tomtom100 Posted April 16, 2016 Share Posted April 16, 2016 (edited) I make plane with 0 heat score(5 small juno engines). Missiles still lock but eny flare take heat misssile But now what with radar rockets. I put many jammers n chaff n still only thing that rescue me from those rockets is manuvers. I'm doing something wrong? EDIT: I testet again n i think before i have bug with that 0 heat score. Now it go up when rocket fly. Edited April 16, 2016 by tomtom100 Link to comment Share on other sites More sharing options...
Wraith977 Posted April 16, 2016 Share Posted April 16, 2016 (edited) 8 hours ago, Matuchkin said: Small question. Does this function with 1.1? I'm planning to download the pre-release for the purpose of making functioning tanks with internals. Look at the Github link, it has the 1.1 compatible version Edited April 16, 2016 by Wraith977 Link to comment Share on other sites More sharing options...
Van Disaster Posted April 16, 2016 Share Posted April 16, 2016 Here's a more minor thing to throw on the pile: around 1:50ish the focus craft goes low level to try and extend, but it keeps flipping in and out of takeoff/gain height mode as it goes under min altitude - and the transitions burn a fair bit of energy. Spoiler https://www.youtube.com/watch?v=oOfZoATlGNQ Do you actually *need* a "recovering from below min alt" mode? I'm pretty sure you project the flight path forwards somewhere, so could it not just ensure the setpoint tried not to take the craft below min alt ( aerodynamics notwithstanding ) and just stayed in whatever mode it's currently in? Anyway, small issue. Link to comment Share on other sites More sharing options...
kapteenipirk Posted April 17, 2016 Share Posted April 17, 2016 I noticed a bug with this mod while testing my guided missile cruiser, Krucible. At first my Goalkeepers worked just fine, but after switching to the Abrams turrets and back, the goalkeepers only fired short bursts every now and then. The time between the bursts is the same as the reloading time of the Abrams turret. I am using the 1.1 prerelease. Just taught id give you a heads up just in-case you haven't noticed this yourself. Link to comment Share on other sites More sharing options...
JamesCutter Posted April 17, 2016 Share Posted April 17, 2016 2 hours ago, kapteenipirk said: I noticed a bug with this mod while testing my guided missile cruiser, Krucible. At first my Goalkeepers worked just fine, but after switching to the Abrams turrets and back, the goalkeepers only fired short bursts every now and then. The time between the bursts is the same as the reloading time of the Abrams turret. I am using the 1.1 prerelease. Just taught id give you a heads up just in-case you haven't noticed this yourself. Do you have a craftfile for this to download? I never managed to build proper ships in KSP, but i'd like to try that one, looks really really cool Link to comment Share on other sites More sharing options...
kapteenipirk Posted April 17, 2016 Share Posted April 17, 2016 1 hour ago, JamesCutter said: Do you have a craftfile for this to download? I never managed to build proper ships in KSP, but i'd like to try that one, looks really really cool Im going to make a post about this when i get a chance. Just need a bit more time. So be on the lookout for that. Link to comment Share on other sites More sharing options...
Deep_Star Posted April 17, 2016 Share Posted April 17, 2016 I have the problem with bda where I launch a craft and the screen goes black, but how do I submit my output to you? Link to comment Share on other sites More sharing options...
YourCompanionCube Posted April 18, 2016 Share Posted April 18, 2016 i would like to share this resource on munition prices because i feel that some of the missles and bombs may ba a bit cheap (though kerbal money is more valuable than the USD) http://fas.org/man/dod-101/usaf/docs/munition-cost-11-1.htm Link to comment Share on other sites More sharing options...
captaincza738 Posted April 18, 2016 Share Posted April 18, 2016 One thing I really want in this mod Is ricochets. A script could run something like that. When the shell or bullet hits a target with a weapon manager, the angle of the hit is calculated and then the heat resistance is taken into account. basically the angle to calibre to armour thickness ratio. The script would be pretty complicated but not too complicated. just a bit of division and scripting. Link to comment Share on other sites More sharing options...
Svm420 Posted April 18, 2016 Share Posted April 18, 2016 3 hours ago, captaincza738 said: One thing I really want in this mod Is ricochets. A script could run something like that. When the shell or bullet hits a target with a weapon manager, the angle of the hit is calculated and then the heat resistance is taken into account. basically the angle to calibre to armour thickness ratio. The script would be pretty complicated but not too complicated. just a bit of division and scripting. There already is ricochets Link to comment Share on other sites More sharing options...
andreasblom Posted April 18, 2016 Share Posted April 18, 2016 Are turret Iva's possible? Link to comment Share on other sites More sharing options...
Zawmbbeh Posted April 19, 2016 Share Posted April 19, 2016 I adore this mod way too much, as i can make a normal plane and then slap some vulcan cannons everywhere and obliterate the KSC. What would be a nice addition would be 20mm Hispano cannons to be added, or maybe some more turrets. It'd really be nice for a P-38 or a B-25, etc. That's all, thanks! Link to comment Share on other sites More sharing options...
Dwerto Posted April 19, 2016 Share Posted April 19, 2016 21 minutes ago, Zawmbbeh said: What would be a nice addition would be 20mm Hispano cannons to be added, or maybe some more turrets. It'd really be nice for a P-38 or a B-25, etc. If you want more World War 2 stuff you should install Aviator Arsenal. Also check out the BAD-T WW2 AI tournament. Link to comment Share on other sites More sharing options...
TheNeonGuy Posted April 19, 2016 Share Posted April 19, 2016 is there a way to make it so i dont need to have tracking to launch missiles? Link to comment Share on other sites More sharing options...
captaincza738 Posted April 19, 2016 Share Posted April 19, 2016 (edited) Where? are the richochets. And I was thinking of a system that is in World of Tanks. There the richochets are based on thickness, angle and calibre. and is this mod for BD Armoury or not. EDIT: And on the viehcle. Edited April 19, 2016 by captaincza738 Link to comment Share on other sites More sharing options...
Van Disaster Posted April 19, 2016 Share Posted April 19, 2016 There's definitely ricochets in core BDA, they're just not very common - most common from the ground, but I've seen them from aircraft. The issue with basing them on materials is "how do you know how strong the surface is" - how does the game know if a part is made of duralumin or armour plate ( or wood, even ) for instance. Basing on angle & KE is ok if you pick a default surface strength, which is why I assume they're quite rare. Link to comment Share on other sites More sharing options...
Combatsmithen Posted April 19, 2016 Share Posted April 19, 2016 KSP 1.1 JUST DROPPED! WOOT Link to comment Share on other sites More sharing options...
Shad0w_General Posted April 19, 2016 Share Posted April 19, 2016 (edited) And now the frantic waiting for BDArmory to be updated for 1.1. haha! Edited April 19, 2016 by Shad0w_General Link to comment Share on other sites More sharing options...
Mobius Posted April 19, 2016 Share Posted April 19, 2016 Has anyone tried using bdarmory in 1.1 yet? Link to comment Share on other sites More sharing options...
tetryds Posted April 19, 2016 Share Posted April 19, 2016 Please be patient, repeat inquires about the release of a mod goes against the rule 2.3f of the forums. Link to comment Share on other sites More sharing options...
colmo Posted April 20, 2016 Share Posted April 20, 2016 I revisited the prerelease version in 1.1. The AI is doing the suicidal rolls after missile launch again - it takes a bit of effort to build a plane that won't blow itself out of the sky. Something has changed in aero or PID - AI needs more steer damping than before, I think. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted April 20, 2016 Share Posted April 20, 2016 50 minutes ago, colmo said: I revisited the prerelease version in 1.1. The AI is doing the suicidal rolls after missile launch again - it takes a bit of effort to build a plane that won't blow itself out of the sky. Something has changed in aero or PID - AI needs more steer damping than before, I think. Ive also noticed that when you set the Wingman to self-command and then have the AI fly to a point way off it will try to follow the curvature of kerbin rather than keeping altitude Link to comment Share on other sites More sharing options...
SuppahLeetKillah Posted April 20, 2016 Share Posted April 20, 2016 Excuse me, could you update it to 1.1? Link to comment Share on other sites More sharing options...
Red Iron Crown Posted April 20, 2016 Share Posted April 20, 2016 6 minutes ago, SuppahLeetKillah said: Excuse me, could you update it to 1.1? 15 hours ago, tetryds said: Please be patient, repeat inquires about the release of a mod goes against the rule 2.3f of the forums. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted April 20, 2016 Share Posted April 20, 2016 26 minutes ago, SuppahLeetKillah said: Excuse me, could you update it to 1.1? If you scroll through the pages you can find where he did a 1.1 pre-release that works with 1.1 Link to comment Share on other sites More sharing options...
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