likke_A_boss Posted May 2, 2015 Share Posted May 2, 2015 "You must spread some Reputation around before giving it to BahamutoD again." Link to comment Share on other sites More sharing options...
AwesomeCup Posted May 2, 2015 Share Posted May 2, 2015 Was just about to go to bed, then I made the mistake of checking this thread. Oh well at least its friday. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted May 2, 2015 Share Posted May 2, 2015 Found a bugMissiles don't launch forward when you set them to launch forward.- - - Updated - - -Oh and your PM box is full BD Link to comment Share on other sites More sharing options...
Firelordofhyrule Posted May 2, 2015 Share Posted May 2, 2015 Umm... okay, I'm having a bit of an issue with the flight AI: whenever I set it to guard mode while in flight, it seems that it always wants to run the plane into the ground... any help would be appreciated. Link to comment Share on other sites More sharing options...
BahamutoD Posted May 2, 2015 Author Share Posted May 2, 2015 Found a bugMissiles don't launch forward when you set them to launch forward.- - - Updated - - -Oh and your PM box is full BDAre you sure? Just glanced at the code and it looks right. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted May 2, 2015 Share Posted May 2, 2015 Are you sure? Just glanced at the code and it looks right.Can I send you my fighter so you can look at it? I may the one who is wrong and something was changed to no longer let me put missiles in my f-22 style aircrafts "air vents" Link to comment Share on other sites More sharing options...
BahamutoD Posted May 2, 2015 Author Share Posted May 2, 2015 Can I send you my fighter so you can look at it? I may the one who is wrong and something was changed to no longer let me put missiles in my f-22 style aircrafts "air vents"Sure. I freed up some space in my inbox.Edit: Now that I think about it, I did add clearance checks (what bombs use) to missiles, so it may not be passing the clearance check. Try firing it with zero drop time. Link to comment Share on other sites More sharing options...
Sampa Posted May 2, 2015 Share Posted May 2, 2015 Hey, I really like your Abrams turret. I was wondering if you would be willing to create a triple gun turret so that this company I am "buying" my space Battleships from can attach them to the ships! Link to comment Share on other sites More sharing options...
damowang2 Posted May 2, 2015 Share Posted May 2, 2015 Rocket auto fire seems to have gone wrong. Please check.When I switch from S8KOM to Hydra, Hydra does not go off, and vice versa. I checked clearance and it is ok.auto pilot is pretty cool and useful when I don t want to keep an eye on when climbing.Guidance unit is so far so good. Actually this is really the most valuable mod in this game apart from FAR. Really added very much gameplay to it. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted May 2, 2015 Share Posted May 2, 2015 I think Im starting to get the hang of this Link to comment Share on other sites More sharing options...
Phearlock Posted May 2, 2015 Share Posted May 2, 2015 (edited) Very cool update. Are there any plans to improve the pilot AI to enable them to do gunfights as well? At the moment they're kind of dead in the water once you merge on them (despite downgrading my aircraft to only have 60% of the thrust of the AI one).Just some basic stuff would be cool like: simple merge geometry with the AI trying to pursue one or two circle fights. Vertical offset if AI has greater energy in the neutral. Letting them reverse their turn and control their throttle in the case of scissors. Choosing lead/lag pursuit. Edited May 2, 2015 by Phearlock Link to comment Share on other sites More sharing options...
Aerolfos Posted May 2, 2015 Share Posted May 2, 2015 At last. K&K lives again.When multiplayer rleeases... this will be the single most awesome mod in existance. Especially for KSP. Link to comment Share on other sites More sharing options...
tetryds Posted May 2, 2015 Share Posted May 2, 2015 (edited) Quick suggestion while I am testing this amazing AI:Have boxes to store countermeasures, and to prevent them from being OP, make them overheat very fastly.Just like guns, if they overheat you will have to wait for the cooldown, so if you use it wrong there is a window where you are vulnerable.Also, engines are too sensitive to the explosion, even if you evade the missile and it explodes nearby it's 100% chance that you will lose them. Edited May 2, 2015 by tetryds Link to comment Share on other sites More sharing options...
Bluejay0013 Posted May 2, 2015 Share Posted May 2, 2015 Can anyone help me with the Millinium cannon, it dosent seem to fire or do anything for that matter when its on guard mode Link to comment Share on other sites More sharing options...
PrototypeTheta Posted May 2, 2015 Share Posted May 2, 2015 (edited) 30mm RARDEN anyone?EDIT:And a Chieftain turret for good measure, just need to do something about those annoying black lines on the model.EDIT2:Figured out what was causing the black lines... Easy enough to fix, actually looks pretty good now.EDIT3:Maximum derp has been acheived.[Thanks to Berggeit for KV-2 Derpgun model] Edited May 2, 2015 by PrototypeTheta Link to comment Share on other sites More sharing options...
Nickvr628 Posted May 2, 2015 Share Posted May 2, 2015 Whohooooo! Not going airsoft today! Link to comment Share on other sites More sharing options...
Phearlock Posted May 2, 2015 Share Posted May 2, 2015 Quick suggestion while I am testing this amazing AI:Have boxes to store countermeasures, and to prevent them from being OP, make them overheat very fastly.Just like guns, if they overheat you will have to wait for the cooldown, so if you use it wrong there is a window where you are vulnerable.Also, engines are too sensitive to the explosion, even if you evade the missile and it explodes nearby it's 100% chance that you will lose them.Would probably be easier to balance countermeasures by simply making them extremely ineffective, as they would be against AIM-120's. (Let's just assume the countermeasures are dropping chaff as well as flares). Meaning you'd have to turn away early to bleed the missile of energy for a bit before attempting to defeat it kinetically, countermeasures would be more of a last ditch attempt if the missile was fired from optimal range.Against heat seekers, you could again make the flares much less effective. But allow the player to increase the chance of the missile being confused by chopping their engine throttle (reducing the engines IR signature by a little).The engines being taken out by proximity explosions is honestly pretty realistic, engines don't like being close to High explosive fragmentation warheads. Link to comment Share on other sites More sharing options...
tetryds Posted May 2, 2015 Share Posted May 2, 2015 Would probably be easier to balance countermeasures by simply making them extremely ineffective, as they would be against AIM-120's. (Let's just assume the countermeasures are dropping chaff as well as flares). Meaning you'd have to turn away early to bleed the missile of energy for a bit before attempting to defeat it kinetically, countermeasures would be more of a last ditch attempt if the missile was fired from optimal range.Against heat seekers, you could again make the flares much less effective. But allow the player to increase the chance of the missile being confused by chopping their engine throttle (reducing the engines IR signature by a little).The engines being taken out by proximity explosions is honestly pretty realistic, engines don't like being close to High explosive fragmentation warheads.That is the problem, often it's useless to evade the missile because it will explode right behind you and will destroy the oversensitive engine nozzles. Link to comment Share on other sites More sharing options...
PrototypeTheta Posted May 2, 2015 Share Posted May 2, 2015 Yo dawg, I heard you like tanks, so I put a tank on your tank so you can tank while you tank tanks. Link to comment Share on other sites More sharing options...
Melfice Posted May 2, 2015 Share Posted May 2, 2015 Speaking of tanks, I'm surprised nobody has modelled tank chassis yet, for a mod.I know half the fun is building your own stuff, but y 'know. Link to comment Share on other sites More sharing options...
PrototypeTheta Posted May 2, 2015 Share Posted May 2, 2015 Well I have a chassis model for every single one of those turrets... I'd have to leave the tracks to Kerbal Foundries or something, but I guess it couldn't harm to try... Link to comment Share on other sites More sharing options...
Melfice Posted May 2, 2015 Share Posted May 2, 2015 Well I have a chassis model for every single one of those turrets... I'd have to leave the tracks to Kerbal Foundries or something, but I guess it couldn't harm to try...That would be cool! Link to comment Share on other sites More sharing options...
PrototypeTheta Posted May 2, 2015 Share Posted May 2, 2015 Well that went better than expected: Link to comment Share on other sites More sharing options...
ShawnPhillips Posted May 2, 2015 Share Posted May 2, 2015 (edited) Well that went better than expected:http://s10.postimg.org/70ugc92vd/2015_05_02_00008.jpghttp://s2.postimg.org/is3krfvqh/2015_05_02_00009.jpgAmazing, Should make some kind of modular armor that attaches to the chassis so it can show visable damage in combat without completely destroying it.I armed my F4 with 4 Aim-120s 2 Mavericks 20mm gun and a Curse missile for testing.Also tried out the AI module and had a dogfight between two of these. Or, at least I tried, could not get the AI controlled plane to attack me.No pics yet but I made a SR71 style aircraft capable of launching 2 internally stored cruse missiles at mach 2.5 while at 15,000 meters up. Started to overheat and explode at mach 3. Edited May 2, 2015 by ShawnPhillips Link to comment Share on other sites More sharing options...
PrototypeTheta Posted May 2, 2015 Share Posted May 2, 2015 Amazing, Should make some kind of modular armor that attaches to the chassis so it can show visable damage in combat without completely destroying it.That's actually quite a good idea. I have a version of the Challenger II model with Theatre Entry Standard armour (extra armour blocks bolted onto the sides and turret). I could possibly set up a node on the chassis so you can slip parts of the armour straight on. Unfortunately it wouldn't work so well with other tank... But I can probably whip up some universal armour plates. Link to comment Share on other sites More sharing options...
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