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


BahamutoD

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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-B)) 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 by BahamutoD
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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

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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-B)) 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.

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HI

I'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.

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put everything in a custom tab, for example I named mine BD Armory

Yes, 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.

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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 by DeepOdyssey
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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 properly

Edit: 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 by LORDPrometheus
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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.

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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?

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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

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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.

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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.

boKA1Mb.jpg

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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 :P

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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.

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