SrBrahma Posted April 22, 2015 Share Posted April 22, 2015 Hey, just signed up here on KSP forums to make you an request. Could you make the missiles/bombs to explode on impact even without armed? I made an mobile artillery with a bomb on each missile head, but when i arm the bomb it just unweld out of the missile body. Would be also awesome if you make a missile with joint attachment on the back, with ajustable fuel and acceleration, so i could just attach they to a docking port. Very good mod, by the way, waiting for more updates with more guns! Link to comment Share on other sites More sharing options...
daniel l. Posted April 22, 2015 Share Posted April 22, 2015 Hey, just signed up here on KSP forums to make you an request. Could you make the missiles/bombs to explode on impact even without armed? I made an mobile artillery with a bomb on each missile head, but when i arm the bomb it just unweld out of the missile body. Would be also awesome if you make a missile with joint attachment on the back, with ajustable fuel and acceleration, so i could just attach they to a docking port. Very good mod, by the way, waiting for more updates with more guns!I like it when the weapons are disarmed until firing because that way my planes and ships won't explode from a bullet to the ordinance. Link to comment Share on other sites More sharing options...
BahamutoD Posted April 22, 2015 Author Share Posted April 22, 2015 (edited) Depending on how the new aerodynamics are in 1.0, I may totally revamp the way missiles work so that they use actual lift to steer and stabilize. Depending on how/if they improve the water, I could extend it to torpedos.edit:About warheads, there's a partmodule already in there called "BDExplosivePart". None of the included parts use it, but you can add it to parts that you want to be explosive when destroyed. Try this:MODULE{ name = BDExplosivePart blastRadius = 50 blastPower = 25}DO NOT enable Proxy Detonate on the part in-game. It was an unfinished feature and may throw exceptions if used. (Actually I don't think it will throw exceptions, but it just doesn't do anything at the moment)edit+:I haven't tried it yet, but odin_spain has created a Contract Configurator pack for BDArmory.5dim Military Contract Pack Edited April 22, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
daniel l. Posted April 23, 2015 Share Posted April 23, 2015 Depending on how the new aerodynamics are in 1.0, I may totally revamp the way missiles work so that they use actual lift to steer and stabilize. Depending on how/if they improve the water, I could extend it to torpedos.edit:About warheads, there's a partmodule already in there called "BDExplosivePart". None of the included parts use it, but you can add it to parts that you want to be explosive when destroyed. Try this:MODULE{ name = BDExplosivePart blastRadius = 50 blastPower = 25}DO NOT enable Proxy Detonate on the part in-game. It was an unfinished feature and may throw exceptions if used. (Actually I don't think it will throw exceptions, but it just doesn't do anything at the moment)edit+:I haven't tried it yet, but odin_spain has created a Contract Configurator pack for BDArmory.5dim Military Contract PackEver though of adding battlestar galactica style missiles that can be fired from any direction and still home in just like a good space missile should? Link to comment Share on other sites More sharing options...
BoomShroom Posted April 23, 2015 Share Posted April 23, 2015 The biggest problem with Torpedoes in KSP is water isnt water in KSP. It is more like nearly dry concrete. So if a vessel goes to fast underwater it will just explode from the force. And if you run Ferram4s Better Buoyancy mod, then your torpedo may just sink and not work at all.I mentioned the FS buoyancy module because that actually solves the sinking issue. I also based my post on past experience, but I gave up on it because I couldn't find a level of thrust where the torp would still move, but not jump out of the water and fly to its target. Even with Ferram's Better Buoyancy the torp would still get out off the water and detonate itself 300m or so from where it was launched. Link to comment Share on other sites More sharing options...
Cdodders Posted April 23, 2015 Share Posted April 23, 2015 BD did you see my suggestion? Link to comment Share on other sites More sharing options...
LORDPrometheus Posted April 23, 2015 Share Posted April 23, 2015 BD did you see my suggestion?He has his own life to live that includes developing his own game and working so don't get upset if he can't respond to every single post and he rarely ever responds to suggestions since he has his own vision for the mod. I'm not trying to be rude just saying to not take it personally and to please not spam the thread.- - - Updated - - -How do you fire bombs/missiles? I try to hold left click like it says and they don't drop. I have to set it to an action group or manually right click it. The time it takes to reach over and press 1-10 is too long, by that time your target could maneuver away.Make sure to double check your fine key and remember if it's set to a mouse button not to click but to hold it down when selected. Also don't forget to arm your weapons manager in the right click menu of the part because that will also prevent it from firing. Lastly make sure your weapons are not blocked by another part as they have a built in module that prevents them from firing if they are blocked unless it is done manually. (This is for bombs not missiles) Link to comment Share on other sites More sharing options...
91NightFox Posted April 23, 2015 Share Posted April 23, 2015 Lastly make sure your weapons are not blocked by another part as they have a built in module that prevents them from firing if they are blocked unless it is done manually. (This is for bombs not missiles)Putting that same module on the missiles would be rather handy. Avoiding internal ordinance explosions is always good. BD, would it be possible to set it up so you can select how many weapons will fire when the fire key is pressed? For example; with cannons and lasers they will all shoot at the same time, but other ordinance will only shoot once for every fire command. Being able to change that setting as needed would be very helpful. You could fire broadsides of either missiles or cannons in series or as a volley. This would functionally extend the magazine capacities and increase the rate of fire for things like howitzers and Abrams turrets, as well as make massed missile attacks or bombing runs less carpal tunnel inducing. It could also pull double duty as a ripple manager for dropping bombs; if they'll only drop when they have clearance to do so, putting in a volley amount will drop them as fast as clearance will allow with the push of a single button.The UI for a function like that could be included as a line in the weapons manager with a click box for 'series' and 'volley' with a blank dialogue box that the user can enter the number of guns or missiles that will fire at once. Optionally there could be separate selectors for guns and missiles so that you could fire missiles in volleys and guns in series without needing to fiddle with settings when switching between weapon types. Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted April 23, 2015 Share Posted April 23, 2015 Last night I tried making a TweakScale config for BDArmory bombs - it didn't work particularly well (exceptions, can't attach parts in editor, bad stuff). I was wondering if you thought it ever might be possible to scale up bombs, mostly because I think it would be very entertaining to drop an absurdly large bomb on the KSC and see what happens. The variables I tried to get TweakScale to modify (in the MissileLauncher module) are:blastRadiusblastPowerexplosionSizethrustcruiseThrustI asked Pellinor about BDArmory + TweakScale over in the TweakScale thread, and he said this:I've never tried BDArmoury. TweakScale only works out of the box if the other module can live with having its variables manipulated without notice. So I'd suggest to start small and see which values can be changed without glitches.A second way is that BDArmoury can use the TweakScale API to get notified on rescale and update their module themselves. I know that IR and MFT/realFuels successfully use method.Do you think BDArmory could ever end up working with TS? I am just assuming that right now it does not like having its variables manipulated without notice. Would be cool! Link to comment Share on other sites More sharing options...
LORDPrometheus Posted April 24, 2015 Share Posted April 24, 2015 Last night I tried making a TweakScale config for BDArmory bombs - it didn't work particularly well (exceptions, can't attach parts in editor, bad stuff). I was wondering if you thought it ever might be possible to scale up bombs, mostly because I think it would be very entertaining to drop an absurdly large bomb on the KSC and see what happens. The variables I tried to get TweakScale to modify (in the MissileLauncher module) are:blastRadiusblastPowerexplosionSizethrustcruiseThrustI asked Pellinor about BDArmory + TweakScale over in the TweakScale thread, and he said this:Do you think BDArmory could ever end up working with TS? I am just assuming that right now it does not like having its variables manipulated without notice. Would be cool!Go back a few pages and you can find a post I made about the Energy equivalency of the blast definitions in this mod and how its very very difficult to create accurate large scale bombs in KSP. I did make a mistake since I did my math based off of a 1/3rd reduction due to blast radius instead of a 1/9th (stupid inverse square law lol) but the point is still valid Link to comment Share on other sites More sharing options...
andreasblom Posted April 24, 2015 Share Posted April 24, 2015 would changing the mass of the resource reduce damage? Link to comment Share on other sites More sharing options...
LORDPrometheus Posted April 24, 2015 Share Posted April 24, 2015 would changing the mass of the resource reduce damage?No changing the mass of the bullet in the weapon Config will however since bullett damage is calculated with mass and velocity which is actually dependent on the gun not the round though they are fairly consistent. If you want you can make the .50 do more damage than a 30mm just by increasing the mass however increasing velocity too much will cause it to phase through objects rather than collide. I am unsure when this occurs however Link to comment Share on other sites More sharing options...
BahamutoD Posted April 24, 2015 Author Share Posted April 24, 2015 (edited) No changing the mass of the bullet in the weapon Config will however since bullett damage is calculated with mass and velocity which is actually dependent on the gun not the round though they are fairly consistent. If you want you can make the .50 do more damage than a 30mm just by increasing the mass however increasing velocity too much will cause it to phase through objects rather than collide. I am unsure when this occurs howeverYes the density of the ammo resource includes the mass of the casing with propellant. The bullet mass in the weapon config only includes projectile mass.The variables I tried to get TweakScale to modify (in the MissileLauncher module) are:blastRadiusblastPowerexplosionSizethrustcruiseThrustexplosionSize was a value that told the explosion which object to spawn and which sound to play. In one of the updates, it has been removed and replaced with a model path and audio clip path. The exception you're getting by telling TweakScale to attempt to modify it may be because it doesn't exist. The other values should be able to be modified on the fly with no problems. Edited April 24, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
JellyCubes Posted April 24, 2015 Share Posted April 24, 2015 Go back a few pages and you can find a post I made about the Energy equivalency of the blast definitions in this mod and how its very very difficult to create accurate large scale bombs in KSP. I did make a mistake since I did my math based off of a 1/3rd reduction due to blast radius instead of a 1/9th (stupid inverse square law lol) but the point is still validI don't think it's that accurate to try to compare 250 lbs bombs with nuclear weapons. For smaller bombs, most of the damage may be caused by shrapnel rather than overpressure.This document states "injuries are universal, fatalities are widespread" at a peak overpressure of 5 psi. A Mk82 bomb creates an overpressure of 5 psi at only 31 metres. Only half the reported lethal radius of 60 metres.According to Effects of Nuclear Explosions, blast overpressure follows the inverse cube law. Doubling the yield of a bomb will only multiply the blast wave distance by 2^(1/3) = 1.26.A Mk82 bomb contains 87 kg of tritonal. Tritonal is ~1.2 times more powerful than TNT so the equivalent TNT yield is 104.4 kg. Dividing the yield of a one kiloton bomb by the yield of the Mk82 gives 9,578 (1,000 / 0.1044). So a 1 kT bomb has a yield 9,578 times greater than a Mk82. Taking the cubed root of that gives 21.24. Multiplying that by the (worst case) lethal radius of 60 metres gives a blast radius of a 1 kT bomb of 60 m × 21.24 = 1,274 m.The Effects of Nuclear Explosions states that a good rule of thumb is to consider everybody inside a 5 psi radius to be a fatality. Using Nukemap, a 1 kT bomb has a 5 psi overpressure radius of 700 m. Our 1,274 m radius estimate was only off by roughly a factor of two. Using the stated 5 psi radius of 31 metres would give us a radius 658 metres. Which is surprisingly close to 700 m.The site also gives a formula to estimate blast radius: radius of blast in km = (yield in kT)^(0.33) * constant, where the constant is 0.71 for a 5 psi overpressure.On a completely unrelated note, using the Hullcam VDS plugin, it is possible to attach the camera to a turret and view where it's pointing.Javascript is disabled. View full albumThe mouse can be used to rotate the turret but it works sort of like a mousejoy. Moving the mouse away from the centre of the screen will cause the turret to rotate indefinitely. Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted April 24, 2015 Share Posted April 24, 2015 (edited) Yes the density of the ammo resource includes the mass of the casing with propellant. The bullet mass in the weapon config only includes projectile mass.explosionSize was a value that told the explosion which object to spawn and which sound to play. In one of the updates, it has been removed and replaced with a model path and audio clip path. The exception you're getting by telling TweakScale to attempt to modify it may be because it doesn't exist. The other values should be able to be modified on the fly with no problems.Hmmm... I also tried a TWEAKSCALEEXPONENTS {} for only blastRadius and blastPower, but that caused the same problems. I wondered if I've got some weird franken-folder going on with old parts - but the latest release of BDArmory's mk82 bomb config looks like this, with explosionSize still in there:MODULE{ name = MissileLauncher thrust = 0 //KN thrust during boost phase cruiseThrust = 0 //thrust during cruise phase dropTime = 3 //how many seconds after release until engine ignites boostTime = 2.2 //seconds of boost phase cruiseTime = 80 //seconds of cruise phase guidanceActive = false //missile has guidanceActive blastRadius = 40 //meters blastPower = 25 maxTurnRateDPS = 20 //degrees per second explosionSize = 2 explModelPath = BDArmory/Models/explosion/explosionLarge explSoundPath = BDArmory/Sounds/explode1}So that might explain some of it (some other parts I think don't have explosionSize defined?), but I don't know why it would mess up with just blastRadius and blastPower given to TweakScale to modify, unless maybe changing some other aspect of the part (mass? attach stuff? something else that TweakScale modifies?) just doesn't work with weapons, maybe?What I mean by that is that it *seemed* that maybe the mere application of a TweakScale module would make bombs and such break - so maybe something entirely unrelated to the actual MissileLauncher module is causing the problem.... dunno. Edited April 24, 2015 by AccidentalDisassembly Link to comment Share on other sites More sharing options...
BahamutoD Posted April 24, 2015 Author Share Posted April 24, 2015 (edited) I forgot to remove explosionSize from some of the configs but they're harmless there. I've never written or looked at a TweakScale config so I can't help you beyond that :/By the way, I read all the requests, but I don't have time for all of them. I'm going to be spending a good amount of time on BDArmory and my other KSP mods once 1.0 comes out though, so maybe you'll see some of them in the next update. (Just don't want you to think I'm ignoring you ) Edited April 24, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
sumghai Posted April 24, 2015 Share Posted April 24, 2015 By the way, I read all the requests, but I don't have time for all of them. I'm going to be spending a good amount of time on BDArmory and my other KSP mods once 1.0 comes out though, so maybe you'll see some of them in the next update. (Just don't want you to think I'm ignoring you )If you need models made, give me a shout. Link to comment Share on other sites More sharing options...
CrayzeeMonkey Posted April 26, 2015 Share Posted April 26, 2015 (edited) Hello!I got distracted from what i was doing and decided to make a small bomb just for fun. I also took your source code and edited it in Visual Studio to modify your bomb's decouple force limit from 5 to 100, i then built it then used it for my own use in my KSP copy (It's REALLY easy to do it yourself).The little bomb i'm making is to test a little idea i had of indirect fire. Basically, my bomb would be launched (with the increased decouple speed) over buildings like a mortar and land on targets with the aid of your (EXCELLENT) bomb sight.Using the "Decouple Direction" setting shoots my bomb at different directions than what i would expect. For example, if i use "Forward" my bomb would go sideways. "Lateral" would make it shoot straight, which is what i want. But i'd like to know at what axes the force is applied to so that i could get my part to shoot straight up while using the Forward setting.Sorry for being not straightforward, i just wanted to tell you about what i was doing with the .dll so that i could give you some idea for a future update.Have an excellent day to you all!EDIT: When i try to use my bombs the aiming pipper doesn't show up, is there something i have to do to set up my part to use the bomb pipper? Edited April 26, 2015 by CrayzeeMonkey Link to comment Share on other sites More sharing options...
BahamutoD Posted April 26, 2015 Author Share Posted April 26, 2015 (edited) If you need models made, give me a shout. Thanks, man! I'll let yo know. Hello!I got distracted from what i was doing and decided to make a small bomb just for fun. I also took your source code and edited it in Visual Studio to modify your bomb's decouple force limit from 5 to 100, i then built it then used it for my own use in my KSP copy (It's REALLY easy to do it yourself).The little bomb i'm making is to test a little idea i had of indirect fire. Basically, my bomb would be launched (with the increased decouple speed) over buildings like a mortar and land on targets with the aid of your (EXCELLENT) bomb sight.Using the "Decouple Direction" setting shoots my bomb at different directions than what i would expect. For example, if i use "Forward" my bomb would go sideways. "Lateral" would make it shoot straight, which is what i want. But i'd like to know at what axes the force is applied to so that i could get my part to shoot straight up while using the Forward setting.Sorry for being not straightforward, i just wanted to tell you about what i was doing with the .dll so that i could give you some idea for a future update.Have an excellent day to you all!EDIT: When i try to use my bombs the aiming pipper doesn't show up, is there something i have to do to set up my part to use the bomb pipper?Interesting idea. For the decouple direction, lateral is -Y (because bombs and missiles are attached from the top) and forward is Z. So make sure the bomb model is pointing in the Z direction (blue arrow) and the attach point is on the top.As for the pipper not showing up, I haven't tried what you're describing so I don't know specifically, but try turning on 'debug lines' in the options and see if the simulation is even happening. If there's no purple line then the criteria for it to show up are not being met. See linkhttps://github.com/BahamutoD/BDArmory/blob/master/BahaTurret/MissileFire.cs#L756Edit: first guess is you need to put "Bomb" in the part title. Edited April 26, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
Colonel Cbplayer Posted April 26, 2015 Share Posted April 26, 2015 Is there any way to give missile guidance to stock parts?SAS and mechjeb chase mode isn't up to the task Link to comment Share on other sites More sharing options...
BahamutoD Posted April 26, 2015 Author Share Posted April 26, 2015 Not currently. This may change. Link to comment Share on other sites More sharing options...
MaggotKing Posted April 26, 2015 Share Posted April 26, 2015 Would it be possible to add warheads that you can attach to a vehicle so they would detonate on impact or detonate when triggered by something else. It would be like a ammo box but explosive. Link to comment Share on other sites More sharing options...
CrayzeeMonkey Posted April 26, 2015 Share Posted April 26, 2015 Would it be possible to add warheads that you can attach to a vehicle so they would detonate on impact or detonate when triggered by something else. It would be like a ammo box but explosive.Yes you could. Bahamuto mentioned a "warhead" part module he didn't really make a part for. You would have to do some work to add this "warhead" though.About warheads, there's a partmodule already in there called "BDExplosivePart". None of the included parts use it, but you can add it to parts that you want to be explosive when destroyed. Try this:MODULE{ name = BDExplosivePart blastRadius = 50 blastPower = 25}DO NOT enable Proxy Detonate on the part in-game. It was an unfinished feature and may throw exceptions if used. (Actually I don't think it will throw exceptions, but it just doesn't do anything at the moment)It just detonates on impact currently according to Bahamuto.The simplest way you could get this into KSP is to do some .cfg file editing. Just run your favorite text editor (I recommend Notepad++ ) and open the .cfg file of the part you want to make explosive. Then paste the code BEFORE the last squiggly bracket. Save and your edited part should go boom and do some damage. If you want both the unexplosive and explosive variants of your part, just copy said .cfg file and paste it in the same directory where the .cfg file of the part you're editing is stored, and then open your copy of the .cfg file and paste the code BEFORE the last squiggly bracket (This is VERY important). Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 26, 2015 Share Posted April 26, 2015 I watched DasValdez play with this mod the other day and holy moly it looked fun! I think it would be fun to combine it with kOS and the new 22.5km physics limit to create battle bots.. Kind of like that old RobotWars video game. Link to comment Share on other sites More sharing options...
CrayzeeMonkey Posted April 26, 2015 Share Posted April 26, 2015 As for the pipper not showing up, I haven't tried what you're describing so I don't know specifically, but try turning on 'debug lines' in the options and see if the simulation is even happening. If there's no purple line then the criteria for it to show up are not being met. See linkhttps://github.com/BahamutoD/BDArmor...leFire.cs#L756Edit: first guess is you need to put "Bomb" in the part title.Thanks Bahamuto! I got the pipper working.I tried at first to add a new condition for my part to work, unfortunately it seemed to break the pipper altogether, even on the Mk82 bombs. I gave up and put "Bomb" in my part.Go indirect fire!Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
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