Bluejay0013 Posted September 22, 2015 Share Posted September 22, 2015 Seeing as how I work on these (In real life) all the time, I think it was time to make some in KSP.As you can see, the bird is not meant to flySorry if the pictures are extremely large, I don't know how to embed an imgur album. Link to comment Share on other sites More sharing options...
Acea Posted September 22, 2015 Share Posted September 22, 2015 (edited) Sorry if the pictures are extremely large, I don't know how to embed an imgur album.Use the http://imgur.com/a/NttPp ,Insert the ID NttPp between [imgur][ / imgur](remove the blanks) and it looks like this [imgur]NttPp">Javascript is disabled. View full album Edited September 22, 2015 by Acea Link to comment Share on other sites More sharing options...
Bluejay0013 Posted September 22, 2015 Share Posted September 22, 2015 Use the [imgur] tag. For example your album is http://imgur.com/a/NttPp ,Insert the ID NttPp between [imgur][ / imgur](remove the blanks)I was trying to do that but, as I try to embed it says on the forum preview that imgur cant find this album and gives me the creepy animal picture Link to comment Share on other sites More sharing options...
Frozen_Heart Posted September 22, 2015 Share Posted September 22, 2015 are you using legacy targeting?What is legacy targeting? Using the same as the tutorial show. The other radar guided missiles work just fine but not this one. This is the only one which works in vacuum which is why I want to get it working. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted September 22, 2015 Share Posted September 22, 2015 I was trying to do that but, as I try to embed it says on the forum preview that imgur cant find this album and gives me the creepy animal pictureyou have to use the last 4 or 5 parts of the code not the whole link for example [imgur] "Abcde" [ /imgur] Link to comment Share on other sites More sharing options...
VentZer0 Posted September 22, 2015 Share Posted September 22, 2015 So I made a Su27 Cockpit for my SU27 replica in KSP104 with customized B9 MK2 parts...I started editing Bahas MK2 Lightning cockpit, to make the cockpit look more what you would find in a fighter plane and used ASET for the cockpit props. Obviously I used the F16 as a reference cockpit ^^ Then I started editing the exterior part of the MK2 Lightning. Resulting in me learning to make something from scratch in Blender.Javascript is disabled. View full albumI really enjoy making models in Blender for KSP. Satisfying to see it fly afterwards :3Javascript is disabled. View full albumI also edited the RBM Intakes from B9 to fit the craft better. Also the textures on the B9 MK2 and MK1 parts are custom aswell. I wanted to have a SU27 in the eggplant color scheme (dark grey on top, cyan/blueish bottom)http://www.skfny.com/wp-content/uploads/SU-35-Fighter-In-Air5.jpghttp://www.knaapo.ru/media/rus/gallery/aircrafts/combat/su-35s/su-35s_30_big.jpghttp://www.knaapo.ru/media/rus/gallery/aircrafts/combat/su-35s/su-35s_25_big.jpgThis is what it looks like ingame:Javascript is disabled. View full albumhttp://imgur.com/EIGNFACAlso the overlap with the schematic in red is very close to 100% The plane is also capable of doing a cobra maneuver without the use of thrust vectoring, tho in order to it the CoM and CoL are extremely close resulting in a very instable craft for KSP. I need a good FAR AOA limiter config :/I will continue to make parts for it (once I'm done with my bachelor thesis ) so that all parts for this plane will be made from scratch, those would be:engines, engine nacells + intakes, rest of the fuselage. And of course I will release it once I'm done making them. I have other planes in view aswell, like the Mirage2000, F15Eagle/StrikeEagle or the F/A-18 Superhornet Link to comment Share on other sites More sharing options...
LORDPrometheus Posted September 22, 2015 Share Posted September 22, 2015 Hey guys i made an up to date BD Armory Turret Tutorial Link to comment Share on other sites More sharing options...
briansun1 Posted September 22, 2015 Share Posted September 22, 2015 How does the standby mode for the AI work? Link to comment Share on other sites More sharing options...
Yski Posted September 22, 2015 Share Posted September 22, 2015 I followed the radar targeting tutorial on the OP. I can lock the target and fire the missile, it won't track though.Thanks, that's exactly what I needed to know. I did some testing, and found a null reference exception in DoRCS() that's probably causing the issue. I'm getting a serious deja-vu here though. Have I already fixed this at some point..? Link to comment Share on other sites More sharing options...
Frozen_Heart Posted September 22, 2015 Share Posted September 22, 2015 Thanks, that's exactly what I needed to know. I did some testing, and found a null reference exception in DoRCS() that's probably causing the issue. I'm getting a serious deja-vu here though. Have I already fixed this at some point..? Ah ok thanks Is it just an unfinished part of the mod then rather than me doing something silly? Link to comment Share on other sites More sharing options...
Yski Posted September 22, 2015 Share Posted September 22, 2015 (edited) Ah ok thanks Is it just an unfinished part of the mod then rather than me doing something silly?Yup. HEKV hasn't seen much love since the new systems were added since the mod focuses more on air battles. I'm fairly sure I had working HEKVs a few versions ago* though, and I'm fairly sure I've seen this issue before. It should hopefully be an easy fix, so I'll see what I can do *As in, I had them in my installation, possibly after a bit of tinkering with the missile code. BahamutoD is the actual BDArmory dev, I'm just a random guy who occasionally fixes a bug or two.EDIT: Hmm, I did get the missiles trying to fly towards the target, but the aim is way off - possibly a side efffect of going from using orbital velocity (which makes sense for space missiles) to using surface velocity, as that's what the new systems like to use. I'll take another look tomorrow and see if I can get them working properly. Edited September 22, 2015 by Yski Link to comment Share on other sites More sharing options...
harpwner Posted September 23, 2015 Share Posted September 23, 2015 I need a quick opinion for my pack, because I'm kind of splitwhich of these nuclear explosions do you think is the best? I'm working on a revamp of my expansion and I'm kind of split on which explosion of the two I've come up with is the true best.Javascript is disabled. View full albumit's the first two or the last two (since they are in sets of two being the same explosion at different intervals)take your vote, I just need a quick opinion so I have a sort of basis for all my other explosions. Link to comment Share on other sites More sharing options...
TMasterson5 Posted September 23, 2015 Share Posted September 23, 2015 I need a quick opinion for my pack, because I'm kind of splitwhich of these nuclear explosions do you think is the best? I'm working on a revamp of my expansion and I'm kind of split on which explosion of the two I've come up with is the true best.http://imgur.com/a/CFnaHit's the first two or the last two (since they are in sets of two being the same explosion at different intervals)take your vote, I just need a quick opinion so I have a sort of basis for all my other explosions.I think the second one looks better Link to comment Share on other sites More sharing options...
dbandy13 Posted September 23, 2015 Share Posted September 23, 2015 BD, is there any chance of getting a hold of those planes you use in the demonstration videos? They look awesome Link to comment Share on other sites More sharing options...
DragonSlayer666 Posted September 23, 2015 Share Posted September 23, 2015 Hello guys,I know that there was an add on to BDA where someone increased and decreased both the radial mounted cannon and the freefall bombs in size and firepower. I noticed that this was nog longer stickied to the OP. I was wondering if someone had the link to it for me, or if i had to comb through the 550+ pages of this thread to look for it... Link to comment Share on other sites More sharing options...
Yodaskool Posted September 23, 2015 Share Posted September 23, 2015 Hey, I'm building an AI Fighter, and it works great, but I'd like to make sure I'm using the optimal settings for an agile dogfighter. Any tips? I'm mostly concerned about the steer factors etc... Link to comment Share on other sites More sharing options...
Nickvr628 Posted September 23, 2015 Share Posted September 23, 2015 I need a quick opinion for my pack, because I'm kind of splitwhich of these nuclear explosions do you think is the best? I'm working on a revamp of my expansion and I'm kind of split on which explosion of the two I've come up with is the true best.http://imgur.com/a/CFnaHit's the first two or the last two (since they are in sets of two being the same explosion at different intervals)take your vote, I just need a quick opinion so I have a sort of basis for all my other explosions.I like the first two. They look more nuke-y. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted September 23, 2015 Share Posted September 23, 2015 Hey, I'm building an AI Fighter, and it works great, but I'd like to make sure I'm using the optimal settings for an agile dogfighter. Any tips? I'm mostly concerned about the steer factors etc...Biggest thing to do is just keep experimenting. Sorry I can't think of much else. Fighters are not my specialty (even though that is what I most enjoy. I can build 100 fighters and I ll get one that is decent, 1000 and I ll get a great one) Link to comment Share on other sites More sharing options...
Yodaskool Posted September 23, 2015 Share Posted September 23, 2015 Another concern about the AI, it seems to only use one type of gun in battle, even if another, better option is available. Is there any way to make it use all weapon on board? Link to comment Share on other sites More sharing options...
tetryds Posted September 23, 2015 Share Posted September 23, 2015 Hey, I'm building an AI Fighter, and it works great, but I'd like to make sure I'm using the optimal settings for an agile dogfighter. Any tips? I'm mostly concerned about the steer factors etc...I hope that my sig helps if you are using FAR.I heavily recommend using it, esp. for fighters.Be light, powerful and fast, those are the tree main things to consider, you usually have to pick two tho. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted September 23, 2015 Share Posted September 23, 2015 I hope that my sig helps if you are using FAR.I heavily recommend using it, esp. for fighters.Be light, powerful and fast, those are the tree main things to consider, you usually have to pick two tho.Don't forget stable. You can make it as fast, light, and powerful as you want but it aint nothing if it can turn right. My biggest problems are it usually can turn at all or turns so hard it stalls/flat spins- - - Updated - - -Another concern about the AI, it seems to only use one type of gun in battle, even if another, better option is available. Is there any way to make it use all weapon on board?Thats a negative. One thing you can do is say set one gun forward and a different gun backwards so that the AI will control the front gun then set a hotkey to activate the back guns yourself that way its like the AI is the pilot and you are the defense guns so its semi AI controlled Link to comment Share on other sites More sharing options...
LORDPrometheus Posted September 23, 2015 Share Posted September 23, 2015 Im just waiting for ground AI Link to comment Share on other sites More sharing options...
GERULA Posted September 23, 2015 Share Posted September 23, 2015 So I made a Su27 Cockpit for my SU27 replica in KSP104 with customized B9 MK2 parts...I started editing Bahas MK2 Lightning cockpit, to make the cockpit look more what you would find in a fighter plane and used ASET for the cockpit props. Obviously I used the F16 as a reference cockpit ^^ Then I started editing the exterior part of the MK2 Lightning. Resulting in me learning to make something from scratch in Blender.http://imgur.com/a/rp5ElI really enjoy making models in Blender for KSP. Satisfying to see it fly afterwards :3http://imgur.com/a/VfP6mI also edited the RBM Intakes from B9 to fit the craft better. Also the textures on the B9 MK2 and MK1 parts are custom aswell. I wanted to have a SU27 in the eggplant color scheme (dark grey on top, cyan/blueish bottom)http://www.skfny.com/wp-content/uploads/SU-35-Fighter-In-Air5.jpghttp://www.knaapo.ru/media/rus/gallery/aircrafts/combat/su-35s/su-35s_30_big.jpghttp://www.knaapo.ru/media/rus/gallery/aircrafts/combat/su-35s/su-35s_25_big.jpgThis is what it looks like ingame:http://imgur.com/a/X1NIQhttp://imgur.com/EIGNFACAlso the overlap with the schematic in red is very close to 100% The plane is also capable of doing a cobra maneuver without the use of thrust vectoring, tho in order to it the CoM and CoL are extremely close resulting in a very instable craft for KSP. I need a good FAR AOA limiter config :/I will continue to make parts for it (once I'm done with my bachelor thesis ) so that all parts for this plane will be made from scratch, those would be:engines, engine nacells + intakes, rest of the fuselage. And of course I will release it once I'm done making them. I have other planes in view aswell, like the Mirage2000, F15Eagle/StrikeEagle or the F/A-18 Superhornetyou should share with US your as a mod this JET, because it looks amazing Link to comment Share on other sites More sharing options...
Yski Posted September 23, 2015 Share Posted September 23, 2015 Another concern about the AI, it seems to only use one type of gun in battle, even if another, better option is available. Is there any way to make it use all weapon on board?Unfortunately, the AI tries to pick the best weapon for the situation, and proceeds to only use it. Personally I'd much prefer if it simply used every weapon that's in range. Link to comment Share on other sites More sharing options...
LORDPrometheus Posted September 23, 2015 Share Posted September 23, 2015 Unfortunately, the AI tries to pick the best weapon for the situation, and proceeds to only use it. Personally I'd much prefer if it simply used every weapon that's in range.Basically there should be a FIRE EVERYTHING option Link to comment Share on other sites More sharing options...
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