Naten Posted October 8, 2015 Share Posted October 8, 2015 I am using BD Armory to make military aircraft, and it's really fun. However, I cannot seem to make a bomber with a bomb bay using the stock Mk 3 parts, or the Mk 2 parts. If it matters, I am using FAR. The problem is, when I release the bombs, I must be perfectly level and I cannot change attitude while dropping the bombs. Also, the bombs hit the back of the bomb bay if I am accelerating or not accelerating much, and hit the front (and explode) if I am decelerating. In addition, the bombs do not release quickly. I can drop one or two, but then the bombs are detected as being in the way and nothing is dropped for a bit. I can only mount bombs externally without much problem, but even then the bombs don't drop very fast. Link to comment Share on other sites More sharing options...
XOC2008 Posted October 8, 2015 Share Posted October 8, 2015 I am using BD Armory to make military aircraft, and it's really fun. However, I cannot seem to make a bomber with a bomb bay using the stock Mk 3 parts, or the Mk 2 parts. If it matters, I am using FAR. The problem is, when I release the bombs, I must be perfectly level and I cannot change attitude while dropping the bombs. Also, the bombs hit the back of the bomb bay if I am accelerating or not accelerating much, and hit the front (and explode) if I am decelerating. In addition, the bombs do not release quickly. I can drop one or two, but then the bombs are detected as being in the way and nothing is dropped for a bit. I can only mount bombs externally without much problem, but even then the bombs don't drop very fast.Adjusting the decouple speed and drop time helps with those issues, I've found. Link to comment Share on other sites More sharing options...
Feni Posted October 9, 2015 Share Posted October 9, 2015 I would also like a option in the menu that all guns automaticly point at the targetYou can use the FLIR to paint a target with the laser and click 'Turrets' to automatically follow the target. Link to comment Share on other sites More sharing options...
129828 Posted October 9, 2015 Share Posted October 9, 2015 You can use the FLIR to paint a target with the laser and click 'Turrets' to automatically follow the target.Thank you this helps in the way I defend it, Now i just need to train a lot to paint the target easy Link to comment Share on other sites More sharing options...
Delta_Com Posted October 9, 2015 Share Posted October 9, 2015 Has anyone figured out a way to make ships load at a longer range than 9.5 km? I have the physics range in the BDA config to 50 km, but ships only load when I come within 9.5 km of them. Link to comment Share on other sites More sharing options...
Hodo Posted October 9, 2015 Share Posted October 9, 2015 Has anyone figured out a way to make ships load at a longer range than 9.5 km? I have the physics range in the BDA config to 50 km, but ships only load when I come within 9.5 km of them.There once was a mod that never unloaded anything in the game. The problem is KSP isn't designed to run like that and it causes some HORRIBLE lag because the game is calculating the physics for EVERYTHING at that point. Outside of that mod which hasnt been supported since last year, I would say no. Link to comment Share on other sites More sharing options...
Taurick Posted October 10, 2015 Share Posted October 10, 2015 (edited) Awesome mod I'm trying to create some turrets of my own here, and I'm just wondering about a couple of the parameters. Could someone clarify the following for me?cannonShellRadius -- Is in meters?cannonShellPower -- The cs for the module on github says this is 'cannon explosion impulse', is it an arbitrary value or is it a real value measured in N/kN? Does the impulse decrease with the square of distance like a real explosive or is it a constant value all the way to the end of the cannonShellRadius?Also the explosion animation itself doesn't appear to scale with the cannonShellRadius value? How would I go about making very large explosions. I'm making naval and siege artillery turrets here and it's a bit disconcerting firing a 460mm battleship gun or 800mm railroad gun into my VAB, getting a small explosion, and then watching every building in the whole launch complex go up in flames.This is even before I try and do something as silly as a nuclear warheadplease halp, this is essential for me to make the Battlestar Galactica and shoot at basestars edit: Also I would like to change the unload distance to be conditional rather than yes/no based on distance. Ideally I want to be able to track a round from the naval gun all the way on it's flight path, and on the bigger ones this can be in excess of 40km. I can't really just set the unload distance to 40km because the game isn't going to like that. Is it possible to do something like:time = 0function(object){[INDENT]while(distance > 5 && time < 5){[/INDENT][INDENT=2]time++[/INDENT][INDENT]}if(distance > 5 && time > 5){[/INDENT][INDENT=2]unload object[/INDENT][INDENT]}[/INDENT]}Basically just want to delay unloading an object for 5 or 10 seconds after it passes the unload range. Possible or no? Edited October 10, 2015 by Taurick Link to comment Share on other sites More sharing options...
Aerolfos Posted October 10, 2015 Share Posted October 10, 2015 At this point all I want is for BahamotoD to give a sign he is still activeHe made a new song. Check Soundcloud.- - - Updated - - -There once was a mod that never unloaded anything in the game. The problem is KSP isn't designed to run like that and it causes some HORRIBLE lag because the game is calculating the physics for EVERYTHING at that point. Outside of that mod which hasnt been supported since last year, I would say no.Not just lag. Modern KSP does not load collision beyond 11 km. The ground is litterally not there. Even if you used a mod like that to force hack it, anything beyond 11km on the ground would spontaneously explode the instant you loaded it.Now, stuff that ISN'T on the ground works just fine, including space vessels and aircraft. And BD will let you do those. Link to comment Share on other sites More sharing options...
Kingferas15 Posted October 10, 2015 Share Posted October 10, 2015 Does anyone know what is my problem My BD ARMORY mod is missing something all the parts are white Link to comment Share on other sites More sharing options...
Scoundrel Posted October 10, 2015 Share Posted October 10, 2015 cannonShellRadius -- Is in meters?YescannonShellPower -- The cs for the module on github says this is 'cannon explosion impulse', is it an arbitrary value or is it a real value measured in N/kN? Does the impulse decrease with the square of distance like a real explosive or is it a constant value all the way to the end of the cannonShellRadius?It appears to be an arbitrary value. I haven't been able to successfully measure an actual explosive effect.China Lake and Aberdeen uses these formulas for approximate damage effects: HE is R1/3; blast fragmentation is R1/2; and continuous rod is R (though when it goes past Rlimit it becomes R1/3) Link to comment Share on other sites More sharing options...
Taurick Posted October 10, 2015 Share Posted October 10, 2015 China Lake and Aberdeen uses these formulas for approximate damage effects: HE is R1/3; blast fragmentation is R1/2; and continuous rod is R (though when it goes past Rlimit it becomes R1/3)Thanks for the reply.I'm a little confused on that formula you've given, not sure if you're describing how BDA calculates explosions or if you're giving me a rough guide to how to select an appropriate cannonShellPower value.R in that formula would be cannonShellRadius? Link to comment Share on other sites More sharing options...
TUKE Posted October 11, 2015 Share Posted October 11, 2015 Hey Baha, any new news on anything? Just wondering. Link to comment Share on other sites More sharing options...
Scoundrel Posted October 11, 2015 Share Posted October 11, 2015 (edited) I'm a little confused on that formula you've given, not sure if you're describing how BDA calculates explosions or if you're giving me a rough guide to how to select an appropriate cannonShellPower value.R in that formula would be cannonShellRadius?Err my bad. I should have been clearer and separated the quotes better. You stated that explosive impulse has a falloff equal to its distance squared, which isn't exactly correct. In real life falloff for pK is equal to R (radius from point of impact) to a particular power that depends on the warhead type: HE, blast fragmentation or continuous rod (blast annular fragmentation)... aaaaaaand since I probably just confused you further: pK is probability of kill, which is derived from a formula which includes a J/MJ value for a given target that the warhead has to meet to be minimally effective (and how the term "effective range" is typically determined).Lastly, BDA doesn't discriminate between HE, BF and CR warheads, and I can't tell if there's any falloff or if it is just an arbitrary cutoff. Edited October 11, 2015 by Scoundrel duh Link to comment Share on other sites More sharing options...
tetryds Posted October 11, 2015 Share Posted October 11, 2015 @Scoundrel: IIRC from the source code it has an R^2 falloff. Link to comment Share on other sites More sharing options...
Scoundrel Posted October 11, 2015 Share Posted October 11, 2015 @Scoundrel: IIRC from the source code it has an R^2 falloff.Ah, thanks! That's actually quite useful to know. So everything is a blast fragmentation warhead... I can work with that! Is there any chance you might be able to recall if there's a unit of measurement that goes along with that number? Link to comment Share on other sites More sharing options...
tetryds Posted October 11, 2015 Share Posted October 11, 2015 (edited) Ah, thanks! That's actually quite useful to know. So everything is a blast fragmentation warhead... I can work with that! Is there any chance you might be able to recall if there's a unit of measurement that goes along with that number?I recall that on the cfgs it says that the unit is in meters.But I still don't know what blast power means.Oh and right now bullet damage uses momentum, it should use energy instead.Momentum would then be used to define the ricochet angle and chance.There are a few things like that that should be fixed, like adding drag to the bullets.Would be a big deal after the AI is finished.My bad for not reporting this to BahamutoD earlier but I only noticed it when balancing AviatorArsenal weapons. Edited October 11, 2015 by tetryds Link to comment Share on other sites More sharing options...
phas Posted October 11, 2015 Share Posted October 11, 2015 While everybody's troubleshooting, my BD parts and tabs are duplicated (2 of every part)You have it installed twice Link to comment Share on other sites More sharing options...
Scoundrel Posted October 11, 2015 Share Posted October 11, 2015 (edited) <snip>Thanks. I knew the ranges were in meters... it's that blast power config I've sort of become fixated on... you'd think the units would be in joules, but I'm starting to think that its just an arbitrary unit that's converted to heat. Also 1.05/1.1 is likely definitely going to break BDA with the tweaks/fixing of the thermal system, which might be an opportunity to fix the blast calculations so they use some meaningful numbers. There are a few things like that that should be fixed, like adding drag to the bullets.Yeah, I can approximate the G1 ballistic coefficients* for the projectiles, and I have the G1 drag formula with atmospheric correction (for use on planets such as Duna or Eve... yeah I'm thinking of an expansion for battles outside of Kerbin muahahaha!), but I don't think it's something that Baha would be interested in. I was thinking of working with a programmer to make a mod that would work with BDA to expand BDA to include different warhead types and implement drag calculations (and maybe simply give missiles a drag coefficient rather than the constant fiddling) but I'm not sure if it's technically possible. Also, it would be nice to have a variety of gunsights (iron sights, gyro, radar ranging, computer assisted, integral gun ballistics) that could be tied to the tech tree, but I bet Baha would be even less interested in that lol. *the actual numbers are classified and are not something I can obviously publish, but I can get close as long as I "show my work" as they say. Edited October 11, 2015 by Scoundrel Link to comment Share on other sites More sharing options...
Acea Posted October 12, 2015 Share Posted October 12, 2015 (edited) I can't tell what effect Baha really want to perform in the plugin, but I can use his existing data to simulate the blast power measurement.I chose three BDA weapons, M102 Howitzer, Oerlikon Millennium AA and M1 Abrams turret to do my simulation, and according to configs I'd assume that they all fire HE rounds to have high blast power, due to the fact M102 mainly fires HE.M102:HEAT M67: TNT or 50/50 amatol, 2.18 kg / cannonShellPower: 7Oerlikon Millennium AA:35x228mm HEI: TNT, 112 g (4.0 oz) / cannonShellPower: 2.5M1 Abrams:M830A1 HEAT: TNT 1.62 kg (estimated) / cannonShellPower: 8There's no accurate data of M1 so I selected a few bombs instead for reference, assuming they're using the same or similar formations.Mk 82: 87 kg equal to TNT / blastPower: 25Mk 83 JDAM: 202 kg equal to TNT / blastPower: 35And according to approximate formula Scoundrel provided in #5785 for HE rounds:Power = m1/3 * K (m is the explosion charge mass equal to TNT)M102: 7 = 2.181/3 * 5.3985758652032702884175133508456Oerlikon Millennium AA: 2.5 = 0.1121/3 * 5.1864158335390215062561968559385Mk 82: 25 = 871/3 * 5.6420066165852906964589469962066Mk 83 JDAM: 35 = 2021/3 * 5.9650980662360353741728217976801So that blast power measurement K should be somewhere between 5.18 and 6, and for cannons now, it's predicted to be between 5.18 and 5.4, while for bombs it should be higher. Currently we can use this formula to simulate the power and assume an integral value from the result. And I conclude thatcannonShellPower = m1/3 * K (ranges from 5.18 to 5.4, personally I'd suggest 5.25)M102: 2.181/3 * 5.25 = 6.8073508491144021052932468284789 ≈ 7Oerlikon Millennium AA: 0.1121/3 * 5.25 = 2.5306493773839914854347881509834 ≈ 2.5I think that's close to the fact in BDArmory, and hope this could help those who want to build a turret or fixed cannon. Edited October 12, 2015 by Acea Link to comment Share on other sites More sharing options...
Kingferas15 Posted October 12, 2015 Share Posted October 12, 2015 I have problem with BD ARMORY mod the textures on the parts are not showing all of them are white Link to comment Share on other sites More sharing options...
volcanicshrimp Posted October 12, 2015 Share Posted October 12, 2015 (edited) Do drones need a radar or something? I tried making a drone AI enemy with no radar or targeting pod (It only uses sidewinders and hidden vulcans) but it wouldn't launch when I nosedived a plane less than a km in front of it then did a loop. Peace mode was off and they were on opposite teams. Guard mode was on and the AI pilot was on standby. I guess it's more realistic but I'm not sure if its a feature or a bug.EDIT: Connecting it to a large radar with data link worked although I also practically landed on its runway that time. Edited October 12, 2015 by volcanicshrimp Link to comment Share on other sites More sharing options...
Scoundrel Posted October 12, 2015 Share Posted October 12, 2015 I can't tell what effect Baha really want to perform in the plugin, but I can use his existing data to simulate the blast power measurement.Ooh, nice attempt. You're just misinterpreting what R is and how it's used... allow me to correct your assumptions.M102/M119: M1/M760HE 2.1kg t1TNT = 9,700,000JRheinmetall GDM-008: 35x228mm HEI 112 g TNT = 526,400JM256A1: IM HE-T 3.1kg PAX-48 = 18,212,500JR is the radius from the blast point so our numbers should look like 1/R1/3M102: 0m= 9,700,000J; 5m= 77,600J; 10m= 9,700JGMD-008: 0m= 526,400J; 5m= 4,211J; 10m= 526JM256A1: 0m= 18,212,500J; 5m= 147,700J; 10m= 18,212JNow if we were using blast fragmentation warheads, our numbers would be based on 1/R1/2M102: 0m= 9,700,000J; 5m= 338,000J; 10m= 97,000JGMD-008: 0m= 526,400J; 5m= 21,056J; 10m= 5,264JM256A1: 0m= 18,212,500J; 5m= 728,500J; 10m= 182,125JHow we convert that to blastDamage... I have no idea lol. Link to comment Share on other sites More sharing options...
XOC2008 Posted October 12, 2015 Share Posted October 12, 2015 I have problem with BD ARMORY mod the textures on the parts are not showing all of them are whiteYou have a mod conflict, or something was installed incorrectly. Link to comment Share on other sites More sharing options...
Acea Posted October 12, 2015 Share Posted October 12, 2015 (edited) Ooh, nice attempt. You're just misinterpreting what R is and how it's used... allow me to correct your assumptions.I'm just willing to find out how cannonShellPower is related to parameters of real world ammos, for modders to set up weapons more reasonably:) About how to convert that to blastDamage, basically these are all defined in source codes. You can check that here Edited October 12, 2015 by Acea Link to comment Share on other sites More sharing options...
ckirky Posted October 12, 2015 Share Posted October 12, 2015 http://cdn.ebaumsworld.com/mediaFiles/picture/1961176/81855538.gifsomeone help this man out, he clearly has a drinking problem(not that this is a bad thing... and the only way to help him as buy him another beer:D) Link to comment Share on other sites More sharing options...
Recommended Posts