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


BahamutoD

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At this time radar can literally not see ground targets ("Landed on X"), only airborne ones. (Possibly space ones too)

Pretty hard to separate the static terrain from a static ground vehicle with a radar, should be easy enough to understand?

Use a lase or GPS coordinates. I think IR works too, though their heat signature probably isn't very big and AA missiles are quite inaccurate)

Yes, the radar does work for space targets. Allows for entertaining 'They've launched a red thingy at the green thingy. Guys...I think we're the green thingy!' moments

The original Battlefield 1942 track is much better for that.

You know what fits even better though? Hell March 2. (WARNING: May cause extreme desire to launch dozens of kirovs and perform a giant invasion)

Also, interestingly, elements of the Mass Effect 2 and 3 soundtracks sound suitable epic.

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This really looks awesome, but it does not show any parts. I put the BD armory file into the KSP gamedata and still nothing. Can anyone help??

Are you playing in Career or Sandbox mode?

Could you show us the folder structure of GameData where you have BDArmory installed?

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BD, can you allow us to change the keybinding for slewing the radar and targeting ball to an axis binding, so I can use a hat switch to control it? Currently I can only use keys on the keyboard, and that makes me take a hand off my joystick.:confused:

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I have a bug with the guards. Guards on the ground don't attack air targets, even in range.

I use Linux Mint 17.2 and start KSP with " LC_ALL=C ./KSP.x86_64 ".

Ferram Aerospace and Stock Bug Fix are installed too.

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Okay so how do I go about putting the code for KAS to work with this into my gamedata folder? Thanks in advance for your help!

I am assuming it is a ModuleManager Script, so place the code into a file, save it as MM_<whatever you want>.cfg to anywhere in the gamedata folder.

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About AWACS radar:

The rotodome rotates at about six rpm during operations and at 0.25 rpm to lubricate the rotation mechanisms even when the radar is not used.

Would be nice to have ability to simulate that. Maybe bind it to having jet engines powered up on the craft?

- - - Updated - - -

I am assuming it is a ModuleManager Script, so place the code into a file, save it as MM_<whatever you want>.cfg to anywhere in the gamedata folder.

It works even without MM_, just save it with .cfg extension.

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Alright, so this occurred to me. When set to Guard mode, your chaff and flares automatically deploy when a missile is screaming in with intent, and your turreted guns strafe passing aircraft as you go past. And, of course, Guard mode has the ability to prioritise missiles.

1+1+1 = 3

Has anyone had any success in using turreted guns (the twin .50s, or the 20mm Vulcan) for active missile defense on an aircraft?

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Alright, so this occurred to me. When set to Guard mode, your chaff and flares automatically deploy when a missile is screaming in with intent, and your turreted guns strafe passing aircraft as you go past. And, of course, Guard mode has the ability to prioritise missiles.

1+1+1 = 3

Has anyone had any success in using turreted guns (the twin .50s, or the 20mm Vulcan) for active missile defense on an aircraft?

Not with the new system. Granted, the laser system didn't work with my setup, so don't take my word for it. I have to work on that. I did manage it in 0.24, both guns and lasers..

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Is it possible to use the Modular Missile Guidance module for ballistic missiles?

STS mode seems to work only for cruise missiles. Currently I launch that kind of missiles without guidance, adjust the trajectory manually and leave some fuel as spare. For the final approach I start guidance for the required corrections. This however only works sometimes. The trajectories mod is a help but not enough.

In most cases the missile overshoots - which should not be necessary for liquid fuel rockets as the ai could cut fuel. The other case is activating guidance too early and thus having not enough fuel for corrections. Then a "gliding bomb" mode would handy and the AI could switch autonomously between STS/Ballistic and glide mode to safe fuel in the first place.

Or maybe I'm just using it wrong. You guys tell me :-)

Last but not least: As this my first comment in this thread I have to say thanx for the great work.

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Is there a list of planned features somewhere? Would love to see what ideas your thinking up for this awesome and kiss-ass mod. :D

Really loving the M2 .50cal, used it heavily on a WWII style fighter and had a lot of fun. :)

Anyway, are there any plans on adding a static 7.62 machine gun or a static 20mm cannon to use on a plane? Was thinking of making a ME-109 or a P-36 and such and would love to mess around with some big cannons. ;D

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First post in this thread, so firstly outstanding job on this amazing mod that pretty much turns KSP into a new game.

That being said, I have one issue I just can't figure out, and that I can't find a solution to online. When I set other aircraft up with the flight computer in guard mode to dogfight, they absolutely refuse to fire missiles at me. They'll assume their cannon is their only weapon. Even when I build an aircraft without a cannon, they follow closely behind me as if they had one, even though they have all the equipment necessary to to lock and fire missiles at me (I've tried switching back and forth to see if there was a design issue, but every time I could fire missiles just fine.)

I'm using version 9.9.1, and all default setting on the flight computer when I activate it. I've played around with guard mode visual distances and fire intervals, and that hasn't done anything for me.

I'm hoping I'm just slightly retarded and have a box checked somewhere I shouldn't.

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Do they have a radar?

Yes, they all have some sort of scanning/locking radome, whether it be inline or nose cone. I tried switching back and forth to make sure both aircraft were fully functional, and while I was flying them they always worked fine.

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Sorry if this has been answered, but after several hours of searching I cannot find an answer.

Is their an easy method to set the gun convergence range on widely separated guns?

I was designing a 3 body wide aircraft (1 lift body and 2 rocket body) with a pair of hidden Vulcan cannons at the wing root on the outside bodies. They would either shoot straight ahead or across each others paths at to close of a range to be useful. With the addition of the 50s, i imagine more ppl using wing mounted arrays (2, 3, or 4 in each wing) and would like those guns to aim at roughly the same set distance.

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Sorry if this has been answered, but after several hours of searching I cannot find an answer.

Is their an easy method to set the gun convergence range on widely separated guns?

I was designing a 3 body wide aircraft (1 lift body and 2 rocket body) with a pair of hidden Vulcan cannons at the wing root on the outside bodies. They would either shoot straight ahead or across each others paths at to close of a range to be useful. With the addition of the 50s, i imagine more ppl using wing mounted arrays (2, 3, or 4 in each wing) and would like those guns to aim at roughly the same set distance.

The big issue here is that there is going to be a sweet spot for the guns to intersect. Since the guns don't move they cannot correct for varying distances. So this becomes more of a trial and error kind of thing. Easiest thing to do would be aim the plane at a flat wall of the VAB when in flight to see where each of the guns is pointing. Take note, and adjust accordingly in the SPH. Unfortunately that's one of the limitations with fixed guns.

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First post in this thread, so firstly outstanding job on this amazing mod that pretty much turns KSP into a new game.

That being said, I have one issue I just can't figure out, and that I can't find a solution to online. When I set other aircraft up with the flight computer in guard mode to dogfight, they absolutely refuse to fire missiles at me. They'll assume their cannon is their only weapon. Even when I build an aircraft without a cannon, they follow closely behind me as if they had one, even though they have all the equipment necessary to to lock and fire missiles at me (I've tried switching back and forth to see if there was a design issue, but every time I could fire missiles just fine.)

I'm using version 9.9.1, and all default setting on the flight computer when I activate it. I've played around with guard mode visual distances and fire intervals, and that hasn't done anything for me.

I'm hoping I'm just slightly retarded and have a box checked somewhere I shouldn't.

A bit more on my issue. The way I start a dogfight is I pull an aircraft off the side of the runway and set up the flight computer for standby mode with guard mode on and set to team A. I then load the aircraft I'll be flying, and when I'm ready I'll switch my team to B, beginning the engagement. I've found that if I switch my team within 1 Kilometer of the other plane, the AI only uses cannons. If I switch my team outside of 1 Kilometer, the AI behaves normally.

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A bit more on my issue. The way I start a dogfight is I pull an aircraft off the side of the runway and set up the flight computer for standby mode with guard mode on and set to team A. I then load the aircraft I'll be flying, and when I'm ready I'll switch my team to B, beginning the engagement. I've found that if I switch my team within 1 Kilometer of the other plane, the AI only uses cannons. If I switch my team outside of 1 Kilometer, the AI behaves normally.

Try setting the second craft to team B in the editor. Sometimes I've had guards refuse to acknowledge one of their buddies turncoat.

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(Just copying and pasting a comment of mine on YouTube, I think I'll have better chances of getting an answer here - Btw, I never played this mod specifically, though I've been playing KSP for quite a while already, I've just downloaded this mod a few hours ago and I don't know anything but how to activate/fire missiles/guns - Also, I couldn't find any useful tutorial on the following matters:)

How do you create a scenario? Like on the "Warthog" mission you posted on YouTube, I don't think you just drove everything to the other airfield on the island. Is there an easier way to create a scenario and place units?

Where can I find vehicles for downloading? Everything I tried creating (only aircrafts actually) weren't any well manoeuvrable, but I tried searching on the internet for other models and couldn't find anything.

How do you get that cool smoke/flames animation/texture when something's hit or destroyed? Like when your aircraft is struck by a missile and one of the wings falls off, then it starts flaming there.

I also have no idea on how to deploy flares or EMC countermeasures (currently using the latest version - action groups as well, or did it change on the last version?), nor how to place AI drones and actual fighters so I can practice shooting and dogfighting. Do you just create one, land, then create another, land, and so on until you have every unit created and ready for a fight, then you manually have to fly them away or something (in the case you want to have an Air to Air Medium altitude head-to-head combat)? That seems like a lot of work to do to create a simple mission, though I have no other idea on how to do it (May I also say that I have no idea on how to activate AI flying units?).

Also, does anyone know where can I download an already made mission (savegame)? I've tried "googleing" it but, not surprisingly, haven't found anything... again.

Anyway, thanks for the mod! It's amazing how the missile physics work! :D

Edit: Is there a way to disable the purple markers/labels so I'll have to rely only on the missile warning and smoke trails in the case a missile is fired towards me?

Edited by Arch3rAc3
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-snip-

Baha has some tutorials on his youtube channel (Paolo Encarnacion) for the various systems.

Scenario are usually made by using hyperedit to move everything into the correct position.

Craft files can be found on kerbalx.com, just search for what you need.

The flames come from his destruction fx mod: http://forum.kerbalspaceprogram.com/threads/109952-1-0-x-Destruction-Effects-(flames-and-smoke-on-joint-breaks)

Flares and chaff should work the way you described, using action groups.

As for ai drones, use the ai flight computer on the drone and put it into standby. Then enable its weapon manager and set it to the opposite team to you and enable guard mode. The drone should take off automatically when you are within its guard range.

For savegames, I usually find them in the description of some ksp battle youtube videos.

Edited by Whizzkid
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Im having a problem with HARM missiles, they lock on to the radar and seem to be going fine, then they lose lock and overshoot. I have also had the problem with hellfires and the brimstone missles from the heavy ordinance pack. I haven't tested any other missles yet. its late, cant test, need to sleep.... *yawn*

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