BoomShroom Posted July 19, 2015 Share Posted July 19, 2015 Just a thought: Homeworld's turrets have a thing referred to as TriggerHappy, what it does is lay out a cone where the gun will just open fire, regardless of whether or not it'd have a chance to hit. Could something similar be applied to the BDA turrets based on the state of the target (Landed/splashed, in flight/sub-orbital) to say, reduce the M1 Abrams accuracy against distant aircraft with its mach 4.8 HE(AT?) round? Link to comment Share on other sites More sharing options...
DYo12234 Posted July 19, 2015 Share Posted July 19, 2015 Any news on when the targeting pod will be released? Link to comment Share on other sites More sharing options...
Thatdude253 Posted July 19, 2015 Share Posted July 19, 2015 try replacing the module with this: http://pastebin.com/yiWfacg9Thanks, I'll give it a try- - - Updated - - -Any news on when the targeting pod will be released?[/quoteBaha said a few pages back 2-3 weeks at the earliest. Be patient por favor Link to comment Share on other sites More sharing options...
Endersmens Posted July 19, 2015 Share Posted July 19, 2015 Hey Baha, love the way the targeting pod looks like, but perhaps you can add some 'random' text to make it look more 'awesome'? Kinda like this http://i.ytimg.com/vi/-wTco46wxSM/hqdefault.jpgAlso cool would be if that camera view also showed what weapon is loaded and how many of those are left (or incase of the turrets, how much ammo). Perheaps even a 'OVRHT' warning when the selected turrets overheatI sincerely +1 this. This would be amazing. Maybe if we don't have the pod, we can still have a little toolbar display for ammo? Where when you load the ship it counts the number of ammo, rockets, missiles on board, and then updates when you fire some? This would be super amazing.I wan't this targeting pod now. Link to comment Share on other sites More sharing options...
BahamutoD Posted July 19, 2015 Author Share Posted July 19, 2015 I sincerely +1 this. This would be amazing. Maybe if we don't have the pod, we can still have a little toolbar display for ammo? Where when you load the ship it counts the number of ammo, rockets, missiles on board, and then updates when you fire some? This would be super amazing.I wan't this targeting pod now. I can add some more info to the display if it fits, but all that info is in the stock resource panel already. Link to comment Share on other sites More sharing options...
damowang2 Posted July 20, 2015 Share Posted July 20, 2015 Single missile that will be fired as vessel is not recorded. I tried with RPM by searching weapon by name and accumulate them, so that they appear in HUDs. Link to comment Share on other sites More sharing options...
BahamutoD Posted July 20, 2015 Author Share Posted July 20, 2015 Single missile that will be fired as vessel is not recorded. I tried with RPM by searching weapon by name and accumulate them, so that they appear in HUDs.That's a good point. I can put those numbers in the weapon manager. Link to comment Share on other sites More sharing options...
Yokito Zumi Posted July 20, 2015 Share Posted July 20, 2015 does this still work with 1.0.4 (back from my Terraria Binge so im sort of getting back into the groove of KSP) Link to comment Share on other sites More sharing options...
Fish Boy Posted July 20, 2015 Share Posted July 20, 2015 does this still work with 1.0.4 (back from my Terraria Binge so im sort of getting back into the groove of KSP)Works perfectly with 1.0.4. Link to comment Share on other sites More sharing options...
Yokito Zumi Posted July 20, 2015 Share Posted July 20, 2015 Thanks dude! ^3^ Link to comment Share on other sites More sharing options...
BahamutoD Posted July 20, 2015 Author Share Posted July 20, 2015 (edited) Hey guys, here's another progress report.I've added some extra uses for the targeting pod after remembering that real Hellfires could be fired from a hidden location without a target lock, and when it comes into view of the laser-painted target, it finally locks on.Also, now, targets painted by one vessel can be locked by another vessel.Take a look: Not shown, but this also means that a missile can be fired from out of physics range, and as long as you switch to it and it has a good initial trajectory, it can fly into loading range of a target that's being painted and lock on at that point.I think the final piece of this mechanic will be smoke countermeasures that can occlude the laser point from vessels or missiles trying to hold a lock. Then I can move on to either radar or heat.Edit - Actually I'll probably work on some GPS specific uses of it - for cruise missiles and eventually gps bombs. I kinda want an additional way of designating gps coordinates though. Edited July 20, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
V8jester Posted July 20, 2015 Share Posted July 20, 2015 This is looking great BD! Link to comment Share on other sites More sharing options...
Fish Boy Posted July 20, 2015 Share Posted July 20, 2015 (edited) BD, is there going to be a way for the AI to act as a "target painter," so an AI-controlled plane can fly around and paint targets for a user-controlled craft to destroy? Target pod is looking good!Thanks dude! ^3^No problemo. Edited July 20, 2015 by Fish Boy Link to comment Share on other sites More sharing options...
Endersmens Posted July 20, 2015 Share Posted July 20, 2015 I think the final piece of this mechanic will be smoke countermeasures that can occlude the laser point from vessels or missiles trying to hold a lock. Then I can move on to either radar or heat.Video looks awesome. few questions1: when using the CoM lock with a moving vehicle, does the laser guided missile account for lead? or does it just constantly update and turn? Will be useful to know for faster moving targets.2: can you make each mechanic that I quoted a separate release? that way we will have new toys to play with while you work on radar and heat. like, release laser when it's done as like 9.0, then work on radar or heat and release that as 9.1, ect ect. Link to comment Share on other sites More sharing options...
marzio Posted July 20, 2015 Share Posted July 20, 2015 I really like this mod but KSP 1.0.4 does not support it. Instead of adding parts, could you please update it? Link to comment Share on other sites More sharing options...
Techiastronamo Posted July 20, 2015 Share Posted July 20, 2015 Hey Bahamuto, I'm not sure if you've seen my thread for a DMP war server yet, but I would like to know if I can make a zip file containing your mod and the DMP Plugin for your mod and upload it on mediafire to share on my forum post for the server. Thanks! Link to comment Share on other sites More sharing options...
Whizzkid Posted July 20, 2015 Share Posted July 20, 2015 I really like this mod but KSP 1.0.4 does not support it. Instead of adding parts, could you please update it?It works fine with 1.0.4, see the previous page. Link to comment Share on other sites More sharing options...
Derpotron Posted July 20, 2015 Share Posted July 20, 2015 I have a question,When a cruise missile is fired, and the target will be or is out of physics range, will the cruise missile still pursue or will it fail to continue?Because I think something really cool would be the ability to fire cruise missiles from >20km away and be able to see them coming in to hit a target.Or maybe being able to remotely target and fire the missiles with communications. Ah, these are just some ideas.Anyways great job so far! Everything looks good. Big fan of your work! Link to comment Share on other sites More sharing options...
bartekkru99 Posted July 20, 2015 Share Posted July 20, 2015 (edited) Also GPS targeting will propably be necessary for cruise missiles to work. Also Objects coliding at high speeds should also create explosions, no matter if they have warheads built in. Energy would depend on mass and velocity (E=mV^2/2) (I need it for my "ZEUS" project, you can propably guess what it is)I have a question,When a cruise missile is fired, and the target will be or is out of physics range, will the cruise missile still pursue or will it fail to continue?Because I think something really cool would be the ability to fire cruise missiles from >20km away and be able to see them coming in to hit a target.Or maybe being able to remotely target and fire the missiles with communications. Ah, these are just some ideas.Anyways great job so far! Everything looks good. Big fan of your work!It won't work, but you can always increase physics range in bda settings (Alt + . Edited July 20, 2015 by bartekkru99 Link to comment Share on other sites More sharing options...
Nickvr628 Posted July 20, 2015 Share Posted July 20, 2015 BD, how far away will the COM lock detect a vessel? Is it far enough that we could have military target painting satellites that can guide in missiles from orbit? Imagine the possibilities of that! Link to comment Share on other sites More sharing options...
Fish Boy Posted July 20, 2015 Share Posted July 20, 2015 (edited) BD, how far away will the COM lock detect a vessel? Is it far enough that we could have military target painting satellites that can guide in missiles from orbit? Imagine the possibilities of that!AI-controlled ships flying around and painting targets would be awesome. Imagine an AI-controlled plane orbiting a battlefield and painting target after target, completely independent of the player. The satellite idea is awesome, I never thought about that. BD should do that! Edited July 20, 2015 by Fish Boy Link to comment Share on other sites More sharing options...
Nickvr628 Posted July 20, 2015 Share Posted July 20, 2015 Yeah, an AWACS plane would be really cool. Link to comment Share on other sites More sharing options...
Anister Posted July 20, 2015 Share Posted July 20, 2015 Yeah, an AWACS plane would be really cool.Aye! Especially if it can auto lock targets with control (Pods, seats or probe core) modules! Link to comment Share on other sites More sharing options...
Nickvr628 Posted July 20, 2015 Share Posted July 20, 2015 I can imagine it now, a network of laser designator satellites, with a control station in high orbit, that can target any object on kerbin and destroy it with remotely guided munitions. This is going to take orbital support to a whole new level. Link to comment Share on other sites More sharing options...
Fish Boy Posted July 20, 2015 Share Posted July 20, 2015 I can imagine it now, a network of laser designator satellites, with a control station in high orbit, that can target any object on kerbin and destroy it with remotely guided munitions. This is going to take orbital support to a whole new level. Link to comment Share on other sites More sharing options...
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