BahamutoD Posted January 30, 2016 Author Share Posted January 30, 2016 1 hour ago, BF2_Pilot said: 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. Please send me your missile, so I can take a look. Thanks! Link to comment Share on other sites More sharing options...
BF2_Pilot Posted January 30, 2016 Share Posted January 30, 2016 (edited) ok,tomorrow Edited January 31, 2016 by BF2_Pilot Link to comment Share on other sites More sharing options...
Combatsmithen Posted January 30, 2016 Share Posted January 30, 2016 DId .50 caliber machine guns get a buff? a single .50 turret shreds my plane even though its 2km away and that is 1.2 miles where a .50 cal would barely do anything to a plane. Also it seems like the GAU-8 sucks. I have hit tanks with consistent fire from it repeatedly from my A-10 and it barely scratches it. Is is because you made all 30mm have explosive ammo? Link to comment Share on other sites More sharing options...
sashan Posted January 30, 2016 Share Posted January 30, 2016 Suggestion - make old retractable aiming flashlight you've made work with BDA. Would be awesome to aim it with targeting ball. Link to comment Share on other sites More sharing options...
hoppthehero Posted January 30, 2016 Share Posted January 30, 2016 N* we made it v0.10 Link to comment Share on other sites More sharing options...
TheSpaceManiac Posted January 30, 2016 Share Posted January 30, 2016 I need some help, I made a vehicle that has a Sidewinder-armed Jermas along with some additional AMRAAMS (not mounted on the Jermas) , but nothing fires when it's set to guard mode and I fly a Team B aircraft around it. Any ideas as to what I'm doing wrong or needs to be done here? Link to comment Share on other sites More sharing options...
daniel l. Posted January 30, 2016 Share Posted January 30, 2016 Any plans for space missiles? The He-KV's just really kinda suck. Link to comment Share on other sites More sharing options...
Angstinator Posted January 31, 2016 Share Posted January 31, 2016 1 hour ago, daniel l. said: Any plans for space missiles? The He-KV's just really kinda suck. Didya read the big fat capital "BROKEN" in the missile's name? That might explain why they suck. 1 hour ago, TheSpaceManiac said: I need some help, I made a vehicle that has a Sidewinder-armed Jermas along with some additional AMRAAMS (not mounted on the Jermas) , but nothing fires when it's set to guard mode and I fly a Team B aircraft around it. Any ideas as to what I'm doing wrong or needs to be done here? Reduce gun range to 0 in guard menu. Link to comment Share on other sites More sharing options...
TheSpaceManiac Posted January 31, 2016 Share Posted January 31, 2016 16 minutes ago, Angstinator said: Didya read the big fat capital "BROKEN" in the missile's name? That might explain why they suck. Reduce gun range to 0 in guard menu. Thanks, that works. Also I think the HE-KV1 still might work with Legacy Targeting (although I haven't tried it this release) Link to comment Share on other sites More sharing options...
giga Posted January 31, 2016 Share Posted January 31, 2016 Why My wingmen doesn't attack the enemy? Link to comment Share on other sites More sharing options...
Melfice Posted January 31, 2016 Share Posted January 31, 2016 2 hours ago, giga said: Why My wingmen doesn't attack the enemy? Because you forgot to put a Weapons Manager on your plane. Link to comment Share on other sites More sharing options...
sashan Posted January 31, 2016 Share Posted January 31, 2016 19 minutes ago, Melfice said: Because you forgot to put a Weapons Manager on your plane. Or forgot to turn peace mode off. Happened to me recently Link to comment Share on other sites More sharing options...
Melfice Posted January 31, 2016 Share Posted January 31, 2016 49 minutes ago, sashan said: Or forgot to turn peace mode off. Happened to me recently Or forgot to change teams... It could be anything. Link to comment Share on other sites More sharing options...
BF2_Pilot Posted January 31, 2016 Share Posted January 31, 2016 22 hours ago, BahamutoD said: Please send me your missile, so I can take a look. Thanks! Here is the link, please help me see what the problem is, thank you https://www.dropbox.com/s/gmkzsvpienv1boj/BDA-PLA.zip?dl=0 Image Link https://www.dropbox.com/s/keusyp5cqazv286/screenshot238.jpg?dl=0 Link to comment Share on other sites More sharing options...
giga Posted January 31, 2016 Share Posted January 31, 2016 (edited) 3 hours ago, Melfice said: Because you forgot to put a Weapons Manager on your plane. I do put my weapon manager On it and the ai thingy Edited January 31, 2016 by giga Link to comment Share on other sites More sharing options...
giga Posted January 31, 2016 Share Posted January 31, 2016 (edited) 19 hours ago, giga said: I do put my weapon manager On it and the ai thingy The problem is it wont go to the position that i locate. it was just going up to the space* Edited February 1, 2016 by giga Link to comment Share on other sites More sharing options...
Cdodders Posted January 31, 2016 Share Posted January 31, 2016 A question on the Modular Missile Guidance package, would it be possible to add in a throttle limiter? A sort of speed vs range trade-off? Plus, would it be possible to add a min. pitch sider to the Patriot launcher? Link to comment Share on other sites More sharing options...
Angstinator Posted January 31, 2016 Share Posted January 31, 2016 Throttle limiters are already in vanilla. You can set them in the SPH/VAB for solid-fuel motors or before launch for liquid-fuel ones. Link to comment Share on other sites More sharing options...
BahamutoD Posted January 31, 2016 Author Share Posted January 31, 2016 5 hours ago, BF2_Pilot said: Here is the link, please help me see what the problem is, thank you https://www.dropbox.com/s/gmkzsvpienv1boj/BDA-PLA.zip?dl=0 Image Link https://www.dropbox.com/s/keusyp5cqazv286/screenshot238.jpg?dl=0 Try either naming the parent transform "missileTransform" in Unity, or make a new empty game object, put the whole missile as a child of it, and run the PartTools exporter on that new parent. I think the structure your missiles use are confusing the missile turret. 20 hours ago, Combatsmithen said: DId .50 caliber machine guns get a buff? a single .50 turret shreds my plane even though its 2km away and that is 1.2 miles where a .50 cal would barely do anything to a plane. Also it seems like the GAU-8 sucks. I have hit tanks with consistent fire from it repeatedly from my A-10 and it barely scratches it. Is is because you made all 30mm have explosive ammo? Yeah, apparently a bunch of damage balancing needs to be done. Link to comment Share on other sites More sharing options...
inigma Posted January 31, 2016 Share Posted January 31, 2016 I must say. I just flew my first AI battle. BD this is an amazing mod. Wow. I might just make a GAP contract for it... Link to comment Share on other sites More sharing options...
War Eagle 1 Posted January 31, 2016 Share Posted January 31, 2016 On January 30, 2016 at 8:18 PM, Avalon304 said: So basically 'Fly to pos' and 'Attack pos' do the same thing? Thats slightly misleading. I think the idea is if you want to have a group set up at a certain position you send them to one area. Then for the attack one you can have them break off away from you. For example if you say got to position. They go there and wait so you can form up with them. Then say you got two enemy ground units 10km apart you can tell the ai to attack one unit while you attack another. Im still learning it myself so i may be wrong Link to comment Share on other sites More sharing options...
Combatsmithen Posted January 31, 2016 Share Posted January 31, 2016 49 minutes ago, War Eagle 1 said: I think the idea is if you want to have a group set up at a certain position you send them to one area. Then for the attack one you can have them break off away from you. For example if you say got to position. They go there and wait so you can form up with them. Then say you got two enemy ground units 10km apart you can tell the ai to attack one unit while you attack another. Im still learning it myself so i may be wrong I know this is off topic but what is project genesis? I'm curious Link to comment Share on other sites More sharing options...
DG772 Posted January 31, 2016 Share Posted January 31, 2016 For some reason whenever i load any craft with any weapon my game glitches out like im inside of the sun and my speed says like 100000000000000 Link to comment Share on other sites More sharing options...
sashan Posted January 31, 2016 Share Posted January 31, 2016 (edited) @BahamutoD Can you add atmosphere check for cruise missiles? If accidentally launched vertically without target selected they tend to achieve escape velocity from Kerbol Also, is there a documentation available? What does radarLOAL mean? Edited January 31, 2016 by sashan Link to comment Share on other sites More sharing options...
colmo Posted January 31, 2016 Share Posted January 31, 2016 4 hours ago, inigma said: I must say. I just flew my first AI battle. BD this is an amazing mod. Wow. I might just make a GAP contract for it... I've been thinking about completely AI scenarios for a while. I came up with a few challenges which lend themselves well to a contract. There have been a few military contracts which spawn an aggressor you have to eliminate, but it might be possible to E.g. - spawn bombers en route to obliterate the KSC, and your job is to intercept them, either using AI or manned flight, - A Wild Weasel mission, to take out a defended radar installation, http://forum.kerbalspaceprogram.com/index.php?/topic/116352-discussion-thread-bd-armory-ai-tournaments/ Link to comment Share on other sites More sharing options...
Recommended Posts