Jump to content

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


BahamutoD

Recommended Posts

OK, updates!

On the PPC thing: changing requestResourceAmount from 1000 to 1 did not make a difference. The weapon still attempts to fire as if it were a machine gun. Here's a quick demo. First I hit the fire button (really quickly, took me a few attempts) to get what one shot sounds like. Then I hold the trigger down. This is with the confiig posted above. You might also notice that the tracers aren't appearing, so I will go over the config looking for potential misplaced commas or something that might cause screwups.

https://youtu.be/u68LBmW2OPY

Regarding the laser: the scaling does not seem to have changed,

REDACTED, this was my bad. I must have accidentally hit "don't overwrite existing". The falloff looks perfect now. Nice catch!

Edited by allmhuran
Link to comment
Share on other sites

That's.. odd. The damage shouldn't drop off much at those distances. This is what it should look like from 0m to 1000m: http://www.wolframalpha.com/input/?i=plot+250%2F%281%2Bpi*%280.0001*x%29%5E2%29+from+0+to+1000

(I notice I had misstyped the formulae for the earlier graphs by the way, should be fixed now)

I wonder if I sent you the wrong dll or something? I'll have to check..

EDIT:

REDACTED, this was my bad. I must have accidentally hit "don't overwrite existing".

No worries, happens to the best of us.

Edited by Yski
Link to comment
Share on other sites

should missiles overheat and explode while flying?

I believe it is the self detonation when they miss. It kicks in a lot. Even when it shouldn't (BD Armory uses heat for damage, so explosion is read by game as overheat)

Purpose is to not have a million flying missiles... thing is the hellfires that never lock fly off for ever, the ones that do explode midair. I haven't managed to understand much more than that... still looking into it.

Link to comment
Share on other sites

I've gone through and completely rebuilt the ModuleWeapon module for the PPC. I copied the howitzer module and modified a few lines just in case I had a bad line somewhere, but the behaviour is the same, the thing fires like a machine gun.

The only idea I have left has to do with how I've made the part. I am not using blender or anything, I am simply hiding a "hiddenVulcan" part inside some other parts, scaling it down and making sure the muzzle point is not clipped, then welding it together. This worked fine with the previous version of BDArmory that I was using, but I wonder if somehow the model itself is contributing to the firing rate? IE, the hidden vulcan is a high rate of fire weapon, maybe it is telling my PPC to fire at the rate of the vulcan despite what the config says?

Edited by allmhuran
Link to comment
Share on other sites

my hellfires and P.E.W. harpoons explode midair :P

New feature, weapons that "miss" explode midair to avoid flying (More or less) persistent debris. It has some issues though. I don't know how it counts a "miss", but not perfect

Link to comment
Share on other sites

I've gone through and completely rebuilt the ModuleWeapon module for the PPC. I copied the howitzer module and modified a few lines just in case I had a bad line somewhere, but the behaviour is the same, the thing fires like a machine gun.

The only idea I have left has to do with how I've made the part. I am not using blender or anything, I am simply hiding a "hiddenVulcan" part inside some other parts, scaling it down and making sure the muzzle point is not clipped, then welding it together. This worked fine with the previous version of BDArmory that I was using, but I wonder if somehow the model itself is contributing to the firing rate? IE, the hidden vulcan is a high rate of fire weapon, maybe it is telling my PPC to fire at the rate of the vulcan despite what the config says?

First guess is you're getting tons of exceptions in the log due to a missing animation. The howitzer has an animation defined, but the huddenVulcan model doesn't have an animation anymore. Try setting "hasFireAnimation = false".

(It may have used to have an animation that was just empty, which is why it would work before 0.9)

Still looking for any info on weapon damage. I've spent the last 12 hours or so balancing and I've managed to balance for heat (from, eg, lasers and ballistics) using thermal mass multiplier, but I'm still having a few issues.

For example, I want my vehicles to be able to withstand a few hydra impacts. I tried setting the breaking force and breaking torque both to 70000 and the crash tolerance to 70000 as well, but one hydra still breaks the parts apart in one hit.

I hope I don't have to set crash tolerance that high in the first place, because a super high crash tolerance will allow the part to survive falling as well. A main battle tank can survive a lot of things... hydra rockets wouldn't put a dent in one. But drop it from 100m and it absolutely will break :D

Similarly, I still haven't figured out whether ballistic weapons work only on temperature or whether crash tolernace is a factor, or if cannon power affects actual "damage" output, or only affects how much "knockback" is applied.

The formula for bullet damage is


float heatDamage = (mass/hitPart.crashTolerance) * currentVelocity.magnitude * 50 * BDArmorySettings.DMG_MULTIPLIER;

So crash tolerance is a factor.

Explosion damage does heat damage


float distanceFactor = Mathf.Clamp01((Mathf.Pow(maxDistance, 2) - sqrDist) / Mathf.Pow(maxDistance, 2));
float heatDamage = ExplosionHeatMultiplier * power * distanceFactor/part.crashTolerance;

where sqrDist is the square of the distance from the face of a part to the origin of the explosion.

(distanceFactor applies a linear quadratic falloff from 1 at closest point, to 0 at max distance)

and applies a force,


float force = power* distanceFactor * ExplosionImpulseMultiplier;

Where ExplosionHeatMultiplier is 2800

and ExplosionImpulseMultiplier = 1

which are hardcoded at the moment and haven't gone through many balance tests.

Is there a good tutorial for this mod? I can't seem to get the missiles to lock on and hit a target.....

After things settle down with the bugfixing, I'll make a few quick tutorials on the different systems.

I believe it is the self detonation when they miss. It kicks in a lot. Even when it shouldn't (BD Armory uses heat for damage, so explosion is read by game as overheat)

Purpose is to not have a million flying missiles... thing is the hellfires that never lock fly off for ever, the ones that do explode midair. I haven't managed to understand much more than that... still looking into it.

My mistake. I'll look into it. (about AGM detonating prematurely when locked)

Edit: Found it. Another dumb typo/mistake in the code.

I'm updating my pack right now and am trying to get the guns/turrets to work. However, the fixed gun I'm updating right now (and the first to be updated as well) doesn't fire how it should. The aiming reticle are where they should be but the gun only fires when I'm looking at the plane from the side and pull the trigger. I also have to click inside a specific area.

http://i.imgur.com/ek9pzOg.png

I copied the modules from the 50cal turret, overwrote the old BahaTurret module in the part.cfg with them and adjusted the values.

UPDATE: Apparently some transform has to be reorientated. Doesn't seem to be as the turret fires in the correct direction but the aiming direction is 90 degress to the left.

Turrets are now oriented with Z is forward Y is up and X is right (unity standard). But if your gun is a fixed gun, just remove the ModuleTurret module. It's no longer required to set up turrets for fixed guns.

Edited by BahamutoD
Link to comment
Share on other sites

Baha, I sent you a pull request with the laser fix. It took two characters. I feel like I've made a huge contribution today :P

I also closed some of the older outdated pull requests, because there really is no need to add laser damage scaling that is already in the mod, for instance.

Edited by Yski
Link to comment
Share on other sites

AgmBallistic does exist as a guidance mode however the only missile that uses it right now is the M-31 in my P.E.W mod

And the JDAM :)

Baha, I sent you a pull request with the laser fix. It took two characters. I feel like I've made a huge contribution today :P

I also closed some of the older outdated pull requests, because there really is no need to add laser damage scaling that is already in the mod, for instance.

Forgot to close that - I 'merged' it manually way back when.

Link to comment
Share on other sites

Hey Baha, will it be possible to put up the new turret coding or explain on how to make a turret anytime soon? I know you're super busy with the add-ons and real life and such. Also BTW how is your mech platformer coming along?:)

Link to comment
Share on other sites

Baha I've got a problem. What could it be if only one fireTransform in a twin turret works, when both aren't obstructed?

BTW I've released an addon including several naval guns named NAS, and may I ask for a link on OP?

Edited by Acea
Link to comment
Share on other sites

quote_icon.png Originally Posted by Endersmens viewpost-right.png

Baha!

So, you added attach nodes on missiles and bombs and such. This was great for putting them on the rails.

However, now you can't stack them. You can't stack missiles or bombs. So it is nearly impossible to make a vertical dispenser. :(

Here's how I handled it:

If you guys edit the cfg file you can simply make them stackable or surface attachable.

Link to comment
Share on other sites

Hey man. Everything is working great for air to air combat in 9.5. I've been playing with the autopilot settings. The craft performs tighter turns when I'm flying it instead of the AI. How can I squeeze more performance out when the AI is in control but keep it flying smoothly?

Also just out of curiosity, would it be hard to program the ai to fly to even positions before switching teams? Insuring fair fights. We could have some real serious competitions if there was no doubt about advantage.

seamus0riley and I are doing crazy things with the stealth Raptor. I have 2 jamming doors at 50000 units a pop. It is definetly hard to lock onto, but possible at close range. Hopefully door control soon too.

Edit: Another concept question. Could you get the autopilot to escort a designated craft? So like two drones had to stay within x meters of the VIP. Maybe even protect it?

Edited by clown_baby
Link to comment
Share on other sites

Hey everyone, I just released the first version of my BDArmory pack here!

The North Kerbin Dynamics Ordinance pack is a pack made with modern weaponry in mind (with the exception of one of my bombs) that cause large amounts of damage! These weapons are a Work in Progress however I'm happy with my progress so far. I ask that BD does NOT post this on the front page simply because there are only 4 parts, but I just wanted to post this right here to get some feedback and suggestions. I am very open to suggestions but please be mindful that the only person working on it is me, and I do have a life (surprisingly)

Link to comment
Share on other sites

Hey Baha, will it be possible to put up the new turret coding or explain on how to make a turret anytime soon? I know you're super busy with the add-ons and real life and such. Also BTW how is your mech platformer coming along?:)

I'm still working on a few other things I said I'd do, but as soon as those are done and no major bugs pop up, I'll get on it.

Baha I've got a problem. What could it be if only one fireTransform in a twin turret works, when both aren't obstructed?

BTW I've released an addon including several naval guns named NAS, and may I ask for a link on OP?

PM me with pics of your unity setup, and in-game, and output log, and config. I have a hunch that something would go wrong if the barrels are too far apart, and need to be able to handle that. The 'firing safety' (which also checks that the barrel is pointing in the direction you want it to) and turret aiming functions only reference one fireTransform, but perhaps it should calculate based on the average position and direction of all transforms.

And nice work - link added.

It won't let me spam any more rep on you BahamutoD, but I would if I could!

I take it everything is working out?

On balistic guidance, could we get that as an option for Modular Missile Guidance? Me wants to make an ICBM.

It wouldn't work very well in it's current state. The way it works is it just attempt's to point it's velocity vector into a (constantly calculated) direction that would cause impact at it's current speed by pointing itself towards the direction it wants to turn. This would cause it to flip out in high upper atmosphere/space because if it attempts to turn, it would torque in that direction, but there's no aerodynamic stability and the v-vector wouldn't change despite the AoA so it would keep trying to turn. It also has no solution if it's physically impossible to reach a target at it's current speed, so it doesn't know what to do during launch or how to perform a g-turn. It also doesn't take the curvature of the planet into account. It might work in a terminal phase guidance situation though, if you fly the thing manually first. AGM mode would be fine for this too though.

If you guys edit the cfg file you can simply make them stackable or surface attachable.

All of the missiles should still be surface attachable, so anything that worked before should work now. But I've always disallowed attaching things to the missile because they're not meant to fly with things hanging off of them.

Hey man. Everything is working great for air to air combat in 9.5. I've been playing with the autopilot settings. The craft performs tighter turns when I'm flying it instead of the AI. How can I squeeze more performance out when the AI is in control but keep it flying smoothly?

Also just out of curiosity, would it be hard to program the ai to fly to even positions before switching teams? Insuring fair fights. We could have some real serious competitions if there was no doubt about advantage.

seamus0riley and I are doing crazy things with the stealth Raptor. I have 2 jamming doors at 50000 units a pop. It is definetly hard to lock onto, but possible at close range. Hopefully door control soon too.

Edit: Another concept question. Could you get the autopilot to escort a designated craft? So like two drones had to stay within x meters of the VIP. Maybe even protect it?

If it isn't taking off, engaging an enemy, or dodging a missile, it limits its inputs to 50%. If you're in combat and the autopilot is still not pulling 100%, it could be over-damped, so you could turn down the steer damper. 15 steer factor and 4-5 steer damper has always been okay for me though.

Edited by BahamutoD
Link to comment
Share on other sites

I did some tinkering with this mod before 0.9 came out and IRC if you wanted to lock onto ground targets and fire Hellfire I just targeted the enemy and pointed my plane roughly towards the target and just fired the missile.

Now howevere, whenever I do this the missile doesn't seem to get a lock. It just flies in a straight path. Tried to skim through the notes but I couldn't find any that would suggest this changed (or I'm just stupid).

What am I doing wrong?

Link to comment
Share on other sites

I did some tinkering with this mod before 0.9 came out and IRC if you wanted to lock onto ground targets and fire Hellfire I just targeted the enemy and pointed my plane roughly towards the target and just fired the missile.

Now howevere, whenever I do this the missile doesn't seem to get a lock. It just flies in a straight path. Tried to skim through the notes but I couldn't find any that would suggest this changed (or I'm just stupid).

What am I doing wrong?

That was the old targeting system. If you want this back, go into the alt+b menu and click "legacy targeting"

But if you wanna have more fun, use the new systems. The hellfire is laser guided, so it requires you to have the laser targeting pod. You point it at the target and the missile follows the laser. :) aim 9's now actually heat seek, and aim-120's require radar.

Go to baha's YouTube channel, he has little videos on each system.

Link to comment
Share on other sites

That was the old targeting system. If you want this back, go into the alt+b menu and click "legacy targeting"

But if you wanna have more fun, use the new systems. The hellfire is laser guided, so it requires you to have the laser targeting pod. You point it at the target and the missile follows the laser. :) aim 9's now actually heat seek, and aim-120's require radar.

Go to baha's YouTube channel, he has little videos on each system.

Super cool! Thanks for the quick reply man.

What would be the best solution for a semi-small aircraft? It just feels wierd to put that big targeting pod on such a small craft.

BoHM9pL.jpg

Edited by LaDouche
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...