allmhuran Posted August 23, 2015 Share Posted August 23, 2015 Thanks to all of the info from the BD and IR guys, this is almost ready.... Link to comment Share on other sites More sharing options...
harpwner Posted August 23, 2015 Share Posted August 23, 2015 (edited) Do we have support for bombs that can deploy a parachute after launch? My Tsar Bomba and MOAB might like one!for now I've decided to add radial attach support to those bombs so you can attach a parachute manually, but I'd like to have one for the bomb built inEDIT:looks like I found the stock module for parachutes, so ignore the post I'll get to work lol Edited August 23, 2015 by harpwner Link to comment Share on other sites More sharing options...
Space Scumbag Posted August 23, 2015 Share Posted August 23, 2015 So, my Space Battle video is finished. Turret problems were all fixed, thanks! Link to comment Share on other sites More sharing options...
trapbuilder2 Posted August 23, 2015 Share Posted August 23, 2015 My turrets seem to attack me even after i have turned off guard mode. Any ideas? Link to comment Share on other sites More sharing options...
Nickvr628 Posted August 23, 2015 Share Posted August 23, 2015 That was amazing. How did you get the seismic charge part? Link to comment Share on other sites More sharing options...
thegamingnation Posted August 23, 2015 Share Posted August 23, 2015 Can someone tell me how to use the jdams Link to comment Share on other sites More sharing options...
gajbooks Posted August 23, 2015 Share Posted August 23, 2015 I have a dumb problem where radar will completely not work for me. I've re-installed twice and the vessel is within the 20 km range and flying, but not a single radar will lock on. This is very likely just a problem of mine because no one else seems to get this, but I would appreciate some help. Link to comment Share on other sites More sharing options...
Whizzkid Posted August 23, 2015 Share Posted August 23, 2015 That was amazing. How did you get the seismic charge part?Baha gave it to him a while ago to demo in one of his videos, i think. Link to comment Share on other sites More sharing options...
Crusher48 Posted August 23, 2015 Share Posted August 23, 2015 Wow, I think that at the very least space fighters should rotate to fire on people (since a space AI would be difficult to make). Link to comment Share on other sites More sharing options...
BahamutoD Posted August 23, 2015 Author Share Posted August 23, 2015 Here's a video showing some improvements I'm working on for AI Pilot steering when using fixed guns.Normal flying involves steering until the velocity vector is pointing in the desired direction. Since there is usually some amount of AoA required for this, aiming the velocity vector at an enemy often means that the vessel was not directly pointing at it.Now, when trying to use a gun, the AI will directly point the nose of the plane to the desired direction.They will also now use rudder to help aim the gun. They still normally use rudder for countering side-slip, and are much better at it (no more yaw oscillation). Link to comment Share on other sites More sharing options...
EdusacconBR Posted August 24, 2015 Share Posted August 24, 2015 Awesome Link to comment Share on other sites More sharing options...
Darren9 Posted August 24, 2015 Share Posted August 24, 2015 It looks quite effective, absolutely everything I launched with the old AI had some yaw oscillation - can't wait to try the new stuff. Link to comment Share on other sites More sharing options...
EdusacconBR Posted August 24, 2015 Share Posted August 24, 2015 wow, they look so op o_O Link to comment Share on other sites More sharing options...
RuBisCO Posted August 24, 2015 Share Posted August 24, 2015 Question: can the radar lock on to ground targets? Link to comment Share on other sites More sharing options...
TUKE Posted August 24, 2015 Share Posted August 24, 2015 Here's a video showing some improvements I'm working on for AI Pilot steering when using fixed guns.Normal flying involves steering until the velocity vector is pointing in the desired direction. Since there is usually some amount of AoA required for this, aiming the velocity vector at an enemy often means that the vessel was not directly pointing at it.Now, when trying to use a gun, the AI will directly point the nose of the plane to the desired direction.They will also now use rudder to help aim the gun. They still normally use rudder for countering side-slip, and are much better at it (no more yaw oscillation). A) Is this in the next update? ETA on the next update? Link to comment Share on other sites More sharing options...
ryanedward Posted August 24, 2015 Share Posted August 24, 2015 BD, when you roll out the AI changes, can you include a ground AI? Because my tanks are gathering dust and have never seen any combat other than having guard mode turned on and having me peek-a-boo them for ten minutes just to kill ONE of them. Had to kill three tanks this way, ran out of shells on the third tank, had to ram the thing so that it flipped over. Link to comment Share on other sites More sharing options...
Oats Posted August 24, 2015 Share Posted August 24, 2015 (edited) Not sure if im the first to find this or not, but im running a clean game except BDarmoury and this error occursWhen reaching speeds of around 750 m/s and flying low to the ground objects on the ground will explodeHopefully there is an easy fix for this or something but its difficult to find so i just posted it here Edited August 24, 2015 by Oats Link to comment Share on other sites More sharing options...
Ratboyslim Posted August 24, 2015 Share Posted August 24, 2015 BD, please put your beautiful aircraft and AAA up for download Link to comment Share on other sites More sharing options...
Bluejay0013 Posted August 24, 2015 Share Posted August 24, 2015 So, my Space Battle video is finished. Turret problems were all fixed, thanks! How in the heck do you not ever lag in your videos!?? Link to comment Share on other sites More sharing options...
TUKE Posted August 24, 2015 Share Posted August 24, 2015 How in the heck do you not ever lag in your videos!??He does some serious editing, i know i've done it myself. You speed up the playback speed for the laggy bit and it normally comes good. Link to comment Share on other sites More sharing options...
theflyingfish Posted August 24, 2015 Share Posted August 24, 2015 I think I may have found a couple bugs. Read the description for details, but basically, even though the changelog for v0.9.6 says that ballistic weapons take their maximum distance from a variable in the part.cfg, my testing has shown that all bullets from all guns despawn 5,000 meters from where they were fired no matter what the variable or physics range is set to. (I set MaxEffectiveRange, MaxTargetingRange, and the physics range to 20,000m, but with no effect.)Additionally, the Abrams seems to be shooting off when aimed using the targeting pod. It shoots high, and goes left or right depending on where the vehicle is turned. Link to comment Share on other sites More sharing options...
Anister Posted August 24, 2015 Share Posted August 24, 2015 I know I'm likely asking a lot, but what about having AI airstrikes? Perhaps it can be done in 2 ways:ARMA II Simple Support Style: You target a location (GPS Or laser) and a plane spawns a distance away, approches and strikes the target, then flies away and despawns. The plane can be either a pre-made solid model, or you can set one of your planes, and it wil attack with the crafts weaponsAI Bring along: Perhaps simpler. You just have a plane on standby in the area (either orbiting or landedà, and when you call a strike, it moves in and strikes Link to comment Share on other sites More sharing options...
trapbuilder2 Posted August 24, 2015 Share Posted August 24, 2015 I know I'm likely asking a lot, but what about having AI airstrikes? Perhaps it can be done in 2 ways:ARMA II Simple Support Style: You target a location (GPS Or laser) and a plane spawns a distance away, approches and strikes the target, then flies away and despawns. The plane can be either a pre-made solid model, or you can set one of your planes, and it wil attack with the crafts weaponsAI Bring along: Perhaps simpler. You just have a plane on standby in the area (either orbiting or landedà, and when you call a strike, it moves in and strikesThis calling in a strike sounds like a cool idea, I would like to see it. Link to comment Share on other sites More sharing options...
allmhuran Posted August 24, 2015 Share Posted August 24, 2015 I think I may have found a couple bugs. Read the description for details, but basically, even though the changelog for v0.9.6 says that ballistic weapons take their maximum distance from a variable in the part.cfg, my testing has shown that all bullets from all guns despawn 5,000 meters from where they were fired no matter what the variable or physics range is set to. (I set MaxEffectiveRange, MaxTargetingRange, and the physics range to 20,000m, but with no effect.)Additionally, the Abrams seems to be shooting off when aimed using the targeting pod. It shoots high, and goes left or right depending on where the vehicle is turned.I saw this too and I thought it might specifically be max effective range... ie, after the config range they do no damage, but I hadn't gotten around to testing that yet. I'm also not sure whether max effective range has any effect on lasers, I recall some notes saying lasers now always go to max physics range and scale down over distance based on a realistic calculation. For my own specific purposes it would be nice if max effective range was also applicable to lasers in one way or another (eg, even if the beam continues out to the edge of the bubble, damage drops to zero beyond the specified range). But that's only because I'm using them to make replica battletech technology, where the lasers have different ranges. I doubt most people will be worried. Link to comment Share on other sites More sharing options...
colmo Posted August 24, 2015 Share Posted August 24, 2015 Here's a video showing some improvements I'm working on for AI Pilot steering when using fixed guns.Normal flying involves steering until the velocity vector is pointing in the desired direction. Since there is usually some amount of AoA required for this, aiming the velocity vector at an enemy often means that the vessel was not directly pointing at it.Now, when trying to use a gun, the AI will directly point the nose of the plane to the desired direction.They will also now use rudder to help aim the gun. They still normally use rudder for countering side-slip, and are much better at it (no more yaw oscillation). By pointing in direction rather than velocity vector, this should also reduce mid-air collisions, which was how the majority of AI dogfights ultimately ended once missiles were expended. Link to comment Share on other sites More sharing options...
Recommended Posts