Yski Posted September 23, 2015 Share Posted September 23, 2015 Basically there should be a FIRE EVERYTHING optionDoes that even need to be an option? I can't really think of a situation where you wouldn't want some of your guns to be firing if the target is within range. Link to comment Share on other sites More sharing options...
TheHengeProphet 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...Unfortunately, I have found no explanation as to what each setting does, so... here is what I assume they do.Default Alt.: When not engaging or engaged with a target, the AI will patrol at this altitude.Min Altitude: When the craft is below this altitude, it will endeavor to get above it. If you force your plane into a fast dive past the minimum altitude and it cannot reliably pull itself out before hitting ground, raise this value.Steer Factor: I really don't know what this does... I know it turns harder with higher values, but seeing as there is no explanation, I really don't know what the numbers here indicate.Steer Limiter: This value limits the AI's ability to utilize control of the plane.Steer Damping: In theory, this should hinder the speed at which the AI can actuate the control surfaces, thus reducing jerkiness in flight. The maximum value here is 8, however, which I find completely insufficient and always max out.Max Speed: The AI will generally attempt to maintain this speed, but will often go below it in dogfights. It may go above this speed in a dive, if the plane is incapable of slowing itself down; however, it will endeavor to not maintain a speed higher than this value.TakeOff Speed: The speed at which the AI will attempt to lift off from the ground. For planes using FAR, or planes with long tails, I suggest not having a TO speed below 120 m/s. If your plane has weak engines, I suggest a higher TO speed to allow the plane to get some momentum before attempting a climb. If the AI happens to leave the ground before this happens, however, it will determine it is flying and will try to reach minimum altitude.I hope this helps. I myself would like a more specific explanation as to what exactly these values do (more specifically the steer factor and steer damping). Link to comment Share on other sites More sharing options...
War Eagle 1 Posted September 23, 2015 Share Posted September 23, 2015 Im just waiting for ground AIA ground AI plus some kinds turning part (like a turrent but lets you build on it to make like a turning SAM site) would be nice.IMO all this mod really needs is the ground AI, that turning part, Wingman (for both Air and ground), fix a few bugs (like bombs to make carpet bombing a thing again) and really thats all I would say this mod needs Link to comment Share on other sites More sharing options...
Yodaskool Posted September 24, 2015 Share Posted September 24, 2015 Thanks, helped a lot Link to comment Share on other sites More sharing options...
quintinza Posted September 24, 2015 Share Posted September 24, 2015 Hey everyone. Is there a way to make the windows for the radar and other addons smaller? Currently you can only make the targeting pod window smaller, would like to make the radar window smaller as well. TIA! Link to comment Share on other sites More sharing options...
amankd Posted September 24, 2015 Share Posted September 24, 2015 i am trying to produce a halo mockup of a turret, i have it firing and the barell rotates but is there any way to get muzzle flash as well? Link to comment Share on other sites More sharing options...
anaximander Posted September 24, 2015 Share Posted September 24, 2015 So I've been messing around with a "delivery aircraft"; ie. an aircraft with decent loiter capability, high cargo capacity, and a targeting pod. What I really want to be able to do is to use this aircraft to drop custom payloads onto a target. Primarily, what this means is that a mothership can select a landing site, target it with the pod, and drop a probe which will fly itself to the target. I've been trying to use the Modular Missile Guidance part, but it doesn't seem to be picking up the target, no matter which targeting mode I have it in - the just flies in a straight line until the fuel runs out. Are there any instructions or tips on how to build something that will act like a missile? Link to comment Share on other sites More sharing options...
sashan Posted September 24, 2015 Share Posted September 24, 2015 (edited) Yeah, would be great to have the possibility of using external muzzleflash effect, not the one inbuilt into model.@anaximander - modular missile guidance seems to require legacy targeting to be active. Edited September 24, 2015 by sashan Link to comment Share on other sites More sharing options...
Feni Posted September 24, 2015 Share Posted September 24, 2015 Which of these nuclear explosions do you think is the best?The second one Link to comment Share on other sites More sharing options...
LORDPrometheus Posted September 24, 2015 Share Posted September 24, 2015 i am trying to produce a halo mockup of a turret, i have it firing and the barell rotates but is there any way to get muzzle flash as well?Ksp particle emitter using the muzzle flash texture found in BDArmory under a transform nammed muzzleTransform same goes for smoke Link to comment Share on other sites More sharing options...
VentZer0 Posted September 24, 2015 Share Posted September 24, 2015 you should share with US your as a mod this JET, because it looks amazing I will when I got all the stuff done for it. Be patient :3 Link to comment Share on other sites More sharing options...
briansun1 Posted September 24, 2015 Share Posted September 24, 2015 Unfortunately, I have found no explanation as to what each setting does, so... here is what I assume they do.Default Alt.: When not engaging or engaged with a target, the AI will patrol at this altitude.Min Altitude: When the craft is below this altitude, it will endeavor to get above it. If you force your plane into a fast dive past the minimum altitude and it cannot reliably pull itself out before hitting ground, raise this value.Steer Factor: I really don't know what this does... I know it turns harder with higher values, but seeing as there is no explanation, I really don't know what the numbers here indicate.Steer Limiter: This value limits the AI's ability to utilize control of the plane.Steer Damping: In theory, this should hinder the speed at which the AI can actuate the control surfaces, thus reducing jerkiness in flight. The maximum value here is 8, however, which I find completely insufficient and always max out.Max Speed: The AI will generally attempt to maintain this speed, but will often go below it in dogfights. It may go above this speed in a dive, if the plane is incapable of slowing itself down; however, it will endeavor to not maintain a speed higher than this value.TakeOff Speed: The speed at which the AI will attempt to lift off from the ground. For planes using FAR, or planes with long tails, I suggest not having a TO speed below 120 m/s. If your plane has weak engines, I suggest a higher TO speed to allow the plane to get some momentum before attempting a climb. If the AI happens to leave the ground before this happens, however, it will determine it is flying and will try to reach minimum altitude.I hope this helps. I myself would like a more specific explanation as to what exactly these values do (more specifically the steer factor and steer damping).What does the standby mode do? Link to comment Share on other sites More sharing options...
War Eagle 1 Posted September 24, 2015 Share Posted September 24, 2015 What does the standby mode do?if you set up some aircraft away from others (like say at the island runway) you can have them parked there. Then when you get close enough and have your aircraft set to the other team the aircraft in standby mode will take off by itself Link to comment Share on other sites More sharing options...
briansun1 Posted September 24, 2015 Share Posted September 24, 2015 if you set up some aircraft away from others (like say at the island runway) you can have them parked there. Then when you get close enough and have your aircraft set to the other team the aircraft in standby mode will take off by itselfOh...well that's nice. Link to comment Share on other sites More sharing options...
amankd Posted September 24, 2015 Share Posted September 24, 2015 (edited) Ksp particle emitter using the muzzle flash texture found in BDArmory under a transform nammed muzzleTransform same goes for smokesweet thanks, ive been trying it with another animation but dont thi k you can double animate in the configdo you have the emitter settings? like size, energy ect.also any config dodads need doing? or is it automatic? Edited September 24, 2015 by amankd Link to comment Share on other sites More sharing options...
LORDPrometheus Posted September 24, 2015 Share Posted September 24, 2015 sweet thanks, ive been trying it with another animation but dont thi k you can double animate in the configdo you have the emitter settings? like size, energy ect.Just play with it for flash I use .1 energy 2m size 1 particle Link to comment Share on other sites More sharing options...
sashan Posted September 24, 2015 Share Posted September 24, 2015 What determines if the missile behaves like rolling airframe or ordinary one? I.E. AGM-86 rolls to match its lateral acceleration direction, and all others don't. Can't see any setting with obvious name. Link to comment Share on other sites More sharing options...
sashan Posted September 24, 2015 Share Posted September 24, 2015 I've just thought aboun one idea - the part module that imitates radio wave reflector. Such modules are often installed inside target drones and flying decoys, and the make them much more visible to radars. Just make the vessel with such part exposed ignore that RCS-via-camera check, and only account for range. Link to comment Share on other sites More sharing options...
SGT_RIZZO300 Posted September 24, 2015 Share Posted September 24, 2015 Not sure if this has been asked yet but is making a plane "stealthy" in design worth it or does the radar not care? Link to comment Share on other sites More sharing options...
War Eagle 1 Posted September 24, 2015 Share Posted September 24, 2015 Not sure if this has been asked yet but is making a plane "stealthy" in design worth it or does the radar not care?it don't care Link to comment Share on other sites More sharing options...
LORDPrometheus Posted September 25, 2015 Share Posted September 25, 2015 Radar=honeybadger Link to comment Share on other sites More sharing options...
gomker Posted September 25, 2015 Share Posted September 25, 2015 Unfortunately, I have found no explanation as to what each setting does, so... here is what I assume they do.Default Alt.: When not engaging or engaged with a target, the AI will patrol at this altitude.Min Altitude: When the craft is below this altitude, it will endeavor to get above it. If you force your plane into a fast dive past the minimum altitude and it cannot reliably pull itself out before hitting ground, raise this value.Steer Factor: I really don't know what this does... I know it turns harder with higher values, but seeing as there is no explanation, I really don't know what the numbers here indicate.Steer Limiter: This value limits the AI's ability to utilize control of the plane.Steer Damping: In theory, this should hinder the speed at which the AI can actuate the control surfaces, thus reducing jerkiness in flight. The maximum value here is 8, however, which I find completely insufficient and always max out.Max Speed: The AI will generally attempt to maintain this speed, but will often go below it in dogfights. It may go above this speed in a dive, if the plane is incapable of slowing itself down; however, it will endeavor to not maintain a speed higher than this value.TakeOff Speed: The speed at which the AI will attempt to lift off from the ground. For planes using FAR, or planes with long tails, I suggest not having a TO speed below 120 m/s. If your plane has weak engines, I suggest a higher TO speed to allow the plane to get some momentum before attempting a climb. If the AI happens to leave the ground before this happens, however, it will determine it is flying and will try to reach minimum altitude.I hope this helps. I myself would like a more specific explanation as to what exactly these values do (more specifically the steer factor and steer damping).Here is a quote from BahamutoD in this thread awhile back, I've been searching for the same documentation myself"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." Link to comment Share on other sites More sharing options...
War Eagle 1 Posted September 25, 2015 Share Posted September 25, 2015 (edited) the next update with Wingman can not get here fast enough. Bomber intercept missions will be fun especial now that I figured out how to run AWACS and long range intercepters.In the pic is a large AWACS and my newest Aircraft: PG-12A Ghost after I shot down and enemy Bomber Edited September 25, 2015 by War Eagle 1 Link to comment Share on other sites More sharing options...
LORDPrometheus Posted September 25, 2015 Share Posted September 25, 2015 http://i.imgur.com/lB0kNSM.pngthe next update with Wingman can not get here fast enough. Bomber intercept missions will be fun especial now that I figured out how to run AWACS and long range intercepters.In the pic is a large AWACS and my newest Aircraft: PG-12A Ghost after I shot down and enemy BomberQre you using pac-3's on a fighter? Link to comment Share on other sites More sharing options...
amankd Posted September 25, 2015 Share Posted September 25, 2015 is it possible to make a hydra turret? im wanting to make the rocket turret or my warthog but im not sure if it would work Link to comment Share on other sites More sharing options...
Recommended Posts