V8jester Posted August 31, 2015 Share Posted August 31, 2015 (edited) I added this to a copy of the abl config and took the turret stuff out. The camera works, but I haven't tested it with targeting yet. Due to the ABL's model, you only get around 45* of viewMODULE{ name = ModuleTargetingCamera cameraTransformName = fireTransform eyeHolderTransformName = eyeHolderTransform zoomFOVs = 40,15,3,1 gimbalLimit = 90}Thanks man! I tried this myself and was unsuccessful. I'll give your cfg a shot when I get home later.editIt designates targets and moves, but I see what you mean. The ABL model will not move in response to the camera movements.probably due to the pitch / yaw transform names being present on a weapon but not on the target cam Edited August 31, 2015 by V8jester Link to comment Share on other sites More sharing options...
Guest Posted August 31, 2015 Share Posted August 31, 2015 Just gotta wait till I fix it.Roger that. Link to comment Share on other sites More sharing options...
CondorLead Posted August 31, 2015 Share Posted August 31, 2015 Would anyone here be able/willing to make me a config which removes the BDArmory items from the utilities tab, so that they are only in the specific BD tab? Link to comment Share on other sites More sharing options...
SGT_RIZZO300 Posted August 31, 2015 Share Posted August 31, 2015 Would anyone here be able/willing to make me a config which removes the BDArmory items from the utilities tab, so that they are only in the specific BD tab?I second this, no reason to have them in two different places. Link to comment Share on other sites More sharing options...
CondorLead Posted August 31, 2015 Share Posted August 31, 2015 (edited) Is MCLOS and SACLOS possible?If you are using a laser designated missile, you can move the targeting pod reticle and it will attempt to follow the new lock it is receiving, I know it's not quite the same, but it has the same basic functionality. It would be nice to have a BGM-71 with this functionality though.*EDIT* I realize, Bahamuto, that you are probably already swamped with new features as well as ideas of your own that you want to implement, and I apologize for making all of these suggestions, lol, it's probably just making this harder XD Edited August 31, 2015 by CondorLead Link to comment Share on other sites More sharing options...
V8jester Posted August 31, 2015 Share Posted August 31, 2015 Would anyone here be able/willing to make me a config which removes the BDArmory items from the utilities tab, so that they are only in the specific BD tab?I second this, no reason to have them in two different places.Try this - Another user made one already https://kerbalstuff.com/mod/1117/BDArmorySortingAlso If its alright with BD I tried my very inexperienced hand at editing the current target cam in blender and its cfg. I managed to reconfigure the model for a small underbelly FLIR ball but I won't redistribute this without BD's expressed permission as it is entirely his work that was simply tweaked for my own selfish reasons Link to comment Share on other sites More sharing options...
BahamutoD Posted August 31, 2015 Author Share Posted August 31, 2015 Try this - Another user made one already https://kerbalstuff.com/mod/1117/BDArmorySortingAlso If its alright with BD I tried my very inexperienced hand at editing the current target cam in blender and its cfg. I managed to reconfigure the model for a small underbelly FLIR ball but I won't redistribute this without BD's expressed permission as it is entirely his work that was simply tweaked for my own selfish reasons Don't bother, I made a FLIR ball for the next update. Link to comment Share on other sites More sharing options...
V8jester Posted August 31, 2015 Share Posted August 31, 2015 Don't bother, I made a FLIR ball for the next update.Oh awesome N/m then. Yours will be so much better than the one I came up with anyway. Still very green with Blender, but I learned a bit picking apart your work.... Learned I have a long way to go Link to comment Share on other sites More sharing options...
EdusacconBR Posted August 31, 2015 Share Posted August 31, 2015 Can you do the F-35 targeting pod? sorry for large image Link to comment Share on other sites More sharing options...
BahamutoD Posted August 31, 2015 Author Share Posted August 31, 2015 Oh awesome N/m then. Yours will be so much better than the one I came up with anyway. Still very green with Blender, but I learned a bit picking apart your work.... Learned I have a long way to go I doubt it - I pretty much just chopped off the head from the existing TGP; probably what you did. Link to comment Share on other sites More sharing options...
V8jester Posted August 31, 2015 Share Posted August 31, 2015 I doubt it - I pretty much just chopped off the head from the existing TGP; probably what you did.Yup exactly what I did, but I don't know how to do everything I need to yet. Something weird happened with the texture in the VAB. Looked like static until you launch then it looked and worked fine Link to comment Share on other sites More sharing options...
BahamutoD Posted August 31, 2015 Author Share Posted August 31, 2015 (edited) Update v0.9.9= New =- Browning .50cal AN/M2 Fixed Gun- Added auto proximity gun target tracking feature (currently used on fixed vulcan and browning)- FLIR Ball Targeting Camera- Dynamic launch zones for missiles- DLZ display for Radar and TGP- Guard will choose an appropriate anti-air missile depending on target distance and missile's DLZ- AI Pilot will go evasive if it detects someone firing guns at it= Changes =- AI is better at trying to stay behind target- Guard only force-enables RWR if missiles are detected (note: guard needs RWR to detect incoming radar missiles)- Guard FOV will narrow on engaged target- Improved and re-implemented Pilot AI launch authorization so they won't take missile shots that will obviously miss- Added targeting info to missiles' description where it was missing= Fixes =- Re-enabled guard tweakables in editor- Fixed LoadedVessels being reset when using hyperedit to place vessel- Fixed shells being ejected in front of gun when moving- Fixed radar window resetting when another vessel loads- Fixed parts disappearing from BDA category after a database reload- Removed BDA parts from utility category- Removed 'aam' homing type from HEKV-1 (still untested)Notes:- I didn't include the wingman commander yet; it's not finished yet and will need alot of GUI, so I'll wait for KSP1.1 for that too.- Modders: check the new launch range values for missiles. This will help players and AI choose a weapon/time a shot based on how far a target is.- The "auto proxy gun target tracking" automatically brings up the target leading indicators when you're near a target for the guns that use it - no need for radar lock.- When a guard engages a target, it will have a sort of tunnel vision on the target - one effect is that it will be more likely to detect incoming gunfire and missiles from that target, but less likely to notice a different target firing at it. Edited August 31, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
minepagan Posted August 31, 2015 Share Posted August 31, 2015 Update v0.9.9= New =- Browning .50cal AN/M2 Fixed Gun- Added auto proximity gun target tracking feature (currently used on fixed vulcan and browning)- FLIR Ball Targeting Camera- Dynamic launch zones for missiles- DLZ display for Radar and TGP- Guard will choose an appropriate anti-air missile depending on target distance and missile's DLZ- AI Pilot will go evasive if it detects someone firing guns at it= Changes =- AI is better at trying to stay behind target- Guard only force-enables RWR if missiles are detected (note: guard needs RWR to detect incoming radar missiles)- Guard FOV will narrow on engaged target- Improved and re-implemented Pilot AI launch authorization so they won't take missile shots that will obviously miss- Added targeting info to missiles' description where it was missing= Fixes =- Re-enabled guard tweakables in editor- Fixed LoadedVessels being reset when using hyperedit to place vessel- Fixed shells being ejected in front of gun when moving- Fixed radar window resetting when another vessel loads- Fixed parts disappearing from BDA category after a database reload- Removed BDA parts from utility category- Removed 'aam' homing type from HEKV-1 (still untested)Notes:- I didn't include the wingman commander yet; it's not finished yet and will need alot of GUI, so I'll wait for KSP1.1 for that too.- Modders: check the new launch range values for missiles. This will help players and AI choose a weapon/time a shot based on how far a target is.- The "auto proxy gun target tracking" automatically brings up the target leading indicators when you're near a target for the guns that use it - no need for radar lock.http://puu.sh/jVsT0/16fdb81124.pngThank you for the update! Thanks especially for the .50 FREEDOM CAL and the FLIR!- - - Updated - - -Although I know you worked really, really hard on the other stuff. I just really like the FLIR and .50 in real life :-) Link to comment Share on other sites More sharing options...
Space Scumbag Posted August 31, 2015 Share Posted August 31, 2015 Nice! Next update will be 1.0? And you will probably wait for KSP 1.1, right?Maybe some weapons for the Kerbals, like guns or rocket launchers. Or you still haven't changed your mind on this? If so, please someone else make some firearms. We are waiting for it.Also, you could almost make a new game. This mod adds so much stuff. Something like "Kerbal Democracy Program" haha. Link to comment Share on other sites More sharing options...
V8jester Posted August 31, 2015 Share Posted August 31, 2015 Wow! If I just would have waited 20 minutes.. Thanks BD Link to comment Share on other sites More sharing options...
andreasblom Posted August 31, 2015 Share Posted August 31, 2015 is the seismic charge going to happen?or has it been mothballed? Link to comment Share on other sites More sharing options...
Melfice Posted August 31, 2015 Share Posted August 31, 2015 Nice! Next update will be 1.0? And you will probably wait for KSP 1.1, right?Maybe some weapons for the Kerbals, like guns or rocket launchers. Or you still haven't changed your mind on this? If so, please someone else make some firearms. We are waiting for it.Also, you could almost make a new game. This mod adds so much stuff. Something like "Kerbal Democracy Program" haha.There is no reason to believe next update's gonna be 1.0.There's still 0.10 all the way up to 0.infinity before 1.0 rolls around. Link to comment Share on other sites More sharing options...
Messernacht Posted August 31, 2015 Share Posted August 31, 2015 Update v0.9.9= Fixes =- Re-enabled guard tweakables in editor- Fixed LoadedVessels being reset when using hyperedit to place vessel- Fixed shells being ejected in front of gun when moving- Fixed radar window resetting when another vessel loads- Fixed parts disappearing from BDA category after a database reload- Removed BDA parts from utility category- Removed 'aam' homing type from HEKV-1 (still untested)HEKV-1 now works; just requires legacy targeting to be on. Many thanks. Link to comment Share on other sites More sharing options...
Jakokidda123 Posted August 31, 2015 Share Posted August 31, 2015 Hi there, just downloaded the newest update and noticed the wingman commander manager was there, so tested it outI realize it is still in testing but this is basically what happened- Planes refused to follow- After shooting down 1 plane my computer blue-screenedI suspect that this was due to the wingman manager being destroyedI would submit a crash log but due to my PC blue screening KSP could not produce oneMany thanks for any insight into this problem Link to comment Share on other sites More sharing options...
BahamutoD Posted August 31, 2015 Author Share Posted August 31, 2015 (edited) Hi there, just downloaded the newest update and noticed the wingman commander manager was there, so tested it outI realize it is still in testing but this is basically what happened- Planes refused to follow- After shooting down 1 plane my computer blue-screenedI suspect that this was due to the wingman manager being destroyedI would submit a crash log but due to my PC blue screening KSP could not produce oneMany thanks for any insight into this problem Fudge. I thought I removed it. (It's not meant to be there)Hotfix v0.9.9.1- Removed "WingCommander test" (did not intend to include it. Unfinished.) Edited August 31, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
Bluejay0013 Posted August 31, 2015 Share Posted August 31, 2015 So does anyone have any news on when 1.1 is coming so then I can judge when BDA's new update is coming out? Link to comment Share on other sites More sharing options...
Acea Posted September 1, 2015 Share Posted September 1, 2015 Yes! I've waited for a fixed M2 for so long! Link to comment Share on other sites More sharing options...
Yski Posted September 1, 2015 Share Posted September 1, 2015 I must say, I love the smaller "x now does y" type of commits you're making on GitHub instead of just doing one commit per release, makes it a lot easier to keep track of what changed and where. Link to comment Share on other sites More sharing options...
JethroReading Posted September 1, 2015 Share Posted September 1, 2015 Sorry if I'm being a dumbass here, but how do you use the air launched Cruise Missile? Whenever I try and fire it, it just arcs neatly and beautifully down... into the sea. Miles from where its meant to impact. Link to comment Share on other sites More sharing options...
DirtyHarryE Posted September 1, 2015 Share Posted September 1, 2015 Sorry if I'm being a dumbass here, but how do you use the air launched Cruise Missile? Whenever I try and fire it, it just arcs neatly and beautifully down... into the sea. Miles from where its meant to impact.I think the only way that works is with the GPS Coordinator. It would be nice if that was in the description.Anyway, what you have to do is the following;Send a plane over with the Targeting Pod, then use that to select your target, as if you were about to launch a laser-guided missileClick the "Send GPS" button in the Targeting pod window.In the BDArmory tab, select the "GPS Coordinator" button under the "Modules" list.There should be an option there called "Target" with the GPS Coordinates. If you click the co-ordinates, the GPS Coordinator will target those Coordinates. You can also click where it says "Target" to rename the targeted co-ordinates.Now, you should be able to drop the cruise missile and watch it home in on the coordinates.It seems like a faff, implementing an extra step in the laser targeter instead of just using the laser targeter, but don't forget that GPS coordinates are persistent between flights. So presumably, say you wanted to blow up a heavily defended KSC, you'd be able to fly over a spy plane with the targeting pod attached, grab the coordinates and land all without engaging the enemy, then land and with a new flight, launch the cruise missile from a safe distance using the GPS Coordinates the Spyplane grabbed.If you've already tried this, then I dunno. Maybe the cruise missile makes a beeline straight for the target- ie; through the planet. Link to comment Share on other sites More sharing options...
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