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


BahamutoD

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Oh YES! Thank you so much!

I got it working! PROPERLY!

I point my fireTransform's z direction to the direction of the "barrel". Worked perfectly.

Thank you SO much for helping me out with your PMs and with your post. When i get past my modelling and texturing woes i might just make a tank turrets pack based on obscure tanks.

Have a bright, dazzling, flashy, intense, luminous, radiant, scintillating, sparkling, ablaze (the good kind), clinquant, coruscating, effulgent, fulgent, gleaming, glittering, glossy, incandescent, lambent, lucent, lustrous, refulgent, and resplendent day!

On a completely different note. I have a question for Bahamuto.

How did you make this effect on the Oerlikon Millennium?

Did you use a Normal or Specular map? Or just some texturing trickery?

Thanks!

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Hey Bahamuto, If you wouldn't mind sharing, what software do you use for modelling/texturing?

I'm not sure if you're just busy IRL, but you should stop by #kspmodders a bit more often, we won't bite. ;)

I use Blender and Photoshop, sometimes GIMP.

A question for everyone; I've recently installed this mod on 1.02, and for some reason the turret function always crashes the game. I am running other mods, and am prepared to sacrifice them to fix this error, but I can't seem to be able to fix it on my own.

I currently have:

- Mechjeb 2

- KAX

- Kerbal alarm clock

- Remote tech

- Firespitter

- Dynamics Pack

I'm not sure if any of these can or are causing the issue, but I'm also running a Linux distro, if that's any help.

Thank you!

Check the log (KSP/KSP_Data/output_log.txt) for errors, or host it somewhere and post a link here, and explain exactly what you do that causes the crash.

Anyone else have the issue where after using turrets and fixed guns, they flip over?

One of my turrets or a "third-party" turret?

Oh YES! Thank you so much!

I got it working! PROPERLY!

I point my fireTransform's z direction to the direction of the "barrel". Worked perfectly.

Thank you SO much for helping me out with your PMs and with your post. When i get past my modelling and texturing woes i might just make a tank turrets pack based on obscure tanks.

Have a bright, dazzling, flashy, intense, luminous, radiant, scintillating, sparkling, ablaze (the good kind), clinquant, coruscating, effulgent, fulgent, gleaming, glittering, glossy, incandescent, lambent, lucent, lustrous, refulgent, and resplendent day!

On a completely different note. I have a question for Bahamuto.

How did you make this effect on the Oerlikon Millennium?

Did you use a Normal or Specular map? Or just some texturing trickery?

Thanks!

Glad you got it working. If you haven't figured out muzzle flashes yet, just look at the muzzle transform in the sample turret. It has a KSPParticleEmitter that is disabled before exporting.

The shiny scratches can be done by using a specular map. You do this by painting in the alpha channel of the diffuse map (texture). Black will be completely diffuse and white will be completely specular.

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Not knowing if there is anyone coming up with the idea, but a good one for ICBM missiles.

In guiding screen set up a specific height. Below that height all we have to do is to climb. After that height start gravity turn. All we have to do is to match the heading to the target, instead of point the relative velocity towards target.

Generally we have the current position of missile and target, It is two data sets in game database, which, in reality, is captured by ground and satellite based GPS system. If we are lucky enough, the ground contact point after reentry is also calculated by the game. after we made sure that the heading is pointed towards target and we are in a specific reentry angle, we start reentry by pointing velocity towards target. We make fine tunes by RCS and control surface to keep matching, and when close to a specified distance, reactivate all available engines to gain a 3-4 Mach defense penetration velocity, and impact.

In one word, three phases: Initial climb, gravity turn, fine tune. It is triggered majorly by height. It may be similar to kOS but that is one idea.

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Hey Baha. Is it possible to add a ICBM mode to the missile guidance system? As for right now, no matter how big the rocket is and no matter where it is launched from it flies close to the surface. Also it would be awesome if the ICBM guidance would use only SAS an maybe rcs thrusters for pitch/roll manuevers.

Thanks. Keep up the awesomeness.

Edit: When i say icbm i mean the guidance take into account different stages of the missile.

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What about adding tactics to AI? Some cool stuff that you could make with it:

- Set as a leader button. Other vessels in the same team will try to follow, what a leader commands.

- Formation flying. Basically all of minor vessels will try to stay close to the leader and fly in formation, unless there's something threatening them, like a missile. there would be few shapes: delta, diamond. sphere, wall

- Atack order other aircraft will try to shoot down selected enemy.

- Defend order will try to shoot down vessels, that threaten a defended vessel.

- Maybe move order?

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What about adding tactics to AI? Some cool stuff that you could make with it:

- Set as a leader button. Other vessels in the same team will try to follow, what a leader commands.

- Formation flying. Basically all of minor vessels will try to stay close to the leader and fly in formation, unless there's something threatening them, like a missile. there would be few shapes: delta, diamond. sphere, wall

- Atack order other aircraft will try to shoot down selected enemy.

- Defend order will try to shoot down vessels, that threaten a defended vessel.

- Maybe move order?

Bahamuto does have Burn Together lying around somewhere.

Maybe split the autopilot off to Burn Together?

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Having trouble with the Mod. Only got 50cal ammo box and don't have 20 and 30mm they aren't in the part selection in game but they are in the ammobox file for the download. Any help getting it wokring?

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Working on some WW2 replicas, I'd like to have (at least, having already the ammos) some .50 cal guns (actually using the inline 20mm cannon... but for some american planes, like p-47 or p-51, they are not feeling right :P)

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I have noticed you cannot fire the GAU-8 using action groups. any way you could check this?

Can't fire any machine guns with action groups. Use the mouse.

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Can't fire any machine guns with action groups. Use the mouse.

Use a weapon manager, set the "Fire" command to an action group, and cycle through your weapons with action groups also.. alot easier then fishing out a joystick.

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Use a weapon manager, set the "Fire" command to an action group, and cycle through your weapons with action groups also.. alot easier then fishing out a joystick.

But you can't fire any guns with just the action group. Weapon manager's fire is only for missiles, bombs and rockets.

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Bahamuto does have Burn Together lying around somewhere.

Maybe split the autopilot off to Burn Together?

Burn toghether doesn't handle formation flying really good, each ship turns individually, so for example after some maneuvers an arrow formation won't face the right way.

Edit: Baha, can you update your mods on ckan?

Edited by bartekkru99
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Hello guys! I've just installed a new version of this mod and... I can't turn off the smart guard! I hate this option, because this "very smart" guard choose the weakest weapon I have! And now I can't turn off it! Maybe someone knows how to turn it off in the config?

Edited by MrKerbMan
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Hello guys! I've just installed a new version of this mod and... I can't turn off the smart guard! I hate this option, because this "very smart" guard choose the weakest weapon I have! And now I can't turn off it! Maybe someone knows how to turn it off in the config?

I took that option out of the settings window because I want to focus on making 'smart guards' better without having to worry about backwards compatibility. You could help by explaining precisely what it's doing, and what you expect it to do, so I can try to improve it.

Otherwise, you can turn it off in the settings.cfg file but I don't guarantee it works completely. I haven't checked to make sure that smart guard code never interferes if it's set to false.

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