BahamutoD Posted May 5, 2015 Author Share Posted May 5, 2015 (edited) Probably been asked recently, but if the physics range has been extended to 22.5km, can we get longer guard ranges pretty soon? 5km for a PAC-3 seems... odd.Stock KSP has an unload distance of 22.5km for vessels that are flying only. Unload meaning they have to be already loaded in order to remain active - it's designed for jettisoned stages. BDArmory extends loading, unloading, packing and unpacking ranges for landed, preflight, flight, orbit, suborbit, and splashed down situations. Whatever you set the load range to, it will never overwrite the default setting if the default is higher. For example, 5km is the default for BDArmory (which can be changed in the settings (alt-) but unload distance for flying vessels is still 22.5km minimum. Without the BDArmory extension, landed pack and unpack is like 200m or 300m which is why normally you cant switch to landed vessels when flying unless you're really close.Do you think you could add an ICBM mode to the missile guidance part? Where the missiles flys up really high and then comes back down onto the target from above? It would be really useful for my SKUD Launcher.The guidance only really works in atmosphere - it doesn't calculate optimum ballistic trajectories and it assumes the missile has aerodynamic stability (no AoA limiter), but I can include modes that have higher flight ceilings. Edited May 5, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 5, 2015 Share Posted May 5, 2015 The guidance only really works in atmosphere - it doesn't calculate optimum ballistic trajectories, but I can include modes that have higher flight ceilings.simple ballistic arcs for rocket artillery are also a good idea in my opinion Link to comment Share on other sites More sharing options...
Volt Posted May 6, 2015 Share Posted May 6, 2015 Stock KSP has an unload distance of 22.5km for vessels that are flying only. Unload meaning they have to be already loaded in order to remain active - it's designed for jettisoned stages. BDArmory extends loading, unloading, packing and unpacking ranges for landed, preflight, flight, orbit, suborbit, and splashed down situations. Whatever you set the load range to, it will never overwrite the default setting if the default is higher. For example, 5km is the default for BDArmory (which can be changed in the settings (alt-) but unload distance for flying vessels is still 22.5km minimum. Without the BDArmory extension, landed pack and unpack is like 200m or 300m which is why normally you cant switch to landed vessels when flying unless you're really close.Awesome. Thanks for the explanation. I'll change up the settings tomorrow and have at it. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted May 6, 2015 Share Posted May 6, 2015 guys sorry to get off topic a bit….but"HE" IS BACK Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 6, 2015 Share Posted May 6, 2015 guys sorry to get off topic a bit….but"he" is backhttps://www.youtube.com/watch?v=nc94uqomkdcholy!!!! Link to comment Share on other sites More sharing options...
BahamutoD Posted May 6, 2015 Author Share Posted May 6, 2015 HII've heard of your mod and tried to install it (OSX) but no damadge occurs, the bomb or missile or bullet hits then explodes and nothing happens to the target. Could anyone help me with installation?I don't have access to OSX but it should be the same. Just put the BDArmory folder in the GameData folder. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted May 6, 2015 Share Posted May 6, 2015 I don't have access to OSX but it should be the same. Just put the BDArmory folder in the GameData folder.I have OSXIts just like he said tough it should be fine Link to comment Share on other sites More sharing options...
Canauos Posted May 6, 2015 Share Posted May 6, 2015 put everything in a custom tab, for example I named mine BD ArmoryYes, but the parts are not removed from the tab "utility"? So if I want to play with vanilla parts ranging in the basic tab, I have still all the parts of "BD Armory" as well as those of other mods. Link to comment Share on other sites More sharing options...
DeepOdyssey Posted May 6, 2015 Share Posted May 6, 2015 (edited) RBS-15 is super wonky. Basically it start maneuvering sideways when closing in to the target[i understand this is intended as evasive maneuver against CIWS], but sometimes it is slowing so much, that it literally almost stop. Speed drop to 30-40 m/s and then it mostly miss target by a quite a big margin. Don't know why it's happening, but the AGM-86 cruise missile is doing fine. Edited May 6, 2015 by DeepOdyssey Link to comment Share on other sites More sharing options...
rabzoue59 Posted May 6, 2015 Share Posted May 6, 2015 Bahamut, it is interresting to put camera module in part.cfg to work with RPM ? Link to comment Share on other sites More sharing options...
odin_spain Posted May 6, 2015 Share Posted May 6, 2015 Please, I need your oppinion about new military missions for my mod:http://forum.kerbalspaceprogram.com/threads/119770Thanks Link to comment Share on other sites More sharing options...
Anister Posted May 6, 2015 Share Posted May 6, 2015 Hey BahamutoD, is it possible to rewrite the missile guidance part (the newly released part) code to allow custom paths using curves? Link to comment Share on other sites More sharing options...
Volt Posted May 6, 2015 Share Posted May 6, 2015 I wonder if he is truly back. And I wonder whether he'll break the spirit of stock and use BDA. Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 6, 2015 Share Posted May 6, 2015 (edited) It may be hard for an updated Spanner's since something is very much broken with it right now and I don't have the unity scenes to rebuild them properlyEdit: further analysis shows that the issue is caused by the updates to the turret DLL with version .8 which causes the turret to reset to its origin when deselected. This is instead causing the turret to rotate 90 degrees on its Z axis and become unusable so I just need to find a way to disable that feature Edited May 6, 2015 by LORDPrometheus Link to comment Share on other sites More sharing options...
MIC132 Posted May 6, 2015 Share Posted May 6, 2015 When will 0.8.1 be on CKAN? Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 6, 2015 Share Posted May 6, 2015 When will 0.8.1 be on CKAN?CKAN is always outdated just add it manually I do it for all my installs (3: war, sciencev P.E.W dev) Link to comment Share on other sites More sharing options...
Temeter Posted May 6, 2015 Share Posted May 6, 2015 So, this time i'll try post in the right thread:Is there some way to bind firing guns to an action group? Using a controller and it's just impractical to reach for the mouse just to fire static guns. The weapon manager shortcut only seems to work for missiles. Link to comment Share on other sites More sharing options...
Motokid600 Posted May 6, 2015 Share Posted May 6, 2015 So the new stock physics range is 21km. How does that manage to be so stable? Because I tried simply doubling that last night just so my first stages can actually hit the ground before they unload.But everything shakes. All the parts on my craft seem to vibrate. So what exactly is going on? How is it everything is fine with 21km, but more then that and its an issue? How much farther do you think the physics range can be extended before things get shaky?Also I noticed the settings.cfg has 5000 meters set for physics range which now would be reducing the stock range. I just added a zero. Could that maybe have something to do with it? Link to comment Share on other sites More sharing options...
eeveelution Posted May 6, 2015 Share Posted May 6, 2015 So, this time i'll try post in the right thread:Is there some way to bind firing guns to an action group? Using a controller and it's just impractical to reach for the mouse just to fire static guns. The weapon manager shortcut only seems to work for missiles.Rebind the fire key? Press Alt + B Link to comment Share on other sites More sharing options...
Thereisnospoon Posted May 6, 2015 Share Posted May 6, 2015 I wonder if he is truly back. And I wonder whether he'll break the spirit of stock and use BDA.I doubt it. While BDA is amazing, it makes weapons easy. The unpredictable stock torpedoes "He" used on his ships played a noticeable part in the series. Also, BDA weaponry isn't really meant for space and "He" would be limited to guns and one missile which could take away from the charm of combat. Using missiles and guns would change the combat from hoping the torpedo hits and hoping it does enough damage to disable the ship, to firing a guided missile and watching the target explode. Link to comment Share on other sites More sharing options...
Temeter Posted May 6, 2015 Share Posted May 6, 2015 Rebind the fire key? Press Alt + BWat is dis. I've played this mod for quite a bit and suddenly there is a hidden options menu?Well, anyway thanks! Link to comment Share on other sites More sharing options...
Hodo Posted May 6, 2015 Share Posted May 6, 2015 So, this time i'll try post in the right thread:Is there some way to bind firing guns to an action group? Using a controller and it's just impractical to reach for the mouse just to fire static guns. The weapon manager shortcut only seems to work for missiles.You can, I do it like this.Place weapon group manager part anywhere you like on the aircraft. Then go to "set up action groups."Then set the "Fire" command to what ever action number you want, I usually set it to 3 or 4. Then set "Next weapon" command to another action group, for me that is usually 5 or 6 depending on the craft.To fire the gun while in flight cycle to the next weapon until you see which ever gun it is that you want to use. Then press that action group number. Done gun fires.As seen in this picture. Link to comment Share on other sites More sharing options...
BahamutoD Posted May 6, 2015 Author Share Posted May 6, 2015 So the new stock physics range is 21km. How does that manage to be so stable? Because I tried simply doubling that last night just so my first stages can actually hit the ground before they unload.But everything shakes. All the parts on my craft seem to vibrate. So what exactly is going on? How is it everything is fine with 21km, but more then that and its an issue? How much farther do you think the physics range can be extended before things get shaky?Also I noticed the settings.cfg has 5000 meters set for physics range which now would be reducing the stock range. I just added a zero. Could that maybe have something to do with it?See this post. As for the shakiness, I've never seen that. Might be something else.@Hodo - confused? Weapon manager's fire AG doesn't fire guns Link to comment Share on other sites More sharing options...
Motokid600 Posted May 6, 2015 Share Posted May 6, 2015 See this post. As for the shakiness, I've never seen that. Might be something else.Oh. Yea the shaking comes with the physics range increase. I was under the impression that was the reason for the "heads up" in the OP. Link to comment Share on other sites More sharing options...
BahamutoD Posted May 6, 2015 Author Share Posted May 6, 2015 Oh. Yea the shaking comes with the physics range increase. I was under the impression that was the reason for the "heads up" in the OP.When do parts shake? While flying, or just sitting on the ground?Its the first I've heard of that particular problem so I'll need to know how to replicate it. Link to comment Share on other sites More sharing options...
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