EdusacconBR Posted August 1, 2015 Share Posted August 1, 2015 And how long do we have to wait? I can't take it anymore! me too! im dieing to get my hands on that targeting podand ksp will become the new ace combat Link to comment Share on other sites More sharing options...
Thatdude253 Posted August 1, 2015 Share Posted August 1, 2015 Looking at the progress from when I first found this, I am simply in awe. It's evolved so much in such a comparatively short time Link to comment Share on other sites More sharing options...
Nickvr628 Posted August 1, 2015 Share Posted August 1, 2015 When this update is released will it be considered a finished mod? Link to comment Share on other sites More sharing options...
Boakamxe Posted August 1, 2015 Share Posted August 1, 2015 When this update is released will it be considered a finished mod?This mod is far from finished, it will only be 0.9.0. Link to comment Share on other sites More sharing options...
bartekkru99 Posted August 1, 2015 Share Posted August 1, 2015 When this update is released will it be considered a finished mod?Nope, there will be AI improvements, contracts and new weapons. Link to comment Share on other sites More sharing options...
EdusacconBR Posted August 1, 2015 Share Posted August 1, 2015 what are the configs for the deadliest ai possible? Link to comment Share on other sites More sharing options...
Derpotron Posted August 2, 2015 Share Posted August 2, 2015 I'd think that the best way to set up the AI is to test them out on your planes and adjust accordingly. I mean a super maneuverable plane is not very effective in the hands of an AI that can only turn at 1 degree a second.I think that the plane is the trick. Link to comment Share on other sites More sharing options...
TUKE Posted August 2, 2015 Share Posted August 2, 2015 (edited) I have a pack, it uses BDA models but the sounds and stats are based off of real life World War 2 air weapons.http://kerbal.curseforge.com/ksp-mods/233392-ww2-air-weapons-for-bda Edited August 2, 2015 by TUKE Link to comment Share on other sites More sharing options...
Ratboyslim Posted August 2, 2015 Share Posted August 2, 2015 thanks tuke, i will have a little look at that Link to comment Share on other sites More sharing options...
Three1415 Posted August 2, 2015 Share Posted August 2, 2015 Forgive me if this thread is not intended for support, but I simply cannot get this mod working; on every attempt, I end up with all the parts being freely available, but no toolbar and no functionality. Yes, I have moved the BDArmory folder into KSP's main GameData folder. Several times. I have tried every conceivable fix--removing Hyperedit, new installs, old installs, etc., but the end result is always the same: All parts, no toolbar, no functionality. Does anyone here have any idea what might be causing this?Thanks in advance. Link to comment Share on other sites More sharing options...
BahamutoD Posted August 2, 2015 Author Share Posted August 2, 2015 Please upload your full output log somewhere and post it here. Link to comment Share on other sites More sharing options...
Tbone2142 Posted August 2, 2015 Share Posted August 2, 2015 So I've been getting a few requests for my craft files... So Here they are!http://forum.kerbalspaceprogram.com/threads/130444-Tbone-s-Modded-Replica-Sci-Fi-Aircraft-Ground-Vehicles%21?p=2115792#post2115792 Link to comment Share on other sites More sharing options...
Cdodders Posted August 2, 2015 Share Posted August 2, 2015 Hey guys! Just finished developing a new weapon! The Advanced Air-to-Ground Missile (XAGM). This is a top-attack missile designed to take out hard to reach targets amongst tight areas and between buildings where normal ground attack weapons could not reach.Here's a demo video that pretty much explains it. DOWNLOAD!!: http://www./download/cr00yn3n08eqv8d/XAGM.rarAlso, for some reason the missiles have two smoke trails. I dunno why. Oh and thanks Baha for your suggestion. Could you also make a link to this weapon please? Just call it Tbone's XAGM or something.I'll make a whole pack later on (and have a separate thread for it) with more fictional weapons. I might even make my own models. But for now, here's my first weapon (basically a tweaked and re-textured maverick). Enjoy! How do you get those additional buildings? And that enclosed SAM? Link to comment Share on other sites More sharing options...
jediminer543 Posted August 2, 2015 Share Posted August 2, 2015 (edited) Q: Does this mod work with DMP?A: The short answer is no. BDArmory doesn't explicitly synchronize any data over the network, so things like gunfire, damage, etc experienced locally won't be seen by other players. Persistent values like guard settings may be synchronized if/when DMP resynchronizes vessel information so at least it might be possible to have one player set up a guarded base, while another person attacks it. Live PvP combat will not be sufficiently synchronized.This may be changing soon; very soonEdit: For expansion I've begun developing a DMP plugin that syncs all BDArmoury effects & damage Edited August 2, 2015 by jediminer543 Improved detail Link to comment Share on other sites More sharing options...
allmhuran Posted August 2, 2015 Share Posted August 2, 2015 (edited) Hey BahamutoD, love your work, just have one issue that seems like it's been around for a while: The aimers seem to think my guns are pointing backwards. I expect this is something to do with the placement of the weapons, usually I'm using them hidden inside other parts with all movement ranges set to 0. Quite often the ship will first launch with the aimers out in front, but after switching into IVA view and back, or cycling weapons, etc, the aimers end up behind the craft. Searched the thread for "behind" and "backwards" and didn't see any references but I'm sure it's been mentioned somewhere in 400+ pages! Turning on aim assist often fixes it. Edited August 2, 2015 by allmhuran Link to comment Share on other sites More sharing options...
volcanicshrimp Posted August 2, 2015 Share Posted August 2, 2015 Are there any plans for a helicopter AI? I know you've got loads of stuff to work on but I would love a heli AI, especially if it would work with TCA or a similar mod to allow helis/VTOLs to work if the engines weren't perfectly positioned. Speaking of VTOLs, a VTOL AI would also be another awesome feature that you probably don't have time to implement.- - - Other stuff - - -How do you get those additional buildings? And that enclosed SAM?Additional buildings are from Kerbin side.I think the SAM is an LLL cargo bay tail thing with bd missiles inside. Link to comment Share on other sites More sharing options...
tetryds Posted August 2, 2015 Share Posted August 2, 2015 @BahamutoD: Hey, can you explain a bit better how the smart guard system works?I am making a WW2 weapons pack for my challenge, and wanted to set it so that the AI uses more than one kind of weapon depending on the distance you are from the target. Link to comment Share on other sites More sharing options...
Tbone2142 Posted August 2, 2015 Share Posted August 2, 2015 How do you get those additional buildings? And that enclosed SAM?The additional buildings is a mod called Kerbin Side.and the enclosed SAM silos are scaled down (with tweakscale) Lack Luster Labs (LLL) cargo bays. Link to comment Share on other sites More sharing options...
datubaman Posted August 3, 2015 Share Posted August 3, 2015 Hey, Baha, could you add a prograde clearance check for all missiles with drop times less than .3 seconds? I'm having a huge problem with the Hellfires where I have two of them mounted onto one missile rail in line with each other and the rearmost ones always launch first and ram themselves into the hellfire in front of them, sometimes with disastrous results. If you could do that I would immensely appreciate it. Link to comment Share on other sites More sharing options...
Crusher48 Posted August 3, 2015 Share Posted August 3, 2015 Can you add more space missiles please? There is exactly one option if I want to have a missile battle in space. Link to comment Share on other sites More sharing options...
MrChessMac Posted August 3, 2015 Share Posted August 3, 2015 I have a question : can you make possible to see the radar from RPM? That would be awesome! And thanks for reading my comment. Link to comment Share on other sites More sharing options...
sashan Posted August 3, 2015 Share Posted August 3, 2015 As for RPM support: I think you just need to make necessary info public, so that other plugins can reference to it. THen wait until someone makes a compatibility plugin Link to comment Share on other sites More sharing options...
CrayzeeMonkey Posted August 3, 2015 Share Posted August 3, 2015 As for RPM support: I think you just need to make necessary info public, so that other plugins can reference to it. THen wait until someone makes a compatibility plugin Everything is already public. Everything is in the source code. Link to comment Share on other sites More sharing options...
sashan Posted August 3, 2015 Share Posted August 3, 2015 I meant available to other plugins to read ingame. Link to comment Share on other sites More sharing options...
DaMichel Posted August 3, 2015 Share Posted August 3, 2015 ALT-B to bring up the options. Click 'set key', then press your joystick button.Well, sucks for people like me who don't read manuals Have this feature suggestion then: Add your BDArmory button to the KSC scene and make it open the config dialog. Quite simple and would make it more N00b friendly accessible for new players.Nice plane btw. Link to comment Share on other sites More sharing options...
Recommended Posts