Jump to content

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


BahamutoD

Recommended Posts

6 minutes ago, BahamutoD said:

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
 

ALSO

Releasing BDAVesselSwitcher 1.0: https://github.com/BahamutoD/BDALoadedVesselSwitcher/releases/tag/v1.0

More info on this in a moment..

Wow! Didnt expect it so soon!

Link to comment
Share on other sites

8 hours ago, BahamutoD said:

Check the "Gun Range" http://bdarmory.wikia.com/wiki/Guard_Mode#Guns_Range

Also, Patriots have a minimum static firing range of 2km.

I've created immobile units using the Patriot & missile launcher with the integrated radar for my contract pack and setting each unit with guard mode set to True in the .cfg leads to both these BDarmory assets to fire their missiles without animating towards the target. The missile launcher doesn't articulate and point at the target, then fire the missile. The Patriot system doesn't animate, turn towards the target, open the launch doors. Instead the missiles launch within the closed pod that is still locked in it's original position. The rocket turrets and guns work flawless though. 

The Team toggle in the Weapon Manager resets it's 'visual' selection when you load the craft in hanger, rather than continuing to show that a craft has been toggled to Team B it shows Team A. Is there a way that we could get a toggle to activate Guardmode in hanger? Maybe an auto-pilot for submersible? Thanks for your work!

Link to comment
Share on other sites

42 minutes ago, dcompart said:

I've created immobile units using the Patriot & missile launcher with the integrated radar for my contract pack and setting each unit with guard mode set to True in the .cfg leads to both these BDarmory assets to fire their missiles without animating towards the target. The missile launcher doesn't articulate and point at the target, then fire the missile. The Patriot system doesn't animate, turn towards the target, open the launch doors. Instead the missiles launch within the closed pod that is still locked in it's original position. The rocket turrets and guns work flawless though. 

The Team toggle in the Weapon Manager resets it's 'visual' selection when you load the craft in hanger, rather than continuing to show that a craft has been toggled to Team B it shows Team A. Is there a way that we could get a toggle to activate Guardmode in hanger? Maybe an auto-pilot for submersible? Thanks for your work!

Okay I caught the team label issue in the editor, but for the turret issues, I'd have to take a look at your output log.

Link to comment
Share on other sites

1 hour ago, BahamutoD said:

No, but.. why?

BDArmory is the only way I'm able to return a booster back to KSC and put a payload into orbit at the same time. But the 100km limit forces me to use overpowered upper stages to shoot out to a high enough Ap to allow the time to land the booster. 

I'm also trying to do a twin boostback like the Falcon heavy. Ive had no success with burn together. The booster separate too far. Could BDArmory by chance undergo such a task?

Edited by Motokid600
Link to comment
Share on other sites

Just now, Motokid600 said:

BDArmory is the only way I'm able to return a booster back to KSC and put a payload into orbit at the exact same time. But the 100km limit forces me to use overpowered upper stages to shoot out to a high enough Ap to allow the time to land the booster. 

The terrain colliders don't load at that distance (they unload at around 11km) so I'm not sure if that would help much.

Link to comment
Share on other sites

Just now, BahamutoD said:

The terrain colliders don't load at that distance (they unload at around 11km) so I'm not sure if that would help much.

I stay with the booster. Mechjeb flys the second stage off. Its been working very well. An even longer load distance would allow the second stage to burn longer so I could use more efficient engines.

Link to comment
Share on other sites

I've got a problem, when I put a vessel in the world and I put another vessel onto the runway any crew in all other vessels in the world at the time disappear. In the morning I'll be checking if it might be another mod, but it hasn't ever happened before.

Edited by ScientistEric
Link to comment
Share on other sites

This is great! Thanks a lot for this amazing updated (and ofc everything before too!) <3

Finally ships can shoot laser guided rockets at each other! Just watching some of my boats doing artillery duels atm. Even better, they actually use anti-air rockets to intercept the AGM's on longer ranges. :D

Edited by Temeter
Link to comment
Share on other sites

8 hours 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.

Hmm, I must have done something wrong. I equipped a plane with Hellfires and a targeting pod, it would select the weapon and go on a strafing run, open cargo bay doors if needed (I also tried wing mounts), but didn't fire.

0.10.3 looks sweet, I'll give the TOW missiles a go as well now, and feedback on the BDVesselSwitcher.

Link to comment
Share on other sites

mu5B0Xt.png

 

I've tried making an f-22 to beat my champion super manoeuvrable su-37. But it constantly just opens the cargo bay, gets a lock, and then never fires.

 

Am I doing something wrong?

 

(This was happening yesterday, I came to post then noticed the update so installed that, same thing).

Link to comment
Share on other sites

3 hours ago, colmo said:

Hmm, I must have done something wrong. I equipped a plane with Hellfires and a targeting pod, it would select the weapon and go on a strafing run, open cargo bay doors if needed (I also tried wing mounts), but didn't fire.

0.10.3 looks sweet, I'll give the TOW missiles a go as well now, and feedback on the BDVesselSwitcher.

2 hours ago, Aegrim said:

I've tried making an f-22 to beat my champion super manoeuvrable su-37. But it constantly just opens the cargo bay, gets a lock, and then never fires.

Am I doing something wrong?

There could still be issues with the AI and cargo bays.  The stock bays are really slow so it could be that it's trying to fire but the bay isn't open all the way yet so it gets blocked by clearance check, then by the time the fire cycle is ready to fire again, the shot opportunity is long gone.  It could also be that the missile's seeker can't see the the laser point when its in the cargo bay.

Bays should work fine for bombs since after they bays are opened, there's still a bit of time before the plane reaches the release point, but for now I wouldn't recommend using missiles in bays, especially for dogfights.

 

1 hour ago, arsyad100 said:

I think I found something weird with my dogfight competition...

Mine is stuck on "Starting competition..."

and whenever I press the cancel button it does nothing :(

 

Screenshots or logs or anything?

 

3 minutes ago, Joshwoo69 said:

@BahamutoD i uploaded all the mods that were on kerbalstuff that were not on spacedock : link 

for everyone... TL DR: nostalgia versions!

AFAIK: license supports.

Some of the mods have strict rules on redistribution, which is why SpaceDock didn't just reupload everything from the ks dump.  You might want to reconsider that.

Link to comment
Share on other sites

Just now, BahamutoD said:

Some of the mods have strict rules on redistribution, which is why SpaceDock didn't just reupload everything from the ks dump.  You might want to reconsider that.

i only uploaded those under yours.

Link to comment
Share on other sites

1 minute ago, RushilP said:

Just wondering, will radars have different ranges ever?

And if they do  will they show in the radar GUI?

They do have different levels of sensitivity, but not range, since how far it can detect something also depends on how big the other vessel is and which way its flying.

Link to comment
Share on other sites

39 minutes ago, BahamutoD said:

They do have different levels of sensitivity, but not range, since how far it can detect something also depends on how big the other vessel is and which way its flying.

I've noticed the AI throttles down when missiles are passing by.

I guess this is because the heat seaking missiles actually model detecting the targets heat levels. In which case I'm impressed.

(I guess you've explained this before, but I've not had much interest in this mod except for a few short tries of it until the awesome AI was introduced.)

 

EDIT - Oh yeah I forgot, does this mean we can use heatsinks to make stealth craft? Since I presume the direction they're flying in depends if you can detect the engines? Or do you mean if it's rotated in a way that makes it's silhouette larger or smaller?

 

44 minutes ago, BahamutoD said:

There could still be issues with the AI and cargo bays.  The stock bays are really slow so it could be that it's trying to fire but the bay isn't open all the way yet so it gets blocked by clearance check, then by the time the fire cycle is ready to fire again, the shot opportunity is long gone.  It could also be that the missile's seeker can't see the the laser point when its in the cargo bay.

Bays should work fine for bombs since after they bays are opened, there's still a bit of time before the plane reaches the release point, but for now I wouldn't recommend using missiles in bays, especially for dogfights.

This is a shame, I guess I'll have to try making an F-15 or Eurofighter.

Edited by Aegrim
Link to comment
Share on other sites

41 minutes ago, BahamutoD said:

They do have different levels of sensitivity, but not range, since how far it can detect something also depends on how big the other vessel is and which way its flying.

Can you make "lock on all closest" button for radars? Clicking on those tiny missiles wastes precious seconds before they impact your ship.

3 hours ago, Aegrim said:

Am I doing something wrong?

You have bomb rack mounted upside down. Missiles are released in the direction of yellow arrow.

Link to comment
Share on other sites

11 minutes ago, sashan said:

Can you make "lock on all closest" button for radars? Clicking on those tiny missiles wastes precious seconds before they impact your ship.

You have bomb rack mounted upside down. Missiles are released in the direction of yellow arrow.

Oh yeah, I didn't even notice that.  Yes the yellow arrow on the bomb rack must point down (or whichever direction you want munitions to drop).

As opposed to an auto lock, I just want to make it easier to click on targets.  It's actually easier using the cursor that appears when you set up keys, so I'll probably use that code.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...