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


BahamutoD

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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.

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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

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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-B) 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 by BahamutoD
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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

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/videos

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