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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23


BahamutoD

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32 minutes ago, tetryds said:

This feature already exists, it's the trigger delay.

No, not really. Trigger delay is the time you hold down the fire button before anything happens. This means the weapon still has to be attached to your vessel. I requested this feature for uses such as custom cluster-bombs (i.e., detach the stage from vessel, 10 seconds later bombs attached to it are decoupled and armed. Or, perhaps, a sort of MLRS system where JDAMs attached to rails/I-beams w/ seperatrons can be fired up (from a ground-based site) to a decent altitude, then released.

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4 hours ago, BahamutoD said:

For the rotation transforms, Z forward, X right, Y up.

Thanks, got it working. Now it's time to make animations, effects and a proper texture. Btw, how to add more than one animation? Like deploy and firing.
Also, how to setup lookat constraint? I have a set of pistons that need it. I remember bdarmory having such module?
Btw, an chances you share some of your particle effects from the mod for us weapon pack makers? OR you can just share Unity files for one turret so that we can reverse-engineer it instead of asking countless questions.

Edited by sashan
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How do you set up particles for BDarmory? Once I've added particles with Particle System component and using 6 separate gameobjects the gun immidately became frozen in deployed position, just like when I had transforms set up incorrectly but with deploy animation already played.
Oh, and I'm also using mesh renderer mode. Quite difficult to make proper muzzle effects without it.

Edited by sashan
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@BahamutoD Do you think that you could hook in your Modular Missile Guildance Module into the Weapon Manager Module? Then we could create AAM/ATG/Cruise missiles, bombs etc that we could fire through Weapon Manager, also it would allow AI Guard Mode Firing of these creations! I saw some of your upcoming content in your videos... really exciting. I'm having a blast making a contract pack with your mods:

 

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Speaking of modules; how about adding the option of unhooking weapon control from AI Guard Mode – like letting the AI handle targeting, locking, panning around with the targeting pods (not easy while dodging flak at 400 m/s!); without controlling the weapons themselves? I'm thinking about something like an AI Targeting Officer rather than a fully automatic crew (something which would hopefully make my AI Pilots pull up when their target goes boom, rather than kamikaze into enemy ground units).

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That is simply awesome!
Will make battles much more interesting, now they can happen virtually anywhere on Kerbin.
Is the camera automatically aiming at the target or you did that yourself by setting the other airplane as the target?

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2 minutes ago, tetryds said:

That is simply awesome!
Will make battles much more interesting, now they can happen virtually anywhere on Kerbin.
Is the camera automatically aiming at the target or you did that yourself by setting the other airplane as the target?

I just did it by setting the target and switching to chase mode (stock).

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Thanks @BahamutoD, the dogfighters will love you for this. This completely circumvents the need for elaborate Kerbal Konstruct arenas which allow take-off at range - as you know physics errors can lead to unpleasantness in that scenario.

If the vessels can be fixed to hotkeys or a custom toggle, that's nice for those wanting to turn off the UI.

I postulated other kinds of matchup (the Joint Strike Fighter challenge) in my discussion thread (the one that kind of kicked things off). Would the vessel switcher also sic planes on a ground-based target? I see no reason why they wouldn't, unless the ground units lacked an otherwise redundant AI pilot module?

Another scenario would be bomber interception, so one team gets airborne while the other stays on the ground until radar picks up the bombers again and guard mode scrambles them. This would test the limits of physics range and would mean keeping focus on or near the grounded units, I think.

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9 hours ago, sashan said:

How do you set up particles for BDarmory? Once I've added particles with Particle System component and using 6 separate gameobjects the gun immidately became frozen in deployed position, just like when I had transforms set up incorrectly but with deploy animation already played.
Oh, and I'm also using mesh renderer mode. Quite difficult to make proper muzzle effects without it.

You need to use KSPParticleEmitter, (called Particle Emitter in unity), not Particle System.  Also you need to make a custom material/texture and not use the default particle material.

 

1 hour ago, colmo said:

Thanks @BahamutoD, the dogfighters will love you for this. This completely circumvents the need for elaborate Kerbal Konstruct arenas which allow take-off at range - as you know physics errors can lead to unpleasantness in that scenario.

If the vessels can be fixed to hotkeys or a custom toggle, that's nice for those wanting to turn off the UI.

I postulated other kinds of matchup (the Joint Strike Fighter challenge) in my discussion thread (the one that kind of kicked things off). Would the vessel switcher also sic planes on a ground-based target? I see no reason why they wouldn't, unless the ground units lacked an otherwise redundant AI pilot module?

Another scenario would be bomber interception, so one team gets airborne while the other stays on the ground until radar picks up the bombers again and guard mode scrambles them. This would test the limits of physics range and would mean keeping focus on or near the grounded units, I think.

I'll see what I can do about hotkeys.  Any suggestions for what keys to use?  (page up/down seems to work)

The vessel switcher is really only for switching between vessels and toggling guard, pilot and team.  The 'competition mode' is only setup for AI pilots, so I'll have to do something else for ground attack scenarios.

Edited by BahamutoD
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@BahamutoD Oh, yes Page Up/Down is a perfect key combination!
I guess what colmo mentioned was that sometimes one AI will pick up the enemy earlier, and start taking off before the other one realizes it, and asked if this system would make them instantly realize each other.

I am trying to think about what could be better, and failing, I guess this is as awesome as it can get, and it would be awesome if I am proven wrong.
I never give and ETAs, but the plans are to start BAD-T this saturday!

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4 minutes ago, BahamutoD said:

@tetryds Good, I plan to release this tonight or tomorrow - as soon as I can get these last minute evasive maneuver upgrades to behave.

Any chance you could in the future get ground vehicles to attack other ground vehicles with missiles in guard mode. For example getting the tow missile to function in guard mode instead on only being manual controlled?

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3 hours ago, BahamutoD said:

I'll see what I can do about hotkeys.  Any suggestions for what keys to use?  (page up/down seems to work)

The vessel switcher is really only for switching between vessels and toggling guard, pilot and team.  The 'competition mode' is only setup for AI pilots, so I'll have to do something else for ground attack scenarios.

It's only for vessel switching to get different camera angles. The idea is you'd use the UI as you did in the video to kick things off, then turn it off to record the action, using the toggle (Pg Up/Down seems perfect) to switch between vessels (you've realised the issue ordnance and debris causes)

1 hour ago, tetryds said:

@BahamutoD Oh, yes Page Up/Down is a perfect key combination!
I guess what colmo mentioned was that sometimes one AI will pick up the enemy earlier, and start taking off before the other one realizes it, and asked if this system would make them instantly realize each other.

I am trying to think about what could be better, and failing, I guess this is as awesome as it can get, and it would be awesome if I am proven wrong.
I never give and ETAs, but the plans are to start BAD-T this saturday!

I've been puzzling over simultaneous or near simultaneous launches since last year, most recently using radar and lure probes. This puts an end to it, and the distance parameter means first to reach minimum altitude isn't so vital.

1 hour ago, War Eagle 1 said:

Any chance you could in the future get ground vehicles to attack other ground vehicles with missiles in guard mode. For example getting the tow missile to function in guard mode instead on only being manual controlled?

The AI can't use any of the laser guided weapons at all. This is an issue for AI planes v CIWS too, as all they really have for that is bombs, which the Goalkeeper swats effortlessly. 

I hope rocket pods get some AI love, and then maybe Hellfires and Mavericks.

For the moment, ground battles are best done using legacy targeting, or else use tank turrets and machine guns.

P.S. I'm surprised no-one has made a mortar mod yet. A KIS powered portable one would be fun...

Edited by colmo
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2 minutes ago, colmo said:

The AI can't use any of the laser guided weapons at all. This is an issue for AI planes v CIWS too, as all they really have for that is bombs, which the Goalkeeper swats effortlessly. 

I hope rocket pods get some AI love, and then maybe Hellfires and Mavericks.

For the moment, ground battles are best done using legacy targeting, or else use tank turrets and machine guns.

Not entirely true; AI planes have been able to use laser and anti-rad missiles for a while, but not fixed rocket pods yet.

I'm enabling beam riding type missiles for guards (the TOW) in the next update.

For surface-surface there is an issue where landed guards were arbitrarily limited by a 1km min launch distance.  This will also be fixed to use the particular missile's configured dynamic min launch range instead.

The AI just needs a targeting pod on-board to use laser missiles.

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9 minutes ago, BahamutoD said:

Not entirely true; AI planes have been able to use laser and anti-rad missiles for a while, but not fixed rocket pods yet.

I'm enabling beam riding type missiles for guards (the TOW) in the next update.

For surface-surface there is an issue where landed guards were arbitrarily limited by a 1km min launch distance.  This will also be fixed to use the particular missile's configured dynamic min launch range instead.

The AI just needs a targeting pod on-board to use laser missiles.

Thank you for the reply.

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Update v0.10.3

v0.10.3
= New =
- Predictive mid-air collision avoidance for AI Pilot
- Competition mode
- Compatibility with assembly dependency
- Compatibility with BDA Vessel Switcher
- AI Pilot improvements by @ferram4
- - G-limiter
- - AoA limiter
- - Dynamic minimum altitude adjustment (plane pulls out of dive earlier if needed)

= Changes =
- Guards will reset fire cycle and switch weapons if current gun has overheated
- Optional "activeMissileOnly" (bool) in MissileTurret module
- Increased radar sensitivity
- Decreased AIM-120 and AIM-9 static launch ranges
- Increased AGM min launch ranges
- Allow guard to use beam riding type missile (TOW)
- AI will do wide scan instead of focusing on target if extending to help prevent easy kill
- AI Evasive improvements
- - Fly to beam incoming missiles detected on rwr or visually
- - Fly to break away from incoming fire (instead of flying random directions)

= Fixes =
- Disabled firing with trigger when in guard mode
- Fixed AI Pilot aiming when attempting lock with heat-seeker
- Fixed Rotary Rail symmetry and rail count persistance issues (you may need to readjust the rail on your crafts)
- Fixed guard's final launch authorization to use missile DLZ instead of arbitrary values
- Fixed incorrect screen message when guard selects "none"
- Delay turret reverse deploy animation for firePauseTime to prevent closing on last missile fired

 

Information about Competition mode: http://bdarmory.wikia.com/wiki/How_to_use_Competition_Mode

ALSO

Releasing BDAVesselSwitcher 1.0: http://bdarmory.wikia.com/wiki/BDA_Vessel_Switcher

 

Edited by BahamutoD
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