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


BahamutoD

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I was trying to do that but, as I try to embed it says on the forum preview that imgur cant find this album and gives me the creepy animal picture

you have to use the last 4 or 5 parts of the code not the whole link

for example

[imgur] "Abcde" [ /imgur]

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So I made a Su27 Cockpit for my SU27 replica in KSP104 with customized B9 MK2 parts...

I started editing Bahas MK2 Lightning cockpit, to make the cockpit look more what you would find in a fighter plane and used ASET for the cockpit props. Obviously I used the F16 as a reference cockpit ^^ Then I started editing the exterior part of the MK2 Lightning. Resulting in me learning to make something from scratch in Blender.

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I really enjoy making models in Blender for KSP. Satisfying to see it fly afterwards :3

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I also edited the RBM Intakes from B9 to fit the craft better. Also the textures on the B9 MK2 and MK1 parts are custom aswell. I wanted to have a SU27 in the eggplant color scheme (dark grey on top, cyan/blueish bottom)

http://www.skfny.com/wp-content/uploads/SU-35-Fighter-In-Air5.jpg

http://www.knaapo.ru/media/rus/gallery/aircrafts/combat/su-35s/su-35s_30_big.jpg

http://www.knaapo.ru/media/rus/gallery/aircrafts/combat/su-35s/su-35s_25_big.jpg

This is what it looks like ingame:

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http://imgur.com/EIGNFAC

Also the overlap with the schematic in red is very close to 100% :) The plane is also capable of doing a cobra maneuver without the use of thrust vectoring, tho in order to it the CoM and CoL are extremely close resulting in a very instable craft for KSP. I need a good FAR AOA limiter config :/

I will continue to make parts for it (once I'm done with my bachelor thesis :D ) so that all parts for this plane will be made from scratch, those would be:

engines, engine nacells + intakes, rest of the fuselage. And of course I will release it once I'm done making them.

I have other planes in view aswell, like the Mirage2000, F15Eagle/StrikeEagle or the F/A-18 Superhornet

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I followed the radar targeting tutorial on the OP. I can lock the target and fire the missile, it won't track though.

Thanks, that's exactly what I needed to know. I did some testing, and found a null reference exception in DoRCS() that's probably causing the issue. I'm getting a serious deja-vu here though. Have I already fixed this at some point..? :huh:

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Thanks, that's exactly what I needed to know. I did some testing, and found a null reference exception in DoRCS() that's probably causing the issue. I'm getting a serious deja-vu here though. Have I already fixed this at some point..? :huh:

Ah ok thanks :) Is it just an unfinished part of the mod then rather than me doing something silly?

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Ah ok thanks :) Is it just an unfinished part of the mod then rather than me doing something silly?

Yup. HEKV hasn't seen much love since the new systems were added since the mod focuses more on air battles. I'm fairly sure I had working HEKVs a few versions ago* though, and I'm fairly sure I've seen this issue before. It should hopefully be an easy fix, so I'll see what I can do :)

*As in, I had them in my installation, possibly after a bit of tinkering with the missile code. BahamutoD is the actual BDArmory dev, I'm just a random guy who occasionally fixes a bug or two.

EDIT: Hmm, I did get the missiles trying to fly towards the target, but the aim is way off - possibly a side efffect of going from using orbital velocity (which makes sense for space missiles) to using surface velocity, as that's what the new systems like to use. I'll take another look tomorrow and see if I can get them working properly.

Edited by Yski
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I need a quick opinion for my pack, because I'm kind of split

which of these nuclear explosions do you think is the best? I'm working on a revamp of my expansion and I'm kind of split on which explosion of the two I've come up with is the true best.

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it's the first two or the last two (since they are in sets of two being the same explosion at different intervals)

take your vote, I just need a quick opinion so I have a sort of basis for all my other explosions.

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I need a quick opinion for my pack, because I'm kind of split

which of these nuclear explosions do you think is the best? I'm working on a revamp of my expansion and I'm kind of split on which explosion of the two I've come up with is the true best.

http://imgur.com/a/CFnaH

it's the first two or the last two (since they are in sets of two being the same explosion at different intervals)

take your vote, I just need a quick opinion so I have a sort of basis for all my other explosions.

I think the second one looks better

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Hello guys,

I know that there was an add on to BDA where someone increased and decreased both the radial mounted cannon and the freefall bombs in size and firepower. I noticed that this was nog longer stickied to the OP. I was wondering if someone had the link to it for me, or if i had to comb through the 550+ pages of this thread to look for it...

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I need a quick opinion for my pack, because I'm kind of split

which of these nuclear explosions do you think is the best? I'm working on a revamp of my expansion and I'm kind of split on which explosion of the two I've come up with is the true best.

http://imgur.com/a/CFnaH

it's the first two or the last two (since they are in sets of two being the same explosion at different intervals)

take your vote, I just need a quick opinion so I have a sort of basis for all my other explosions.

I like the first two. They look more nuke-y.

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Hey, I'm building an AI Fighter, and it works great, but I'd like to make sure I'm using the optimal settings for an agile dogfighter. Any tips? I'm mostly concerned about the steer factors etc...

Biggest thing to do is just keep experimenting. Sorry I can't think of much else. Fighters are not my specialty (even though that is what I most enjoy. :( I can build 100 fighters and I ll get one that is decent, 1000 and I ll get a great one)

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Hey, I'm building an AI Fighter, and it works great, but I'd like to make sure I'm using the optimal settings for an agile dogfighter. Any tips? I'm mostly concerned about the steer factors etc...

I hope that my sig helps if you are using FAR.

I heavily recommend using it, esp. for fighters.

Be light, powerful and fast, those are the tree main things to consider, you usually have to pick two tho.

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I hope that my sig helps if you are using FAR.

I heavily recommend using it, esp. for fighters.

Be light, powerful and fast, those are the tree main things to consider, you usually have to pick two tho.

Don't forget stable. You can make it as fast, light, and powerful as you want but it aint nothing if it can turn right. My biggest problems are it usually can turn at all or turns so hard it stalls/flat spins

- - - Updated - - -

Another concern about the AI, it seems to only use one type of gun in battle, even if another, better option is available. Is there any way to make it use all weapon on board?

Thats a negative. One thing you can do is say set one gun forward and a different gun backwards so that the AI will control the front gun then set a hotkey to activate the back guns yourself that way its like the AI is the pilot and you are the defense guns so its semi AI controlled

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So I made a Su27 Cockpit for my SU27 replica in KSP104 with customized B9 MK2 parts...

I started editing Bahas MK2 Lightning cockpit, to make the cockpit look more what you would find in a fighter plane and used ASET for the cockpit props. Obviously I used the F16 as a reference cockpit ^^ Then I started editing the exterior part of the MK2 Lightning. Resulting in me learning to make something from scratch in Blender.

http://imgur.com/a/rp5El

I really enjoy making models in Blender for KSP. Satisfying to see it fly afterwards :3

http://imgur.com/a/VfP6m

I also edited the RBM Intakes from B9 to fit the craft better. Also the textures on the B9 MK2 and MK1 parts are custom aswell. I wanted to have a SU27 in the eggplant color scheme (dark grey on top, cyan/blueish bottom)

http://www.skfny.com/wp-content/uploads/SU-35-Fighter-In-Air5.jpg

http://www.knaapo.ru/media/rus/gallery/aircrafts/combat/su-35s/su-35s_30_big.jpg

http://www.knaapo.ru/media/rus/gallery/aircrafts/combat/su-35s/su-35s_25_big.jpg

This is what it looks like ingame:

http://imgur.com/a/X1NIQ

http://imgur.com/EIGNFAC

Also the overlap with the schematic in red is very close to 100% :) The plane is also capable of doing a cobra maneuver without the use of thrust vectoring, tho in order to it the CoM and CoL are extremely close resulting in a very instable craft for KSP. I need a good FAR AOA limiter config :/

I will continue to make parts for it (once I'm done with my bachelor thesis :D ) so that all parts for this plane will be made from scratch, those would be:

engines, engine nacells + intakes, rest of the fuselage. And of course I will release it once I'm done making them.

I have other planes in view aswell, like the Mirage2000, F15Eagle/StrikeEagle or the F/A-18 Superhornet

you should share with US your as a mod this JET, because it looks amazing :)

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Another concern about the AI, it seems to only use one type of gun in battle, even if another, better option is available. Is there any way to make it use all weapon on board?

Unfortunately, the AI tries to pick the best weapon for the situation, and proceeds to only use it. Personally I'd much prefer if it simply used every weapon that's in range.

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