention but for now plates in a few sizes should be sufficient probably in grey and desert camo Link to comment Share on other sites More sharing options...
PrototypeTheta Posted May 1, 2015 Share Posted May 1, 2015 (edited) Day 3: The dreaded butt-gun effect has been eliminated (aimPitch and aimRotate were facing the wrong way -.-), I now wrestle with faulty rotation points (barrel rotates around the wrong point) and an apparent intolerance (incompetence) with muzzleTransform (still breaks mesh colliders..., but weirdly enough everything seems to work without muzzleTransform).I now await the release of 1.0, so that testing may continue.EDIT: Barrel rotation fixed, and the lack of muzzleTransform doesn't appear to be having any adverse effects. Edited May 1, 2015 by PrototypeTheta Link to comment Share on other sites More sharing options...
Yokito Zumi Posted May 1, 2015 Share Posted May 1, 2015 Has ERA been brought into consideration? Link to comment Share on other sites More sharing options...
War Eagle 1 Posted May 1, 2015 Share Posted May 1, 2015 TODAYS THE DAYman I can't wait…I got an f-22 and su-37 that are ready to duke it out Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 1, 2015 Share Posted May 1, 2015 Has ERA been brought into consideration?ERA? Also BD if I put a parachute module on a bomb namely my BLU-82 "Daisy Cutter" can make it deploy after the weapon is fired automatically? Link to comment Share on other sites More sharing options...
PrototypeTheta Posted May 1, 2015 Share Posted May 1, 2015 ERA? Explosive Reactive Armourhttp://en.wikipedia.org/wiki/Reactive_armour Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 1, 2015 Share Posted May 1, 2015 Explosive Reactive Armourhttp://en.wikipedia.org/wiki/Reactive_armourAh I was unfamiliar with the acronym. I don't think that would work with the current damage and collision system but I may try some Improvised experiments with structural plates and decouplers when I get the chance Link to comment Share on other sites More sharing options...
BahamutoD Posted May 1, 2015 Author Share Posted May 1, 2015 Day 3: The dreaded butt-gun effect has been eliminated (aimPitch and aimRotate were facing the wrong way -.-), I now wrestle with faulty rotation points (barrel rotates around the wrong point) and an apparent intolerance (incompetence) with muzzleTransform (still breaks mesh colliders..., but weirdly enough everything seems to work without muzzleTransform).http://s29.postimg.org/cpiw6j3jb/2015_05_01_00001.jpgI now await the release of 1.0, so that testing may continue.EDIT: Barrel rotation fixed, and the lack of muzzleTransform doesn't appear to be having any adverse effects.The turret rotates (yaw) around the aimRotate transform, and barrel pitches around the aimPitch transform. Set your gizmos to "Pivot" and not "Center" (its the button next to world/local) to show where the pivot is.muzzleTransform is where the module looks for particle emitters for muzzle flash and smoke. Without it, you will have none. (And that's all that muzzle transform does.. if it's messing with your colliders then you're doing something else wrong).ERA? Also BD if I put a parachute module on a bomb namely my BLU-82 "Daisy Cutter" can make it deploy after the weapon is fired automatically?No, when firing bombs or missiles, they decouple themselves from anything they are attached to and decouple anything attached to them. Link to comment Share on other sites More sharing options...
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