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


BahamutoD

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You'll need to give the gun a probe core, electric, ammo and weapon manager modules. I had it working with mouse aim in 0.90 with the old KAS but haven't tried yet with the new stuff.

Ah Ha! The weapon manager module I didn't try that. I did try the probe core but not the weapon manager thanks Darren9, I'll give that a try.

edit

Hmm no I still can't get it working. I'm assuming quite a bit changed between BD and KAS/KIS from .90 here is the CFG file for anyone who wants to help tinker with this one

PART
{
// Kerbal Space Program - Part Config
//
//
// --- general parameters ---
name = bahaGatlingGun_KIS
module = Part
author = BahamutoD
// --- asset parameters ---
mesh = model.mu
rescaleFactor = 0.2
CrewCapacity = 0

// --- node definitions ---
node_stack_bottom = 0.0, -0.2845967, 0.0, 0.0, -1.0, 0.0, 0
node_stack_top = 0.0, 0.2845967, 0.0, 0.0, 1.0, 0.0, 0
node_attach = 0.1, 0.0, -0.0, -1.0, 0.0, 0.0, 1

// --- editor parameters ---
TechRequired = precisionEngineering
entryCost = 0
cost = 100
category = none
subcategory = 0
title = Vulcan Turret Hand Held
manufacturer = Bahamuto Dynamics
description = A 6 barrel 20x102mm rotary cannon.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,0,0,1
// --- standard part parameters ---
mass = 0.01
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 60
maxTemp = 3600
vesselType = Probe
MODULE
{
name = ModuleKISItem
volumeOverride = 100
shortcutKeyAction = equip
editorItemsCategory = true
equipMode = part
equipSlot = rightHand
equipable = true
equipMeshName = body01
equipBoneName = bn_r_mid_a01
equipPos = (0.10, 0.01, -0.06)
equipDir = (10, -91, 98)
runSpeed = 1.0
}

MODULE
{
name = ModuleGenerator
isAlwaysActive = true
OUTPUT_RESOURCE
{
name = ElectricCharge
rate = 3.00
}
}
MODULE
{
name = ModuleCommand
minimumCrew = 0
RESOURCE
{
name = ElectricCharge
rate = 0.025
}
}
RESOURCE
{
name = ElectricCharge
amount = 5.0
maxAmount = 5.0
}

MODULE
{
name = MissileFire
}
MODULE
{
name = BahaTurret

fireKey = mouse 0
fireSoundPath = BDArmory/Parts/20mmVulcan/sounds/VulcanCannon
overheatSoundPath = BDArmory/Parts/20mmVulcan/sounds/VulcanEnd
oneShotSound = false
deployAnimName = deploy
hasFireAnimation = true
fireAnimName = fireAnim
spinDownAnimation = true
yawTransformName = aimRotate
pitchTransformName = aimPitch
roundsPerMinute = 5500
accuracy = 5
bulletMass = 9.85e-5
bulletVelocity = 1000
ammoName = 20x102Ammo
requestResourceAmount = 1
maxTargetingRange = 5000
bulletDrop = true
projectileColor = 255, 20, 0, 205//RGBA 0-255
startColor = 255, 30, 0, 160
shellScale = 0.66
minPitch = -8
maxPitch = 65
yawRange = 90
onlyFireInRange = true
instakill = false

maxHeat = 3600
heatPerShot = 36
heatLoss = 820
tracerStartWidth = 0.28
tracerEndWidth = 0.2
fadeColor = true
}
RESOURCE
{
name = 20x102Ammo
amount = 650
maxAmount = 650
}

MODULE
{
name = CFEnable
}
}

Edited by V8jester
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Ah Ha! The weapon manager module I didn't try that. I did try the probe core but not the weapon manager thanks Darren9, I'll give that a try.

edit

Hmm no I still can't get it working. I'm assuming quite a bit changed between BD and KAS/KIS from .90 here is the CFG file for anyone who wants to help tinker with this one

PART
{
// Kerbal Space Program - Part Config
//
//
// --- general parameters ---
name = bahaGatlingGun_KIS
module = Part
author = BahamutoD
// --- asset parameters ---
mesh = model.mu
rescaleFactor = 0.2
CrewCapacity = 0

// --- node definitions ---
node_stack_bottom = 0.0, -0.2845967, 0.0, 0.0, -1.0, 0.0, 0
node_stack_top = 0.0, 0.2845967, 0.0, 0.0, 1.0, 0.0, 0
node_attach = 0.1, 0.0, -0.0, -1.0, 0.0, 0.0, 1

// --- editor parameters ---
TechRequired = precisionEngineering
entryCost = 0
cost = 100
category = none
subcategory = 0
title = Vulcan Turret Hand Held
manufacturer = Bahamuto Dynamics
description = A 6 barrel 20x102mm rotary cannon.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,0,0,1
// --- standard part parameters ---
mass = 0.01
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 60
maxTemp = 3600
vesselType = Probe
MODULE
{
name = ModuleKISItem
volumeOverride = 100
shortcutKeyAction = equip
editorItemsCategory = true
equipMode = part
equipSlot = rightHand
equipable = true
equipMeshName = body01
equipBoneName = bn_r_mid_a01
equipPos = (0.10, 0.01, -0.06)
equipDir = (10, -91, 98)
runSpeed = 1.0
}

MODULE
{
name = ModuleGenerator
isAlwaysActive = true
OUTPUT_RESOURCE
{
name = ElectricCharge
rate = 3.00
}
}
MODULE
{
name = ModuleCommand
minimumCrew = 0
RESOURCE
{
name = ElectricCharge
rate = 0.025
}
}
RESOURCE
{
name = ElectricCharge
amount = 5.0
maxAmount = 5.0
}

MODULE
{
name = MissileFire
}
MODULE
{
name = BahaTurret

fireKey = mouse 0
fireSoundPath = BDArmory/Parts/20mmVulcan/sounds/VulcanCannon
overheatSoundPath = BDArmory/Parts/20mmVulcan/sounds/VulcanEnd
oneShotSound = false
deployAnimName = deploy
hasFireAnimation = true
fireAnimName = fireAnim
spinDownAnimation = true
yawTransformName = aimRotate
pitchTransformName = aimPitch
roundsPerMinute = 5500
accuracy = 5
bulletMass = 9.85e-5
bulletVelocity = 1000
ammoName = 20x102Ammo
requestResourceAmount = 1
maxTargetingRange = 5000
bulletDrop = true
projectileColor = 255, 20, 0, 205//RGBA 0-255
startColor = 255, 30, 0, 160
shellScale = 0.66
minPitch = -8
maxPitch = 65
yawRange = 90
onlyFireInRange = true
instakill = false

maxHeat = 3600
heatPerShot = 36
heatLoss = 820
tracerStartWidth = 0.28
tracerEndWidth = 0.2
fadeColor = true
}
RESOURCE
{
name = 20x102Ammo
amount = 650
maxAmount = 650
}

MODULE
{
name = CFEnable
}
}

I'm not sure I still have what worked, I did some housekeeping at 1.0.3 because of 30gigs of KSP filling up my SSD. I'll get the new stuff and see if I can get anything working. I the meanwhile, here is a repost teaser of what you want :sticktongue:

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Does anyone know how to permanently increase the guard range, instead of the max range being 2500. I know that once you go into flight, then come back to the hangar you can increase your max guard range but it resets it self every time ur restart the game.

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You should make this work with the multi player mod, so we can design our own fighters and fight each other. I made a server to do just this but the found out the weapons don't work over MP :(

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Someone (I can't remember who) is working on a version for DMP.

- - - Updated - - -

I would like to see some functionality for autonomous AI bombers using GPS way-points, and the ability to set dampeners on specific controls (Yaw, Pitch, Roll) Because i need the pitch on quite a few of my WW2 planes but they go really slow because they are constantly rolling.

- - - Updated - - -

Oh hey Baha, while your waiting for the poll results, could you take a look at my suggestion on the Adjustable landing gear page? Because it would only be a small tweak wouldn't it?

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So, radars are pretty much a core feature for this mod, IMO it got to a point where advancing and adding more things just don't make sense without an overhaul on this area.

It's not as fun to dogfight when you can just double click the enemies and always know where they are.

And it would not make a lot of sense to develop AI even more when at a point it will have to be changed to start working with the radars.

Missions would also use this massively, this goes down to how you are using everything on the mod.

The other suggestions are also great, but they feel a lot more like "extras" than actual core features like radars.

BahamutoD, I am an electrical engineering student and I can help you developing the radar system for BDArmory, we could even go further and implement electronic warfare on the future.

If you are interested you can pm me.

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Re-voting is definitely happening. 112 votes are coming out of no where from things that where not prominent right off the bat. On the current chart, as of 11/7/2015, the recorded votes have way too many anomalies to still assume people are playing fair.

I think we need a new poll that can actually enforce, or at least try to, a one vote system. (Google forms, A poll thread?)

EDIT:: There are at least 5 anomalies in the current graph.

Edited by zacharii
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So, radars are pretty much a core feature for this mod, IMO it got to a point where advancing and adding more things just don't make sense without an overhaul on this area.

It's not as fun to dogfight when you can just double click the enemies and always know where they are.

And it would not make a lot of sense to develop AI even more when at a point it will have to be changed to start working with the radars.

Missions would also use this massively, this goes down to how you are using everything on the mod.

The other suggestions are also great, but they feel a lot more like "extras" than actual core features like radars.

BahamutoD, I am an electrical engineering student and I can help you developing the radar system for BDArmory, we could even go further and implement electronic warfare on the future.

If you are interested you can pm me.

I totally agree with you, better targetting system is a base for other major features such as contracts and better AI.

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Darran9 You're the man! - got the vulcan and the .50 from spanners working.

Nice to see you got it working.

Maybe you will like this:

It was made with older versions of KAS and BDA.

And I am also hoping for some firearms for Kerbals. You can see some rifles in the Pro Props mod, it would be cool if someone could mod BDA into them.

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I have a problem with my AI. They simply fly in circles and do not engage anything, although they constantly switch weapons. I have the AI tuned perfectly to the aircraft so that they use it very well flying-wise, and they can dodge some missiles. However they do not engage any targets. Do they have no seek-and-destroy mentality? Because I placed a AAA behind the tracking station and they just flew in perfect circles around their takeoff point. (In the case of the constantly switching weapons the aircraft has Hellfires, Mavericks, Sidewinders, S-8KOM rocket pods and Vulcan cannons.)

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Ha Ha! Yeah your and Darren9's videos are what gave me the idea to try and figure it out. I guess a few things have changes since the old release of KAS. Cool thing is now the gun won't wiggle when you move and you now have recoil to deal with.

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Even if it does not win I do hope that a new Ground to Ground Ballistic guidance mode would do SOOO much to the game is it is right now. What I am meaning is where the missile pulls upward gains altitude before turning downward in an arc and hitting the target anywhere from a 45 degree's to directly atop it (Aka 90 degree) depending on range from launch point.

I Voted for the Radar, IR, Laser, and/or GPS systems (guidance, target acquisition, detection, appropriate countermeasures) in the survey thingy, But I'm not opposed to more Space/vacuum capable weaponry, or Modular missile and/or turret parts.

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Off topic but what is the name of the mod that changes Kerbin to look like Earth?

There are a couple. That you will need.

EVE 4-7 or overhaul - the base mod everything runs on

Then either KSPRC, Astronomers Visual or real solar system

You will also need texture replacer - with this you can change the planet textures among other things.

If you really want to push it. Get scatterer for a much more realistic atmosphere

I would move this question to one of the threads I mentioned above - if you are still lost feel free to PM me and I will send you some links - on my phone ATM.

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even if it does not win i do hope that a new ground to ground ballistic guidance mode would do sooo much to the game is it is right now. What i am meaning is where the missile pulls upward gains altitude before turning downward in an arc and hitting the target anywhere from a 45 degree's to directly atop it (aka 90 degree) depending on range from launch point.

I voted for the radar, ir, laser, and/or gps systems (guidance, target acquisition, detection, appropriate countermeasures) in the survey thingy, but i'm not opposed to more space/vacuum capable weaponry, or modular missile and/or turret parts.

yes! We need icbm/irbm guidance!

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So, radars are pretty much a core feature for this mod, IMO it got to a point where advancing and adding more things just don't make sense without an overhaul on this area.

It's not as fun to dogfight when you can just double click the enemies and always know where they are.

And it would not make a lot of sense to develop AI even more when at a point it will have to be changed to start working with the radars.

Missions would also use this massively, this goes down to how you are using everything on the mod.

The other suggestions are also great, but they feel a lot more like "extras" than actual core features like radars.

Yes, I totally agree with you. Radar system it's a core features for the gameplay and it affects the 90% of the mod (weapons behavior, AI,...). I think it should come first

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I voted space because... Well ksp is a space game! why are we so focused on making stuff for aircraft and tanks?!?!? its a darn spacegame i want battlestars! :D (Not trying to be rude)

An example of why space battles are epic!

Edited by daniel l.
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I voted space because... Well ksp is a space game! why are we so focused on making stuff for aircraft and tanks?!?!? its a darn spacegame i want battlestars! :D (Not trying to be rude)

An example of why space battles are epic!

This game is largely about aircrafts too, that's why C7 has made so many spaceplane parts and then porkjet started to overhhaul them in 0.25.

- - - Updated - - -

I have a problem with my AI. They simply fly in circles and do not engage anything, although they constantly switch weapons. I have the AI tuned perfectly to the aircraft so that they use it very well flying-wise, and they can dodge some missiles. However they do not engage any targets. Do they have no seek-and-destroy mentality? Because I placed a AAA behind the tracking station and they just flew in perfect circles around their takeoff point. (In the case of the constantly switching weapons the aircraft has Hellfires, Mavericks, Sidewinders, S-8KOM rocket pods and Vulcan cannons.)

Have you turned guard mode on? You need to turn both AI and guard mode on. And in case if you did you set the teams up and armed weapon managers?

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I voted space because... Well ksp is a space game! why are we so focused on making stuff for aircraft and tanks?!?!? its a darn spacegame i want battlestars! :D (Not trying to be rude)

An example of why space battles are epic!

While that's epic, it won't be the same in KSP. The fighters in BSG behave like jetplanes in atmosphere. In KSP there would be no hard maneuvering or dodging of missiles/'lasers' in space.

Edit:

I have decided to close the poll due to a number of reasons.

1. The poll allowed multiple voting and people took advantage of that.

2. It has become clear that a logical progression of the most popular items are:

- Targeting, guidance, and detection systems

- AI upgrade (since these need to be built around said systems)

- Modular parts are cool but not necessary

- I'll leave the rest for later.

Thanks guys

Edit:

And here's a prototype test for laser/tv targeting

http://gfycat.com/DesertedPlaintiveAegeancat

Edited by BahamutoD
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