Thatdude253 Posted September 28, 2015 Share Posted September 28, 2015 I would LOVE to have an APC turret like a Bradley IFV turret with TOW missiles! I would worship you! (Not a guarantee)Check out PEW http://forum.kerbalspaceprogram.com/threads/117635-WIP-1-0-4-R10-1-P-E-W-%28A-BDArmory-Addon%29A Bradley turret is coming in the next update. Probably. Link to comment Share on other sites More sharing options...
Yski Posted September 28, 2015 Share Posted September 28, 2015 (edited) Toggle on, then toggle off, matching the boolean state of the action group variable, would be the most sane way. Exactly how I ended up doing it. Otherwise you'd find yourself doing ridiculous things like trying to hit the button every physics update to keep a laser firing, for instance. Also spot on on the reasoning behind doing it in the first place. Edited September 28, 2015 by Yski Link to comment Share on other sites More sharing options...
daniel l. Posted September 28, 2015 Share Posted September 28, 2015 May i ask how BD made a new editor category for this mod? Link to comment Share on other sites More sharing options...
LORDPrometheus Posted September 28, 2015 Share Posted September 28, 2015 Check out PEW http://forum.kerbalspaceprogram.com/threads/117635-WIP-1-0-4-R10-1-P-E-W-%28A-BDArmory-Addon%29A Bradley turret is coming in the next update. Probably.yes Bradley turret no TOW Link to comment Share on other sites More sharing options...
minepagan Posted September 29, 2015 Share Posted September 29, 2015 yes Bradley turret no TOWAny chance you could make a version that was the cannon & turret seperate? So you could use IR and have the TOW turret work? Link to comment Share on other sites More sharing options...
Yodaskool Posted September 29, 2015 Share Posted September 29, 2015 How do I make the AI pilot go in a straight line at a certain altitude? I'd like to have it fly smoothly while being able to do other stuff Link to comment Share on other sites More sharing options...
andreasblom Posted September 29, 2015 Share Posted September 29, 2015 Can you make it so the bomb reticle does not not disapear at 5k? It's annoying when using powerful bombs Link to comment Share on other sites More sharing options...
Unicide Posted September 29, 2015 Share Posted September 29, 2015 A couple questions:1) Do the effects of multiple ECM pods stack?2) Do AI vessels on guard mode use long-range SAMs beyond 3500 meters? I *think* this has happened to me before, but the circumstances were confusing and I couldn't really tell.3) Is there some way to get AI aircraft to follow you? Link to comment Share on other sites More sharing options...
Yski Posted September 29, 2015 Share Posted September 29, 2015 (edited) Can you make it so the bomb reticle does not not disapear at 5k? It's annoying when using powerful bombsCould you try the .dll here? I did a quick fix that probably made the maximum altitude config file configurable, but I'm hungry so I didn't actually test it. Let me know if it works and I'll send the changes to BahamutoD Simply replace the BDArmory/Plugins/BahaTurret.dll with the one I linked, and add MAX_BOMB_AIMER_ALTITUDE to BDArmory/settings.cfg. Try setting it to something like 20000 for starters, and make sure your physics range is also 1.334 times that or it will be the limiting factor instead. Edited September 30, 2015 by Yski Fixed the link Link to comment Share on other sites More sharing options...
EdusacconBR Posted September 29, 2015 Share Posted September 29, 2015 A couple questions:1) Do the effects of multiple ECM pods stack?2) Do AI vessels on guard mode use long-range SAMs beyond 3500 meters? I *think* this has happened to me before, but the circumstances were confusing and I couldn't really tell.3) Is there some way to get AI aircraft to follow you?1)Yep2)Only if they got radars3)you can download the previous version and use the wingman commander, but it will corrupt your save Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted September 29, 2015 Share Posted September 29, 2015 I wonder if we can get support for Joystick hats. I've built an attack helicopter. And like any realistic helicopter, moving your hand off the stick is a big No-No. I'd like to be able to turn my FLIR targeting ball, but I'm out of good buttons on the stick. What I have left are the base buttons, and they tend not to detect presses half the time. (Despite rare use at all.) Link to comment Share on other sites More sharing options...
Unicide Posted September 29, 2015 Share Posted September 29, 2015 3)you can download the previous version and use the wingman commander, but it will corrupt your saveDo you mean installing the previous version will corrupt the save or will the wingman commander itself do it? Also, why was it removed? Link to comment Share on other sites More sharing options...
War Eagle 1 Posted September 29, 2015 Share Posted September 29, 2015 How do I make the AI pilot go in a straight line at a certain altitude? I'd like to have it fly smoothly while being able to do other stuffset the AI turning stuff to as low as possible but you should probably wait until you get it airborne to do that Link to comment Share on other sites More sharing options...
EdusacconBR Posted September 29, 2015 Share Posted September 29, 2015 Do you mean installing the previous version will corrupt the save or will the wingman commander itself do it? Also, why was it removed?Using the wingman commander will corrupt the save, thats why it was removed, but get a backup and have fun Link to comment Share on other sites More sharing options...
andreasblom Posted September 29, 2015 Share Posted September 29, 2015 thank you- - - Updated - - -Could you try the .dll here? I did a quick fix that probably made the maximum altitude config file configurable, but I'm hungry so I didn't actually test it. Let me know if it works and I'll send the changes to BahamutoD Simply replace the BDArmory/Plugins/BahaTurret.dll with the one I linked, and add MAX_BOMB_AIMER_ALTITUDE to BDArmory/settings.cfg. Try setting it to something like 20000 for starters, and make sure your physics range is also 1.334 times that or it will be the limiting factor instead.thank you Link to comment Share on other sites More sharing options...
mcboss36 Posted September 30, 2015 Share Posted September 30, 2015 Can you possibly add 20mm and 30mm like how you added the .50 Cal?thank you Link to comment Share on other sites More sharing options...
andreasblom Posted September 30, 2015 Share Posted September 30, 2015 Could you try the .dll here? I did a quick fix that probably made the maximum altitude config file configurable, but I'm hungry so I didn't actually test it. Let me know if it works and I'll send the changes to BahamutoD Simply replace the BDArmory/Plugins/BahaTurret.dll with the one I linked, and add MAX_BOMB_AIMER_ALTITUDE to BDArmory/settings.cfg. Try setting it to something like 20000 for starters, and make sure your physics range is also 1.334 times that or it will be the limiting factor instead.is there any specific place? and is that number at least or specificly 1.334* 5000 Link to comment Share on other sites More sharing options...
Yski Posted September 30, 2015 Share Posted September 30, 2015 (edited) is there any specific place? and is that number at least or specificly 1.334* 5000The maximum altitude the bomb aimer will show up is either physics range * 0.75, or MAX_BOMB_AIMER_ALTITUDE, whichever is lower. If, for instance, your MAX_BOMB_AIMER_ALTITUDE is 20000 and physics range is 15000, the aimer should only show when up to 15000*0.75=11250 meters high. If you'd want it to use the 20000 maximum limit instead, you'd need your physics range to be 26668 meters or more. 30000 would work just fine, for instance. I believe that's because you need to be within physics range for the bomb to be able to hit anything in the first place...Looks like I linked an earlier draft that was missing the actual dll by accident. Sorry about that, try this one: https://github.com/Yskinator/BDArmory/releases/tag/fix5.1 Edited September 30, 2015 by Yski Link to comment Share on other sites More sharing options...
tetryds Posted September 30, 2015 Share Posted September 30, 2015 Can you possibly add 20mm and 30mm like how you added the .50 Cal?thank youYou can find ww2 weapons on the mod linked on my sig.A 30mm cannon will be added on the next update. Link to comment Share on other sites More sharing options...
majorbucko Posted September 30, 2015 Share Posted September 30, 2015 Is the next update going to be for KSP 1.1? Link to comment Share on other sites More sharing options...
tetryds Posted September 30, 2015 Share Posted September 30, 2015 Is the next update going to be for KSP 1.1?Of my mod? Only if it drops real fast.There is no deadline but we will release new parts as soon as everything is ready.And AFAIK BDArmory itself is only going to update when KSP updates. Link to comment Share on other sites More sharing options...
Vegatoxi Posted October 1, 2015 Share Posted October 1, 2015 Cant get visual contact with ground vessels more than 4.5 km range, just empty spot but see the mark.Any idea what's the problem? Link to comment Share on other sites More sharing options...
Bluejay0013 Posted October 1, 2015 Share Posted October 1, 2015 Cant get visual contact with ground vessels more than 4.5 km range, just empty spot but see the mark.Any idea what's the problem?adjust your physics range by pressing ALT-B and type in whatever number you want. Link to comment Share on other sites More sharing options...
Shumihazai Posted October 1, 2015 Share Posted October 1, 2015 Guns in guard mode do not defend or shoot... Any body else encountered the same issue? Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted October 1, 2015 Share Posted October 1, 2015 Guns in guard mode do not defend or shoot... Any body else encountered the same issue?Is your team selection correct?Enemy's go on Team B, you stay on Team A. Link to comment Share on other sites More sharing options...
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