colmo Posted December 3, 2015 Share Posted December 3, 2015 (edited) The Patriot launcher video is very impressive. OT: I've been thinking about AI planes landing again. GPS location and altitude, direction, glideslope and landing speed would be the parameters needed. Edit: There's more to it. There's mention of an open-source landing algorithm, ArduPilot, in this paper http://www.astm.org/studentmember/images/NoamEisen_UPenn_paper.pdf. Edited December 3, 2015 by colmo Update info Link to comment Share on other sites More sharing options...
UnknownEclipse Posted December 3, 2015 Share Posted December 3, 2015 I have also found that flares OP. Sidewinders are almost useless against flare-equipped fighters. Also, a suggestion. Maybe there could be module in the code that can differentiate between flares and an engine, like the archer 11 Link to comment Share on other sites More sharing options...
BahamutoD Posted December 3, 2015 Author Share Posted December 3, 2015 (edited) Well, this is a thing now: Finally got around to doing turret support for rocket pods. I still need to get guards to be able to use them, and improve the aim-assist/trajectory prediction. It keeps shooting a bit short of where you aim. Edited December 3, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
Draconiator Posted December 3, 2015 Share Posted December 3, 2015 Does this work in 1.0.5? I'd love to copy the folder in my 1.0.4 copy. Link to comment Share on other sites More sharing options...
LORDPrometheus Posted December 3, 2015 Share Posted December 3, 2015 4 hours ago, BahamutoD said: Well, this is a thing now: Finally got around to doing turret support for rocket pods. I still need to get guards to be able to use them, and improve the aim-assist/trajectory prediction. It keeps shooting a bit short of where you aim. guess i can resurrect my plans for a Grad rocket launcher.... once i figure out how rocket pods work Link to comment Share on other sites More sharing options...
Svm420 Posted December 3, 2015 Share Posted December 3, 2015 (edited) @BahamutoD What is the difference between the 3 AAM and 2 AGM homingTypes aam, aampure and aamLead; AGM and AGMBallistic? Thanks! New turret ai look great! Edited December 4, 2015 by Svm420 Link to comment Share on other sites More sharing options...
gilflo Posted December 3, 2015 Share Posted December 3, 2015 Hello I am new in this awesome mod. Can you explain how you fire missiles? I got 10 hellfire, 5 under each wings and I set Key 4 in action group to fire 1 hell fire. How do I interact with Weapon manager to fire one missile at a time? If I select Key 4 for all Hellfire, they are fired at the same time... Link to comment Share on other sites More sharing options...
Atatra Posted December 4, 2015 Share Posted December 4, 2015 Generally i set one action group to next weapon, and one to fire, both in the weapon manager, so that you can change between weapons are fire one at a time. Link to comment Share on other sites More sharing options...
harpwner Posted December 4, 2015 Share Posted December 4, 2015 5 hours ago, LORDPrometheus said: guess i can resurrect my plans for a Grad rocket launcher.... once i figure out how rocket pods work same here for my own designs... need to actually know how to make those first though :/ Link to comment Share on other sites More sharing options...
War Eagle 1 Posted December 4, 2015 Share Posted December 4, 2015 10 hours ago, BahamutoD said: Well, this is a thing now: Finally got around to doing turret support for rocket pods. I still need to get guards to be able to use them, and improve the aim-assist/trajectory prediction. It keeps shooting a bit short of where you aim. I got a good feeling an update will come out soon. Link to comment Share on other sites More sharing options...
gilflo Posted December 4, 2015 Share Posted December 4, 2015 7 hours ago, Atatra said: Generally i set one action group to next weapon, and one to fire, both in the weapon manager, so that you can change between weapons are fire one at a time. I guess you need Weapon manager in the SPH to set the action group, and in 1.0.5 I don't see the weapon manager in the SPH Link to comment Share on other sites More sharing options...
Angstinator Posted December 4, 2015 Share Posted December 4, 2015 All I can say is: it's there, search harder. Searching may be simplified with the BDArmorySorting mod. Link to comment Share on other sites More sharing options...
Uzric Posted December 4, 2015 Share Posted December 4, 2015 Hey Baha I've been playing this mod and I think it's glorious. There is only a slight inconsistency that bothers me: turrets will (click-)shoot even when the weapon manager is not armed, unlike the rest of the weapons. Could you make it so they work like the rest and only shoot when armed? Maybe as an option in the settings if it is its intended behaviour. Link to comment Share on other sites More sharing options...
Angstinator Posted December 4, 2015 Share Posted December 4, 2015 If at all possible, I second this. Furthermore, I propose an auto-disarm option on weapon switch - I am growing increasingly tired of salvo-firing my missiles or rockets only to hear the familiar, but unwelcome patter of autocannon fire immediately afterwards. Link to comment Share on other sites More sharing options...
BahamutoD Posted December 4, 2015 Author Share Posted December 4, 2015 5 hours ago, Uzric said: Hey Baha I've been playing this mod and I think it's glorious. There is only a slight inconsistency that bothers me: turrets will (click-)shoot even when the weapon manager is not armed, unlike the rest of the weapons. Could you make it so they work like the rest and only shoot when armed? Maybe as an option in the settings if it is its intended behaviour. This is true, I probably will do that. 2 minutes ago, Angstinator said: If at all possible, I second this. Furthermore, I propose an auto-disarm option on weapon switch - I am growing increasingly tired of salvo-firing my missiles or rockets only to hear the familiar, but unwelcome patter of autocannon fire immediately afterwards. This is one of the bugs fixed for the update, although its not really an option that disarms the trigger - it just stops you from firing the next weapon until you release the trigger and press it again. Link to comment Share on other sites More sharing options...
LORDPrometheus Posted December 4, 2015 Share Posted December 4, 2015 Fantastic now I won't accidentally nuke myself anymore! Link to comment Share on other sites More sharing options...
sashan Posted December 4, 2015 Share Posted December 4, 2015 (edited) Would it be possible to make combined gun and rocket turrets? Aka 2K22 Tunguska. Yaw is combined but pitch is separate. Radar on front also has separate yaw and pitch, just like on your Goalkeeper. Would it be possible to limit its traverse range? Edited December 4, 2015 by sashan Link to comment Share on other sites More sharing options...
Dawa1147 Posted December 4, 2015 Share Posted December 4, 2015 After trying out your Mk22 Cockpits, are there plans to make Radars/Laser Designators either part of the/a cockpit(e.g. a seperate screen for the copilot), or to make them work with RPM (RasterPropMonitor)? Not an expert with mods, but if its possible to switch a screen between RPM-Mode and Radar-Mode, it might save you the work of combining the two directly Link to comment Share on other sites More sharing options...
sashan Posted December 4, 2015 Share Posted December 4, 2015 I believe laser designators can be made to work with RPM at least partially by adding one mode camera transform in the end of the hierarchy: https://github.com/Mihara/RasterPropMonitor/wiki/Part-modules Link to comment Share on other sites More sharing options...
Angstinator Posted December 4, 2015 Share Posted December 4, 2015 RPM BDA would be a dream come true, to be honest. Link to comment Share on other sites More sharing options...
Melfice Posted December 4, 2015 Share Posted December 4, 2015 On 03/12/2015, 18:15:20, BahamutoD said: Well, this is a thing now: [snip goes the pinking shears] Finally got around to doing turret support for rocket pods. I still need to get guards to be able to use them, and improve the aim-assist/trajectory prediction. It keeps shooting a bit short of where you aim. Bahamuto, would you be willing to have another look at making missile pods a possibility? I think I remember you saying that it'd be really difficult to do, but then... a lot of the things you're implementing now were really difficult then as well. I'm mainly asking because I, and again I think I remember others as well, would love to see something like this made by an enterprising modder: http://acecombat.wikia.com/wiki/All_Direction_Multi-Purpose_Missile One (or more) pods that fire a (radar guided?) missile barrage. Would that be possible right now? Would it be possible add this? Link to comment Share on other sites More sharing options...
War Eagle 1 Posted December 5, 2015 Share Posted December 5, 2015 4 hours ago, LORDPrometheus said: Fantastic now I won't accidentally nuke myself anymore! Your back! Link to comment Share on other sites More sharing options...
theend3r Posted December 5, 2015 Share Posted December 5, 2015 When you think that the A-10 has too much redundant parts: Link to comment Share on other sites More sharing options...
MatsSanders Posted December 5, 2015 Share Posted December 5, 2015 My guards are simply refusing to fire at anything, even though I have a locking Radar, Weapon Manager, and guard menu on. Anyone else having this problem. Link to comment Share on other sites More sharing options...
BahamutoD Posted December 5, 2015 Author Share Posted December 5, 2015 18 hours ago, Melfice said: Bahamuto, would you be willing to have another look at making missile pods a possibility? I think I remember you saying that it'd be really difficult to do, but then... a lot of the things you're implementing now were really difficult then as well. I'm mainly asking because I, and again I think I remember others as well, would love to see something like this made by an enterprising modder: http://acecombat.wikia.com/wiki/All_Direction_Multi-Purpose_Missile One (or more) pods that fire a (radar guided?) missile barrage. Would that be possible right now? Would it be possible add this? I am planning to do guided rocket/missile pods, as well as multi-locking but.. those ace combat missiles would be really teeny tiny for the amount of thrust/steering/payload they have in the game.. It wouldn't really be consistent with the design of the rest of the base mod. Once the capability is implemented though, anyone else could make it. 28 minutes ago, MatsSanders said: My guards are simply refusing to fire at anything, even though I have a locking Radar, Weapon Manager, and guard menu on. Anyone else having this problem. In the current release, the ABL is only selected by the guard for use against incoming missiles. Have you tried the gun turrets? Eventually options like this will be configurable. Link to comment Share on other sites More sharing options...
Recommended Posts