sashan Posted August 9, 2015 Share Posted August 9, 2015 Guys, sorry for writing that much, but why does my ECM pod turn of immidiately after turning on? There is more ihan enough electricity.- - - Updated - - -Way Many Updates ^Yes indeed. Ideas jump into my head after random intervals of time and never at the same time Link to comment Share on other sites More sharing options...
EdusacconBR Posted August 9, 2015 Share Posted August 9, 2015 we should be able to toggle multiple ECM pods Link to comment Share on other sites More sharing options...
TMasterson5 Posted August 9, 2015 Share Posted August 9, 2015 So I might(probably) just be an idiot but how do I get the weapons to actually shoot things down like they are supposed to? I have a radar, goalkeeper, and interception missiles mounted on a truck. I target a jet on the other "team" and fire the missiles and thy just go straight and don't actually target the jet. Also I thought with the goalkeeper that when you aim at a target it is supposed to adjust where it actually fires at to hit it? Thanks in advance! Link to comment Share on other sites More sharing options...
Atatra Posted August 9, 2015 Share Posted August 9, 2015 to get this clear, did you activate the radar and use it to track the target you where attacking, and then fire the missile? Link to comment Share on other sites More sharing options...
sashan Posted August 9, 2015 Share Posted August 9, 2015 (edited) Also, you should select target on radar's screen.See this baha's video for a targeting tutorial: Btw, GOalkeeper no longer has a muzzleflash Edited August 9, 2015 by sashan Link to comment Share on other sites More sharing options...
Endersmens Posted August 9, 2015 Share Posted August 9, 2015 So I might(probably) just be an idiot but how do I get the weapons to actually shoot things down like they are supposed to? I have a radar, goalkeeper, and interception missiles mounted on a truck. I target a jet on the other "team" and fire the missiles and thy just go straight and don't actually target the jet. Also I thought with the goalkeeper that when you aim at a target it is supposed to adjust where it actually fires at to hit it? Thanks in advance!Unless you have it set to use the old targeting system, you don't need to target the craft at all. You need to find the craft on a radar (for radar missiles) to get a lock on. Heat seekers can use radar, or if you fire them at the optimal angle to get a lock on the targets heat sig. You can no longer use laser missiles for air to air. Link to comment Share on other sites More sharing options...
Nickvr628 Posted August 9, 2015 Share Posted August 9, 2015 Will the tracking+locking radar send the information to vehicles with guard mode automatically so we can have missile silos without radar modules? Link to comment Share on other sites More sharing options...
Endersmens Posted August 9, 2015 Share Posted August 9, 2015 Will the tracking+locking radar send the information to vehicles with guard mode automatically so we can have missile silos without radar modules?If they have a radar receiver module. Link to comment Share on other sites More sharing options...
sashan Posted August 9, 2015 Share Posted August 9, 2015 (edited) But guard mode doesn't work with current radar system. Waiting for next update Baha. Guys, watch the video above. It's teh best tutorial.EDIT: Tried adding radar to CIWS. It doesn't work radar and gun targeting conflict with each other. This is really needed feature, waiting for fix.Real CIWS tracking radars usually move with gun elevation/traverse, and can track targets within certain cone angle from boresight line. And they have separate tracking radars.We really need turret-within-turret feature to do things like this. Scanning radar on back, tracking radar on its "turret" mounnt in front of turret, guns and missiles.Just throwing ideas into idea pile Edited August 9, 2015 by sashan Link to comment Share on other sites More sharing options...
draeath Posted August 9, 2015 Share Posted August 9, 2015 (edited) Are you managing the mod for CKAN as well? That seems to still have v0.8.3 on it. if It's not you, I'll see if I can't figure out who to annoy to make sure they stay on top of it EDIT: oh dang, you just released 9.0 and 9.1, so it's not really lagging behind at all! Funny timing! Well, I put in a pull request to update the metadata. Edited August 9, 2015 by draeath Link to comment Share on other sites More sharing options...
sashan Posted August 9, 2015 Share Posted August 9, 2015 (edited) Just noticed that phys distance setting dissapeared from latest version. The 0.9.1 one you've just posted.Also, all the radars should have absolute maximum range. It is defined by interval between emitted pulses.Okay, okay, I'm away to sleep. Edited August 9, 2015 by sashan Link to comment Share on other sites More sharing options...
TMasterson5 Posted August 9, 2015 Share Posted August 9, 2015 Also, you should select target on radar's screen.See this baha's video for a targeting tutorial: Btw, GOalkeeper no longer has a muzzleflash As I figured, I am indeed an idiot. I was using the large radar that isn't able to track anything..... Thanks all! Link to comment Share on other sites More sharing options...
Vurucore Posted August 9, 2015 Share Posted August 9, 2015 Read all the posts since the new release and haven't seen anyone mention this issue yet:I sometimes use the 50cal. turret as a fixed gun by changing all of it's settings to zero and Fire Limits to None, but now in 0.9.1 when I do that the gun won't fire at all. It does fire with default settings. Link to comment Share on other sites More sharing options...
PanCotzky Posted August 10, 2015 Share Posted August 10, 2015 Maybe I'm just stupid but how can I set Guard mode to automatically pick targets and shoot? It doesn't work. It doesn't track targets and doesn't shoot them. I've tried to use radars but they only target vessels in manual mode. They doesn't target them automatically. What am I doing wrong? Link to comment Share on other sites More sharing options...
damowang2 Posted August 10, 2015 Share Posted August 10, 2015 Small request: Would you please put the colored white light camera back to the targeting pod? the black and white mode is better for the night but I think colored camera is better during days. Link to comment Share on other sites More sharing options...
Combatsmithen Posted August 10, 2015 Share Posted August 10, 2015 Baha. Because you have the oto melara 76mm can you make the oto melara 127mm that is on the arleigh burke class destroyers? Link to comment Share on other sites More sharing options...
harpwner Posted August 10, 2015 Share Posted August 10, 2015 Hey Baha, How exactly does Guard mode with AA guns work? I've tried everything to let my CIWS guard the KSC from attacks I've sent but only the missile truck fires.... is there something I'm missingI have guard mode set max range with 360 FOV and an interval of 2I have also linked it to radar (and done it without linking) with no success. Link to comment Share on other sites More sharing options...
Combatsmithen Posted August 10, 2015 Share Posted August 10, 2015 Hey Baha, How exactly does Guard mode with AA guns work? I've tried everything to let my CIWS guard the KSC from attacks I've sent but only the missile truck fires.... is there something I'm missingI have guard mode set max range with 360 FOV and an interval of 2I have also linked it to radar (and done it without linking) with no success.I have has the same problem. When an enemy plane comes into range the guard switches to the weapon, but doesnt move or fire it. Then it switches back to none when the enemy plane leaves its range Link to comment Share on other sites More sharing options...
BahamutoD Posted August 10, 2015 Author Share Posted August 10, 2015 (edited) ^ Did you guys try 0.9.1? Something broke shortly before 0.9.0 so I had to fix the turrets for the guards.Read all the posts since the new release and haven't seen anyone mention this issue yet:I sometimes use the 50cal. turret as a fixed gun by changing all of it's settings to zero and Fire Limits to None, but now in 0.9.1 when I do that the gun won't fire at all. It does fire with default settings.I have a hunch on that. I'll take a look.edit: Fixed it.Just noticed that phys distance setting dissapeared from latest version. The 0.9.1 one you've just posted.Looks like there's errors if you open the settings menu when not in flight. I'll fix it.It still works in flight though.Edit: Fixed it.I have a question in regards to cruise missile targeting. Is there ever going to be ground scanning radar? .Maybe, eventually?Okay, so the Abrams Tank turret and the Millinium turret don't shoot through the ship, so far it's only the Air Born laser that does.Found it and fixed it.Is that ballistic missile guidance I see? Time to break out the big boysYes, but for now its only accessible in MissileLauncher modules, not the Modular Missile Guidance unit.Thanks again for the quick reports. Edited August 10, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
harpwner Posted August 10, 2015 Share Posted August 10, 2015 ^ Did you guys try 0.9.1? Something broke shortly before 0.9.0 so I had to fix the turrets for the guards.Upgraded before I posted that... it's a problem in 0.9.1 (I always keep tabs on the forum)again is it something I'm missing, or is the fix actually confirmed to work? Link to comment Share on other sites More sharing options...
BahamutoD Posted August 10, 2015 Author Share Posted August 10, 2015 (edited) I see it. It still works with legacy targeting though. I have to recommend to just use legacy targeting when dealing with guard mode and AI until I upgrade everything to use the new systems properly.Hotfix v0.9.2= Changes =- Adjusted TGP reticle sizes again- Added reticle for where TGP is pointing when not ground stabilized= Fixes =- Fixed legacy targeting on GPS guided weapons- Fixed errors in settings menu when not in-flight- Fixed turrets not being able to fire if pitch or yaw range are locked to 0- Fixed ABL firing through own vessel- Returned 'toggle' action group for guns Edited August 10, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
Murbuto Posted August 10, 2015 Share Posted August 10, 2015 Is there a way to allow other parts to be used as a radar? I use the QuizTech aero pack for most of my cockpit parts and they are modeled on aircraft that use forward-looking radar in real life. It would also be useful to add radar to the MK2 front cockpit as it does not have a forward attachment node, and would likely have enough room to have a built-in radar dish.So is there a line that can be added to a part's ".cfg" file to give that part radar? Link to comment Share on other sites More sharing options...
BahamutoD Posted August 10, 2015 Author Share Posted August 10, 2015 Just copy the ModuleRadar config node from one of the existing radars over. Link to comment Share on other sites More sharing options...
Themorris Posted August 10, 2015 Share Posted August 10, 2015 Will it be possible to track radar targets with the targeting pod? Also airborne ones? It's possible in real life. Link to comment Share on other sites More sharing options...
mfkdso Posted August 10, 2015 Share Posted August 10, 2015 Is this backwards compatible to 1.0.2? That's what I use because that's where some of my mods are at. Link to comment Share on other sites More sharing options...
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