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


BahamutoD

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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.

http://i.imgur.com/BoHM9pL.jpg

Use offset, bring it up into the fuselage until only the cylinder is sticking out, then move it back into that intake until just the end is sticking out. :)

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Yeah good point. Tried that, really tough with moving targets though. Gonna use the bombs instead me thinks.

You have to cruise in at low speeds, select the target, then turn on CoM Lock. That follows the target around.

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Yeah good point. Tried that, really tough with moving targets though. Gonna use the bombs instead me thinks.

Welcome to realism, mate.

On another note, you could also make the pod vertical, and clip it in until only the ball sticks out. Makes it look a lot like a FLIR.

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So I've been working on some of the TGP features:

VZA8sQz.png

Unfortunately, the thing that makes vessels bright on NV mode also makes buildings bright. It makes targets really stand out against terrain though.

Also notice the buttons for following a radar locked target, and to point to the selected GPS coords.

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Yeah good point. Tried that, really tough with moving targets though. Gonna use the bombs instead me thinks.

Did you click "Lock target?" this makes it stationary on the ground for easy targeting. CoM lock also helps when the vehicle is moving.

- - - Updated - - -

So I've been working on some of the TGP features:

http://i.imgur.com/VZA8sQz.png

Unfortunately, the thing that makes vessels bright on NV mode also makes buildings bright. It makes targets really stand out against terrain though.

Also notice the buttons for following a radar locked target, and to point to the selected GPS coords.

:kiss:

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Unfortunately, the thing that makes vessels bright on NV mode also makes buildings bright.

Nevermind. Despite spending most of yesterday trying to find a workaround, I figured one out in the last few mins. Sometimes typing out your issue makes it solve itself.

OT4nNe1.png

LMkjefr.png

Edited by BahamutoD
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@baha, yeah I meant combat specifically. I was playing with the damper but if you turn it too far down the craft starts to bounce around too much.

Also what's steer factor? Do I want that higher or lower for performance?

And that point towards target might fulfill my escort request.

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@baha, yeah I meant combat specifically. I was playing with the damper but if you turn it too far down the craft starts to bounce around too much.

Also what's steer factor? Do I want that higher or lower for performance?

And that point towards target might fulfill my escort request.

Steer factor is the amount it steers depending on the magnitude of the error.

So say a desired destination A is 10 degrees above the plane, and B is 30 degrees up.

With a low steer factor, it might do a 50% pull to steer to A, and a 100% pull to reach B (then decrees to 50% by the time B is only 10 degrees up).

With a high steer factor, it might do a 100% pull already to get to A.

Pulling hard when its not that far off might mean overshooting because you're building up angular momentum.

That's where damping comes in, as it applies steering to counteract angular momentum.

So you want to tweak and balance both steer factor and damping until you get the results you want.

It's kind of like a spring and damper system, where steer factor is the spring constant.

The "pointing to" thing I mentioned was about pointing the camera around.

AI escorts is something I have planned for later when I get to working on AI.

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Steer factor is the amount it steers depending on the magnitude of the error.

So say a desired destination A is 10 degrees above the plane, and B is 30 degrees up.

With a low steer factor, it might do a 50% pull to steer to A, and a 100% pull to reach B (then decrees to 50% by the time B is only 10 degrees up).

With a high steer factor, it might do a 100% pull already to get to A.

Pulling hard when its not that far off might mean overshooting because you're building up angular momentum.

That's where damping comes in, as it applies steering to counteract angular momentum.

So you want to tweak and balance both steer factor and damping until you get the results you want.

It's kind of like a spring and damper system, where steer factor is the spring constant.

The "pointing to" thing I mentioned was about pointing the camera around.

AI escorts is something I have planned for later when I get to working on AI.

Awesome thanks, that's super helpful. I know you got tons of stuff to do, but I'm all for more AI options.

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Nevermind. Despite spending most of yesterday trying to find a workaround, I figured one out in the last few mins. Sometimes typing out your issue makes it solve itself.

http://i.imgur.com/OT4nNe1.png

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

And I was about to say that it doesn't matter as I target buildings a lot. Awesome! Night ops, here I come!

- - - Updated - - -

The "pointing to" thing I mentioned was about pointing the camera around.

AI escorts is something I have planned for later when I get to working on AI.

More AI, and target escorts. And I keep thinking the mod works so great and is so awesome, and then some big update comes and everything is MORE awesome.

Can't wait for multiplayer.

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Is there a way to slave the millenium cannon and the goal keeper?

The other turrets work, but I would want to use those, for the fun of it.

(also, can I slave the tank cannon? It would be awesome to shoot down an plane with it, even if I know it won't happen :wink:)

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Is there a way to slave the millenium cannon and the goal keeper?

The other turrets work, but I would want to use those, for the fun of it.

(also, can I slave the tank cannon? It would be awesome to shoot down an plane with it, even if I know it won't happen :wink:)

All turrets should work. Do they not?

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Oh, Baha, I have a bug report. I have a vessel that has targeting pod, Abrams cannon, ground locking radar and 2 goalkeepers. The issue is that when radar is not active, the Abrams happily follows targeting pod. But when I enable radar it follows mouse instead. Same is true for radar, when pod is active cannon won't follow radar. Of course only one device has "slave turrets" active at a time. Same with all other turrets. It is extremely annoying - if I have to shoot cannon at long ranges I can no longer observe airspace for incoming missiles.

Also, can you add audio alert when a new target appears on radar screen?

Turrets are also jittery when slaved to targeting pod - they move with somewhere around 100 hertz update rate. It isn't a problem with autocannons, but with Howitzer and Abrams at 3 km it becomes a pain to hit anything.

Peach, in the previous version the M1 was a real plane buster, if that one flew at around 150m/s. Of course, tank was AI-guided.

Edited by sashan
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Oh, Baha, I have a bug report. I have a vessel that has targeting pod, Abrams cannon, ground locking radar and 2 goalkeepers. The issue is that when radar is not active, the Abrams happily follows targeting pod. But when I enable radar it follows mouse instead. Same is true for radar, when pod is active cannon won't follow radar. Of course only one device has "slave turrets" active at a time. Same with all other turrets. It is extremely annoying - if I have to shoot cannon at long ranges I can no longer observe airspace for incoming missiles.

Thanks - reproduced it. Will fix.

I did a quick test with another turret and it work fine.

But the millenium cannon and the goalkeeper don't.

I wasn't able to reproduce this. Everything should be working with radar or TGP:

Javascript is disabled. View full album

Are there any related log entries?

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Baha, I downloaded the update and at first there was no change, so I started a new game and starting adding peices one at a time to see if I can track down the issue, and I think I found it. It seems the AI plane I have sitting near the runway, that is set with autopilot on, guard mode on, and on standby, when it becomes active (get within the 3.5km load distance for ground vehicles on the default 5km setup) is when I lose control of my plane, which does not have the ai module on it. I will upload a video of it later tonight. I have no other mods installed and the two planes (one grounded on guard, and mine flying) were the only craft loaded.

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Baha, I downloaded the update and at first there was no change, so I started a new game and starting adding peices one at a time to see if I can track down the issue, and I think I found it. It seems the AI plane I have sitting near the runway, that is set with autopilot on, guard mode on, and on standby, when it becomes active (get within the 3.5km load distance for ground vehicles on the default 5km setup) is when I lose control of my plane, which does not have the ai module on it. I will upload a video of it later tonight. I have no other mods installed and the two planes (one grounded on guard, and mine flying) were the only craft loaded.

Make sure to attach your log file as well.

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WHat about turret jitter? Make a vtol or anyhing that can not be entirely stationary, like repulsor craft etc., with Abrams and targeting pod, put it 3km from KSC, zoom in and lock on to watertower, for example, and try hitting it. The turret lags behind the pod a little bit, with jittery movements, making it difficult to hit it. You can see the jitter by looking at cannon itself as well.

Edited by sashan
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Because it physically doesn't work in space. Since it's a long lasting effect (not like an instantaneous explosion), it has to be stationary in a certain frame of reference, but there aren't any frames of reference that make sense. If you're in orbit and its stationary to the planet, it will fly by you at orbital velocity. If you use the velocity of the target as the frame of reference, then if the target is flying towards you, the explosion will fly towards you. If you use the bomb as the frame of reference, then if you drop the bomb on a planet, the explosion will continue to move below the surface. Etc. Plus, it was entirely unrelated to everything else I've been working on.

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