sashan Posted August 8, 2015 Share Posted August 8, 2015 But, missiles that drop and then fire don't slide off, they drop.Depends on the missile. I don't see any harm in the drop way for the rails, because the hellfires pretty much go straight anyways.Yes, some missiles are dropped, or dropped/slide off depending on pylon they are mounted to, but we need to have both option. Link to comment Share on other sites More sharing options...
Thatdude253 Posted August 8, 2015 Share Posted August 8, 2015 The Hellfires should have a short enough 'drop' time they simply launch forward anyway...On a side not, Baha, might we see Brimstones in a later update? Visually a grey Hellfire, but use a millimetric wave radar seeker head, meaning it can be used as a 'swarm' anti-armor missile. Handy if launching from fixed wing as opposed to helos Link to comment Share on other sites More sharing options...
minepagan Posted August 8, 2015 Share Posted August 8, 2015 it should be fixed in the update. Missiles with less than 0.3s of drop time will only do a forward raycast to check for clearance.thank you! I love you even more now! Link to comment Share on other sites More sharing options...
PikachuNL Posted August 8, 2015 Share Posted August 8, 2015 Oh and I've been wondering if you could add 4-hardpoint missile rail for hellfires?https://www.thebureauinvestigates.com/wp-content/uploads/2011/11/British-army-hellfire-missiles-hoyasmeg.jpgIt's pretty easy to do with the missile rails Link to comment Share on other sites More sharing options...
Hellbrand Posted August 8, 2015 Share Posted August 8, 2015 yes but lowering the part count as much as possible is key! Link to comment Share on other sites More sharing options...
zacharii Posted August 8, 2015 Share Posted August 8, 2015 On the topic of putting things on the front page, could you put my sound extension on the front page? Link to comment Share on other sites More sharing options...
Bovan Posted August 8, 2015 Share Posted August 8, 2015 Will there be an artillery computer at some point in the future? Link to comment Share on other sites More sharing options...
BahamutoD Posted August 8, 2015 Author Share Posted August 8, 2015 (edited) Update v0.9.0= New = Custom BDArmory parts tab in editor BDArmory-specific volume sliders in options menu Take-off speed variable added to AI Pilot ModuleWeapon (replaced gun/cannon/laser functions from BahaTurret) - Can be used without turret to simplify unity setup/part config of fixed guns - Uses pooled bullets and ejected shells - Improved muzzle flashes - Center-weighted bullet spread, specified by max angle in degrees (instead of previous 'accuracy' number) ModuleTurret (generic turret that can be used in conjunction with other modules in the future) - Simplified intuitive unity setup - Independent yaw and pitch rotation speeds in degrees per second (instead of previous, inconsistent 'degrees per frame') - Precise, instantaneous aiming, or smooth aiming, or anything in between New tracer texture Optional "shortName" for weapons - display a short name in the weapon manager instead of the full part title Jettison function button for missiles/bombs/rockets Jettison function for WeaponManager - will jettison all selected weapon New Guidance mode (AGMBallistic) for more efficient air-to-surface and surface-to-surface trajectories Mk.83 JDAM 1000lb GPS guided bomb AGM-88 HARM Anti-radiation missile MissileLauncher module supports decoupling boosters (now used in RBS-15 boosters) Simulated systems Heat seeking - based on temperature and heat generation - engine occlusion can affect non-all-aspect seekers - can lock on flares (intentionally or not) - boresight target locking - can be slaved to radar target for off-boresight launch Radar - scan sweeps give momentary position - some radars also show contact's velocity vector - locking shows rapidly updating position and directional - sends locked target info to fired missile until missile's radar goes active - 360 degree detection radars (ground based or AWACs) and limited FoV forward facing radars (air to air targeting) - boresight scanning for quick close-range locks in air-air combat - data sharing - radar cross section depends on vessel's size, shape, and rotation - turret slaving - scanned target info will be sent to AI's target database - Radar Warning Receiver detecting radar sources (currently built-in with Weapon Manager) Anti-radiation - When used with RWR, will show icons on detected radar sources - Will lock on radar sources within field of view Targeting Pod (Camera + laser + gps) - Laser guidance for missiles - Turret slaving - Lased targets can be locked by any vessel with laser guided missile - Target GPS coordinates can be broadcast to team GPS - Marked GPS coordintes are listed and shown in the HUD - Selecting a GPS coordinate will designate it as the target and that info will be sent to GPS guided weapons on release Smoke countermeasures (against laser-guidance)= Changes =- Settings menu is now accessible in all scenes- Updated turrets/guns to use new modules- Adjusted guard's priority of missiles- Adjusted AI Pilot's missile off-boresight launch authorization angle- Increased flare ejection speed- Increased flare lifespan- Upgraded flares to new heat system- Adjusted missile aerodynamics- Changed missile guidance behavior to drag velocity vector over target instead of pointing nose at it (modders may need to adjust steering values on custom missiles)- Reduced texture sizes to 512x512 max= Fixes =- Fixed bomb calculated impact point inaccuracy caused by stock body-lift (removed stock body lift from all missiles)- Fixed missiles sometimes exploding instantly on attempting to fire- Fixed issue causing cruise missiles to climb forever- Fixed M1 Abrams' symmetry (may need to reattach on existing crafts)- AI Pilot will no longer attempt to fire missiles when landed- Guards will no longer detect and report hostiles that are occluded by terrain/scenery- Fixed sight raycast test going through terrain if near it- Settings will be saved if using Alt-B to close settings window (don't need to click save)- Fixed looped gun audio not resetting to start position next time it's fired if had looped before- Corrected AGM-86 name to C instead of B (B is nuclear)Important notes:- As an initial release of many new features, please be patient and report issues as you find them.- The AI has not yet been updated to use the new systems.- To re-enable vessel targeting, open the settings (Alt- and enable Legacy Targeting- Currently, guard/AI can only use radar and heat seeking systems.- Some features are place-holder, such as chaff and jamming. They do function, but the functionality should be improved later.- Currently radars and other modules do not consume electricity. The only new module that uses electricity is the jammer.Important notes for modders:- You will need to re-do your unity setup and config file for turrets and guns.- To prevent confusion, I will remove all links to third party parts until you tell me that you've updated your parts.- I will be making a new example unity package and tutorial video shortly- You may need to adjust missile steering and aerodynamics config Edited August 9, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
V8jester Posted August 8, 2015 Share Posted August 8, 2015 HA HA!!! Awsome!!! Link to comment Share on other sites More sharing options...
MK3424 Posted August 8, 2015 Share Posted August 8, 2015 This is one hell of a update! Link to comment Share on other sites More sharing options...
minepagan Posted August 8, 2015 Share Posted August 8, 2015 Yay! Update! Link to comment Share on other sites More sharing options...
Space Scumbag Posted August 8, 2015 Share Posted August 8, 2015 It's out! OMG, so many awesome mods in the last few days. I don't have enough time for all. Link to comment Share on other sites More sharing options...
Mobius Posted August 9, 2015 Share Posted August 9, 2015 Oh my, that AWACS dome looks beautiful. Time to go make an E-767 Link to comment Share on other sites More sharing options...
minepagan Posted August 9, 2015 Share Posted August 9, 2015 Will old packs work with 0.9.0? Certainly yes, certainly no, or meh, possibly? Link to comment Share on other sites More sharing options...
BahamutoD Posted August 9, 2015 Author Share Posted August 9, 2015 Will old packs work with 0.9.0? Certainly yes, certainly no, or meh, possibly?What do you mean old packs? Link to comment Share on other sites More sharing options...
minepagan Posted August 9, 2015 Share Posted August 9, 2015 What do you mean old packs?I know old turrets won't work, but what about missiles/bombs?Example: P.E.W. Link to comment Share on other sites More sharing options...
BahamutoD Posted August 9, 2015 Author Share Posted August 9, 2015 I know old turrets won't work, but what about missiles/bombs?Example: P.E.W.Bombs are okay if they use 'simple drag'. Missiles aero values may need to be tweaked. Link to comment Share on other sites More sharing options...
minepagan Posted August 9, 2015 Share Posted August 9, 2015 Bombs are okay if they use 'simple drag'. Missiles aero values may need to be tweaked.Ok. I will 'test' some packs.Maniacal laugh, Maniacal laugh. Link to comment Share on other sites More sharing options...
Endersmens Posted August 9, 2015 Share Posted August 9, 2015 Downloading Now! So much Hype! You really caught me off guard there Baha, was expecting at least another week! Link to comment Share on other sites More sharing options...
Combatsmithen Posted August 9, 2015 Share Posted August 9, 2015 BahamutoD can you make a video tutorial showing us how to use the jammer, radar, and GPS, as well as how the new guidance system works? it would be greatly appreaciated Link to comment Share on other sites More sharing options...
BahamutoD Posted August 9, 2015 Author Share Posted August 9, 2015 BahamutoD can you make a video tutorial showing us how to use the jammer, radar, and GPS, as well as how the new guidance system works? it would be greatly appreaciatedI'm planning on making proper tutorials eventually (probably not soon though), but for now, there's several videos on my youtube channel that I uploaded periodically while developing. They should be pretty helpful.https://www.youtube.com/user/bahamutod/videos Link to comment Share on other sites More sharing options...
Combatsmithen Posted August 9, 2015 Share Posted August 9, 2015 I'm planning on making proper tutorials eventually (probably not soon though), but for now, there's several videos on my youtube channel that I uploaded periodically while developing. They should be pretty helpful.https://www.youtube.com/user/bahamutod/videosthanks Link to comment Share on other sites More sharing options...
EdusacconBR Posted August 9, 2015 Share Posted August 9, 2015 Yuz New Update! AwEsUm! Link to comment Share on other sites More sharing options...
Alphasus Posted August 9, 2015 Share Posted August 9, 2015 Yesssssssssssss!!!!! Thank you so much BD! Link to comment Share on other sites More sharing options...
colmo Posted August 9, 2015 Share Posted August 9, 2015 This looks like an exciting update!I'm specifically interested in AI pilot behaviour. Can they now, for instance, use bombs and rocket pods? Link to comment Share on other sites More sharing options...
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