Thatdude253 Posted November 3, 2015 Share Posted November 3, 2015 Hey is there any way you can make a radar system similar to that of the F-14 which can track and lock onto multiple targets simultaneously? If so let me know! Nice mod and keep up the good work!The AWG-9? Not yet. But hey, we'll see Link to comment Share on other sites More sharing options...
Generalstarwars333 Posted November 3, 2015 Share Posted November 3, 2015 I don't think I have that...I have a weapons manager! Link to comment Share on other sites More sharing options...
Combatsmithen Posted November 3, 2015 Share Posted November 3, 2015 http://i.imgur.com/nzIgORd.pngYo Buddy, Still Alive?Omg OP laser plane plz nerf. No but seriously. that is AWESOME Link to comment Share on other sites More sharing options...
Fatal_Gam3er Posted November 3, 2015 Share Posted November 3, 2015 http://i.imgur.com/nzIgORd.pngYo Buddy, Still Alive?OMG The ADFX Morgan ACE COMBAT FTW Link to comment Share on other sites More sharing options...
War Eagle 1 Posted November 3, 2015 Share Posted November 3, 2015 OMG The ADFX Morgan ACE COMBAT FTWOmg OP laser plane plz nerf. No but seriously. that is AWESOMELol thanks. It flies like a dream even with that ABL. Surprisingly it isn't that OP. Granted I have made it go 4v1 and once it came out with 3 kills and one death but the enemies it was fighting were not the best craft I've made. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted November 4, 2015 Share Posted November 4, 2015 Merica!!!! Link to comment Share on other sites More sharing options...
JellyCubes Posted November 4, 2015 Share Posted November 4, 2015 CCCP!!!!Bonus points if you know what guns they're holding. Link to comment Share on other sites More sharing options...
Fluburtur Posted November 4, 2015 Share Posted November 4, 2015 PPSH 41, I play that gun all the time in red Orchestra 2 Link to comment Share on other sites More sharing options...
Combatsmithen Posted November 4, 2015 Share Posted November 4, 2015 PPSH 41, I play that gun all the time in red Orchestra 2me too Link to comment Share on other sites More sharing options...
War Eagle 1 Posted November 4, 2015 Share Posted November 4, 2015 http://i.imgur.com/caZGn8A.jpgCCCP!!!!Bonus points if you know what guns they're holding.But can it fire? Link to comment Share on other sites More sharing options...
sashan Posted November 4, 2015 Share Posted November 4, 2015 PPSH 41, I play that gun all the time in red Orchestra 2My friend has such gun. Freakin heavy and has uncomfortable balance, I must say. Link to comment Share on other sites More sharing options...
V8jester Posted November 4, 2015 Share Posted November 4, 2015 Anyone know if there's a way to setup in a missile cfg to automatically set "decouple direction" to either forward or lateral? Link to comment Share on other sites More sharing options...
JellyCubes Posted November 4, 2015 Share Posted November 4, 2015 Anyone know if there's a way to setup in a missile cfg to automatically set "decouple direction" to either forward or lateral?If you're asking whether a missile defaults to decoupling forwards or laterally on load, try adding "decoupleForward = true" in the cfg. It should work but I haven't actually tested it. Link to comment Share on other sites More sharing options...
V8jester Posted November 4, 2015 Share Posted November 4, 2015 If you're asking whether a missile defaults to decoupling forwards or laterally on load, try adding "decoupleForward = true" in the cfg. It should work but I haven't actually tested it.Nice! That was it. Thanks JellyCubes Link to comment Share on other sites More sharing options...
V8jester Posted November 5, 2015 Share Posted November 5, 2015 I have another one, Is there a way to ignore a part with the BD module in the BD Tab? I'm trying to make a BD weapon but not have it show up in the BD Tab. Link to comment Share on other sites More sharing options...
BahamutoD Posted November 6, 2015 Author Share Posted November 6, 2015 I have another one, Is there a way to ignore a part with the BD module in the BD Tab? I'm trying to make a BD weapon but not have it show up in the BD Tab.Currently, all parts that have BDA weapon modules always go into the BD tab. Link to comment Share on other sites More sharing options...
TheHengeProphet Posted November 7, 2015 Share Posted November 7, 2015 (edited) Hey Baha, is it possible to get a proper rundown on what each of the AI control factors actually do? I've been having trouble getting it to fly planes in FAR due to its surface actuation being so binary that it will flip planes into extreme AoA and stall them out, where it really just needs to actuate the surfaces a little more slowly, but still do so fully.Not sure if that made proper sense.[edit]Okay, so, the two I'm wondering about specifically are Steer Factor and Steer Damping. Best I can tell, after RECENT experiments, is that steer damping works against steering in an effort to keep the plane going straight, which effectively reduces wobble; while Steer Factor is speed of control surface actuation???This actually goes against what I described them as in a previous post in this thread, so I feel bad about that. Edited November 7, 2015 by TheHengeProphet Link to comment Share on other sites More sharing options...
BahamutoD Posted November 7, 2015 Author Share Posted November 7, 2015 TheHengeProphet, Steer Factor is a multiplier for how much input it uses depending on the angle of its intended course correction, and steer damping is a multiplier that works against angular motion. I guess they're Kp and Kd respectively in PID control. Link to comment Share on other sites More sharing options...
TheHengeProphet Posted November 8, 2015 Share Posted November 8, 2015 Okay, that makes a lot more sense now, thanks! Link to comment Share on other sites More sharing options...
Van Disaster Posted November 8, 2015 Share Posted November 8, 2015 Yet more notes coming out of our tournament: It'd be nice if there were seperate Firing Interval sliders for guns and missiles: missiles are precious and I'd like them spared until an absolutely good time, but I'd like my craft to spray cheap bullets as much as possible. Every now and then craft seem to stop trying to get on the tail of an opponent & just fly straight for a bit - this is getting them shot down. It appears programmed behaviour rather than a flight computer setting. Craft tend to try and merge by flying straight at opponents, which gets them shot to pieces if the other one can fire guns... ( and see item 1 ) Rolling out of a turn fight and trying to turn the other way is also getting craft shot down - rolling vertical might be a better option there. One or more damping pids for actual control axes would be awesome, because there's no way of sorting control bounce per craft. A lot of my tournament craft go instantly smooth as soon as I disable the AI pilot, even with stock SAS on still. Craft with reasonably high Steer Factor settings quite often seem to turn round *in front* of the opponent, in a beautiful position to take a full load of gatling ammo up the tailpipe. Link to comment Share on other sites More sharing options...
TheHengeProphet Posted November 8, 2015 Share Posted November 8, 2015 Actually, on the note of things that are getting craft shot down, is it possible to get a minimum speed field? Yeah yeah, making requests, but sometimes planes will drop below critical speed in an effort to get behind and/or face an opponent causing it to fall into an unrecoverable state where it either cannot recover from the stall or will continue turning in such a manner as to prevent acceleration. Link to comment Share on other sites More sharing options...
Van Disaster Posted November 8, 2015 Share Posted November 8, 2015 Actually, on the note of things that are getting craft shot down, is it possible to get a minimum speed field? Yeah yeah, making requests, but sometimes planes will drop below critical speed in an effort to get behind and/or face an opponent causing it to fall into an unrecoverable state where it either cannot recover from the stall or will continue turning in such a manner as to prevent acceleration.We got round that by using dynamic deflection, and just suggesting the controls are backed off when DP is getting low - problem is DP is also low at speed at altitude The AI is biased towards turn fights ( with airbrakes ) though. Still not sure what that full-power-with-airbrakes mode is trying to do... I just dropped airbrakes & try & design round it. Link to comment Share on other sites More sharing options...
TheAxe1105 Posted November 8, 2015 Share Posted November 8, 2015 I want to know if there is a tutorial for making new bomb/missile/others stuff for BDArmory because I am trying to make an extention for it but the first bomb i made doesn't load her texture.Can respond to me quick please and thankn you for responding. Link to comment Share on other sites More sharing options...
RYU AZUKU99 Posted November 9, 2015 Share Posted November 9, 2015 How do you use cruise missiles? Ive tried everything and nothing is working. Link to comment Share on other sites More sharing options...
Thatdude253 Posted November 9, 2015 Share Posted November 9, 2015 How do you use cruise missiles? Ive tried everything and nothing is working.Have you marked a GPS point, then selected that point before firing off your missiles? Link to comment Share on other sites More sharing options...
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