Angstinator Posted January 29, 2016 Share Posted January 29, 2016 (edited) 14 hours ago, Angstinator said: So, modular missile guidance was changed, I see. Is there any documentation on what precisely each setting does? I suspect at least for cruise missiles altitude adjustment behaves a little like a PID controller, but I am of course not certain. If missile guidance does work that way, which parameter corresponds to which setting? @BahamutoD Please forgive the attention-whoring, but the usual solution of RTFM has yielded no results and I have a very powerful need for an answer. Edited January 29, 2016 by Angstinator Link to comment Share on other sites More sharing options...
alp3r Posted January 29, 2016 Share Posted January 29, 2016 https://www.dropbox.com/s/jen8vl0q61kszii/output_log.txt?dl=0 Link to comment Share on other sites More sharing options...
Bovan Posted January 29, 2016 Share Posted January 29, 2016 (edited) First off, thank you Baha for this update. Secondly, I noticed that drop time and drop speed along with the forward/lateral option does not work when a missile is on a missile turret. Edited January 29, 2016 by Bovan Link to comment Share on other sites More sharing options...
Temeter Posted January 29, 2016 Share Posted January 29, 2016 (edited) Oh man, this looks sick, can't wait to try the update. Ur making me happy baha! <3 Also thanks for adding radar to land/water targets. Naval warfare's gonna coming to your carriers today! Edited January 29, 2016 by Temeter Link to comment Share on other sites More sharing options...
Cdodders Posted January 29, 2016 Share Posted January 29, 2016 Sweet mother of god. This mod.... makes me so happy Link to comment Share on other sites More sharing options...
tetryds Posted January 29, 2016 Share Posted January 29, 2016 I have a bug report. If you turn on standby for the AI after the craft was launched it does not turn on when it detects enemies. But if you turn it on on the editor it seems to work just fine, like it used to. Link to comment Share on other sites More sharing options...
BahamutoD Posted January 29, 2016 Author Share Posted January 29, 2016 16 hours ago, Angstinator said: So, modular missile guidance was changed, I see. Is there any documentation on what precisely each setting does? I suspect at least for cruise missiles altitude adjustment behaves a little like a PID controller, but I am of course not certain. If missile guidance does work that way, which parameter corresponds to which setting? I don't think I touched modular missile guidance. Steer factor and damping behave like a PID controller - altitude for cruise is just what (radar) altitude you want it to cruise at. 13 hours ago, TonyDE said: i did not have time to check all new things, does the ground tws radar support multiple locking? Anyway, love your mod. At the moment, only the fighter style radome (long pointy one) can multi-lock (up to three). You can still lock multiple targets if you have several radars linked together, or several on your craft enabled simultaneously. 46 minutes ago, Bovan said: First off, thank you Baha for this update. Secondly, I noticed that drop time and drop speed along with the forward/lateral option does not work when a missile is on a missile turret. That's right, the turrets force the missiles to slide along the rail until they exit. This was necessary so they don't explode on each other in certain cases such as when they are tightly packed in the patriot turret, or if you're firing perpendicular to your velocity. Link to comment Share on other sites More sharing options...
BahamutoD Posted January 29, 2016 Author Share Posted January 29, 2016 2 hours ago, alp3r said: https://www.dropbox.com/s/jen8vl0q61kszii/output_log.txt?dl=0 What's happening shouldn't really be happening, so it could be a conflict from errors in other mods, but see if this works: https://github.com/BahamutoD/BDArmory/raw/master/BahaTurret/bin/Debug/BahaTurret.dll (replace BahaTurret.dll in BDArmory/Plugins) If it doesn't, try a fresh install of KSP, add BDArmory, then add mods one at a time to see which one is causing the issue. Link to comment Share on other sites More sharing options...
alp3r Posted January 29, 2016 Share Posted January 29, 2016 1 hour ago, BahamutoD said: What's happening shouldn't really be happening, so it could be a conflict from errors in other mods, but see if this works: https://github.com/BahamutoD/BDArmory/raw/master/BahaTurret/bin/Debug/BahaTurret.dll (replace BahaTurret.dll in BDArmory/Plugins) If it doesn't, try a fresh install of KSP, add BDArmory, then add mods one at a time to see which one is causing the issue. Thank you for the solution, I replaced the .dll but it didn't work. I reinstalled ModuleFlightIntegrator and thankfully that worked. I tried the wingman system and the other things, amazing job as always. Link to comment Share on other sites More sharing options...
Angstinator Posted January 29, 2016 Share Posted January 29, 2016 On 27.1.2016 at 9:42 PM, BahamutoD said: - Added steer damping value for missiles to reduce oscillations That's what led me to believe modular guidance was touched. So, using standard form, steer factor is Kp and damping is Td? If so, are you thinking of adding Ti control to help completely even out oscillations? Link to comment Share on other sites More sharing options...
V7 Aerospace Posted January 29, 2016 Share Posted January 29, 2016 I have installed a completely fresh copy of KSP, downloaded BD Armoury.... And still have the same problems Link to comment Share on other sites More sharing options...
sashan Posted January 29, 2016 Share Posted January 29, 2016 My wingmen are in constant ducth roll when following and not only, are there any values to tune? Would be good if we could tune actual pid values. Link to comment Share on other sites More sharing options...
tetryds Posted January 29, 2016 Share Posted January 29, 2016 5 minutes ago, sashan said: My wingmen are in constant ducth roll when following and not only, are there any values to tune? Would be good if we could tune actual pid values. There are values to tune on the AI module, but you should not expect it to simply fly any design you throw at it, you need to make it AI friendly. Link to comment Share on other sites More sharing options...
TMasterson5 Posted January 29, 2016 Share Posted January 29, 2016 @BahamutoD soooo about this how to for making turrets? Link to comment Share on other sites More sharing options...
Dr.K Kerbal Posted January 29, 2016 Share Posted January 29, 2016 Yeah. The texturing is awesome!! Link to comment Share on other sites More sharing options...
Whizzkid Posted January 29, 2016 Share Posted January 29, 2016 Just a note, if anyone has issues attaching missiles to the Jernas turret, then enable 'non strict part attachment' in the Alt-F12 menu, this worked for me. Link to comment Share on other sites More sharing options...
Cdodders Posted January 29, 2016 Share Posted January 29, 2016 I notice the Patriot turret tubes can almost fit a SCUD, just a little bit longer and viola! However, instead of a longer Pat, how about some of those huge Russian missile tubes/missiles, such as the Grumble and SA-2? Link to comment Share on other sites More sharing options...
sashan Posted January 29, 2016 Share Posted January 29, 2016 2 hours ago, tetryds said: There are values to tune on the AI module, but you should not expect it to simply fly any design you throw at it, you need to make it AI friendly. Fine, will spend some time tweakin them. The craft is a small but quite maneurable fighter. The problem is that it behaves OK on pitch axis, but it wobbly on roll and yaw. We need separate PID adjsutments for them. At least for roll, it's normally much more sensitive. @BahamutoD Can you add adjustments sliders somewhere to wingman menu? Searching for AI flight controller somewhere in service bay inside the plane's guts if flight is almost impossible. Link to comment Share on other sites More sharing options...
Combatsmithen Posted January 30, 2016 Share Posted January 30, 2016 (edited) Check out my A-10 http://kerbalx.com/Combatsmithen/KAF-K-10 And my MiG-25 http://kerbalx.com/Combatsmithen/Krussian-KiG-25\ Both low part count so it is not hard on your PC but they look pretty good. Some people make replica aircraft that have 100+ parts and even lags my system a little bit which is fairly decent. 1 hour ago, sashan said: Fine, will spend some time tweakin them. The craft is a small but quite maneurable fighter. The problem is that it behaves OK on pitch axis, but it wobbly on roll and yaw. We need separate PID adjsutments for them. At least for roll, it's normally much more sensitive. @BahamutoD Can you add adjustments sliders somewhere to wingman menu? Searching for AI flight controller somewhere in service bay inside the plane's guts if flight is almost impossible. Those look almost like an L-39 albatross Edited January 30, 2016 by Combatsmithen Link to comment Share on other sites More sharing options...
Avalon304 Posted January 30, 2016 Share Posted January 30, 2016 13 hours ago, BahamutoD said: Yes, and you still need to have guard mode setup and enabled on the wingmen. Attack Pos essentially just flies them into the area so that guard mode and the usual AI pilot behaviors can take over. So basically 'Fly to pos' and 'Attack pos' do the same thing? Thats slightly misleading. Link to comment Share on other sites More sharing options...
chrisb2e9 Posted January 30, 2016 Share Posted January 30, 2016 Just tried this mod, ended up doing a 2 vs 2 fight. so awesome! could be it's own separate game. Link to comment Share on other sites More sharing options...
bartekkru99 Posted January 30, 2016 Share Posted January 30, 2016 (edited) Is there any chance, that we're going to see custom turrets in the future? EDIT: I mean turrets for missile mounting, not guns. Edited January 30, 2016 by bartekkru99 Link to comment Share on other sites More sharing options...
BF2_Pilot Posted January 30, 2016 Share Posted January 30, 2016 I made a related extensions on Chinese weapons, but why the my missile launcher at your emission turret, my missile does not turn, when launching the missile flying direction is indeed correct. Link to comment Share on other sites More sharing options...
BF2_Pilot Posted January 30, 2016 Share Posted January 30, 2016 Link to comment Share on other sites More sharing options...
sashan Posted January 30, 2016 Share Posted January 30, 2016 2 hours ago, bartekkru99 said: Is there any chance, that we're going to see custom turrets in the future? EDIT: I mean turrets for missile mounting, not guns. I think you have to ask that question to makers of mods like PEW or North Kerbin Dynamics. Apparently setting up a missile turret is same as setting up gun one, only without gun part itself and with additional part module. 12 hours ago, Combatsmithen said: Those look almost like an L-39 albatross Well, "Elka" was between all those planes I was thinking of when building it. If only we had proper tandem 2-seater 1.25m cockpit... Link to comment Share on other sites More sharing options...
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