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


BahamutoD

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Update

v0.7.1

- Fixed missile instability in FAR/NEAR

- Fixed some issues with using stock phys range - thanks panzer1b

- Increased weapons' impact tolerances

- Merged panzer1b's heat damage system for bullets

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Update

v0.7.1

- Fixed missile instability in FAR/NEAR

- Fixed some issues with using stock phys range - thanks panzer1b

- Increased weapons' impact tolerances

- Merged panzer1b's heat damage system for bullets

great job

but a few balance/improvement suggestions (i know MP implementations isnt gonna be too soon, but here are some ideas i believe will make the mod more enjoyable and make gameplay more interesting:

For starters, i would revert all guns and other parts outside of the m1a1 turret and the two fixed guns to their previous impact tolerances. Reason as follows; shooting off enemy guns should be a viable tactic, guns are already small enough that outside of closer ranges or very skilled shooting, its already hard to even hit one, let alone kill it. The 30mm goalkeeper is now (with a impact tolerance of 50) able to tank hits, which is a very bad thing for a gun who's only weakness before before was a large size and ease opf being shot off, making it a tempting target. Now, the goalkeeper is so bloody overpowered with its new armor, it is the hard counter to every single other low caliber gun (provided your craft is capable of carrying a 4 ton weapon into battle, as are most land vehicles). Overall, with impact tolerances higher, guns can act as makeshift armor, which is in my opinion both unrealistic (most real world guns will jam/break/explode if hit by anything), and ruins the gameplay element of focusing on degunning an enemy vehicle, instead of outright destroying it (it was possible to use 50cals to shoot off guns before this change was implemented, now they are completely useless except against very weakc junk or in extremely large numbers). Aside from stuff that is inherently armored or needs a buff (id give the fixed guns and possibly the .50 60 impact, rest goes back to 25 or so), i would think that keeping impact tolerances low makes stuff more interesting, do you want to focus on center of mass, or perhaps aim for a gun to cut down the enemy's offensive capability.

2nd, id take a good look at part mass and power. I would increase the m1a1 turret to at least 4 tons, if not more. Its heavily armored, and right now its actually light enough that i can strap 2 of them to a SSTO fighter plane, and still taker off/fly sortof ok. that turret should really be limited to medium/heavy vehicles, and massive ships (capital ships, stations, ground bases, ect). Id lower the mass of the fixed guns to be at least 1/2 if not less of their turreted counterparts (the gau8 is fine as is, the hidden vulcan needs to weight at most 0.2 to be competitive agsinst its turreted counterpart).

Id liek to see a cannon ammunition box officially integrated to the mod (20 shots when you are say artillerying something far away or suppressive fire is kinda pitiful. id also liek to have the m1a1 turret have historical ammunition capacity of 40 shells in the turret (real tank carrier 40 120mm round in turret).

Id also like to have the countermeasures dropper and the weapons manager set to use the PhysicsSignificance = 1 flag, it will disable physics for these parts (until unity5 is in KSP, the lag is so annoying with large part counts, anything below 0.005 should be set to massless). Ofc revert this once the game actually fixed lagfest from physics calcs.

Finally, a suggestion for future 3d models, try to cut down on polygons. Looking at say the 30mm goalkeeper, a 8-10 sized cylinder would be plenty for a gun barrel, with proper use of textures (bumpmapping ect), you can achieve a similar appearance to before, and outside of someone zooming into super super close range, itll look basically the same, and render much faster. While the game is easily able to handle them, any extra polys are time spent rendering, so if it is a very small object, i strongly encourage using less polys, even if it might look not the best at super close ranges. But i do have to say, the models do look amazing for something in KSP!

Edited by panzer1b
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The cluster bomb and Mk 82 bomb were not loading properly for me. I investigated the problem and found that the part.cfg for both of these weapons was actually named "part .cfg" (with a space after the "t"), which apparently prevented them from loading properly. Deleting the space solved the problem.

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Here are some additions I made to the armory.

GBU-31 JDAM - 2000lbs guided

GBU-38 JDAM - 500lbs guided

Mk84 Bomb - 2000lbs unguided

Mk84 Snakeeye - 2000lbs unguided retarded fall

AIM-54 Phoenix - longrange air-to-air missile

http://imgur.com/a/vqkdS

https://drive.google.com/file/d/0BwXhQ9I28t2tMXdzdGFxZ1RvQW8/view?usp=sharing

Edited by VentZer0
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Hey is there any chance you can make M81 bomb for fighters and attackers.

The m82 is more designed for large bombers and the m81 is for lighter aircraft.

It would just make more sense IMO to have the two variants.

http://en.wikipedia.org/wiki/General-purpose_bomb#Modern_American_GP_bombs:_the_Mark_80_series

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Does this have kinetic attack weaponry, like the Rods from the Gods mod?

No it does not and to be honest makeing them with stock parts is pretty easy just structural girders around a core of Oscar B fuel tanks (for extra mass) and a reaction wheel, probe core, and four of the smallest fins at the rear and your done (if you use Deadly Reentry put it in a KW faring and decouple shortly before impact)

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I have edited a few parts to ad in a selection of bombs, missiles, and howitzers, At this time the cluster missile aks Guided MLRS does fire and will drop its bomblets however I've had troubles with them hitting my targets. Both of the MLRS missiles need the load range to be at lest 30km for full effect of there design to take effect. They are not useful for hitting anything ground to ground under 10km. Testing at 5-10km range has shown that they "CAN" hit but more likely will miss. Most of my testing of the cluster MLRS was done under 10km and i had troubles hitting my targets I feel that at ranges over 10km the cluster missile will come into its zone.

MUST RENAME parts .cfg, mk81part .cfg, mk83part .cfg from the mk82bomb folder, and parts .cfg from mk82bombbrake folder to remove the space before the .cfg. OR the bombs may not show up in your game.

Click me to download (link is to the file located on my skydrive via Hotmail.)

Within this extra part expansion contains;

NOTICE: the mark 91, 92, and 93 are labeled worng they are mark 81, 82, and 83. Didn't notice it till just now! ! (facepaws)

Changedweapons_zps3f12cdce.gif

MUST RENAME parts .cfg, mk81part .cfg, mk83part .cfg from the mk82bomb folder, and parts .cfg from mk82bombbrake folder to remove the space before the .cfg. OR the bombs may not show up in your game.

  • Mark 81 250 pound General purpose unguided bomb:
    • Half as powerful as the normal stats 3/4 the size of normal.

    [*]Mark 82 500 pound General purpose unguided bomb:

    • 100% normal weapon

  • Mark 83 1000 pound General purpose unguided bomb:
    • Twice as powerful as the normal stats all around one and half larger than the normal.

    [*]75mm Howitzer:

    • Half as powerful as the normal stats 3/4 the size of normal.
    • 18 rounds per minute.
    • 28 ammo
    • 6 power
    • 28 radius

    [*]105mm Howitzer:

    • 100% normal stats

  • 155mm Howitzer:
    • Twice as powerful as the normal stats all around one and half larger than the normal.
    • 7.5 rounds per minute.
    • 16 ammo
    • 14 power
    • 60 radius

    [*]AGM-114 Hellfire Missile:

    • 100% normal stats

  • M30 Guided MLRS: (not in picture)
    • Basically a slightly larger Cluster bomb, slight troubles with it hitting its target
    • High thrust for boost phase but short duration, low thrust long duration cruise phase.

    [*]M31 Guided Unitary MLRS:

    • Twice as powerful and one and three quarters the normal size.
    • High thrust for boost phase but short duration, low thrust long duration cruise phase.

    [*]60mm Cannon turret: (re-sized M1 Abrams Cannon)

    • Half as powerful as the normal stats 1/2 the size of normal.
    • 20 rounds per minute.
    • 40 ammo
    • 8 power
    • 30 radius

Edited by Damaske
Download link updated.
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You all are making me want to learn to use blender so I can create a model for my current russian knock off sidewinder the AA-11. I have been using an old model that someone else made that is no longer supported.

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Hey is there any chance you can make M81 bomb for fighters and attackers.

The m82 is more designed for large bombers and the m81 is for lighter aircraft.

It would just make more sense IMO to have the two variants.

http://en.wikipedia.org/wiki/General-purpose_bomb#Modern_American_GP_bombs:_the_Mark_80_series

Oh and one other part I would ask for.

Some kind of turrent part so that missiles like SAM's can turn. That way I won't have to make multiple sites or something like that

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How do you incerease the (physics) range? My missiles work only up to 5km which is fine I guess but it makes the AA defenses useless.

Press alt-B to bring up the settings menu.

Oh and one other part I would ask for.

Some kind of turrent part so that missiles like SAM's can turn. That way I won't have to make multiple sites or something like that

That will happen when (IF) I can figure out how to get attached parts to move with turrets. This is non-trivial... infernal robotics is confusing as heck.

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Press alt-B to bring up the settings menu.

That will happen when (IF) I can figure out how to get attached parts to move with turrets. This is non-trivial... infernal robotics is confusing as heck.

Thanks for the reply.

Not expecting it anytime soon, just curious

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You all are making me want to learn to use blender so I can create a model for my current russian knock off sidewinder the AA-11. I have been using an old model that someone else made that is no longer supported.

Do it! Blender is confusing at first, but once you learn how to use it, the possibilities are endless.

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Could someone help me with this bullet bug?

I changed only bullet accuracy. Does it matter?

http://i.imgur.com/dEi3ko8.jpg

Red one does damage...

Huh? I've never seen that before... All you did was change the accuracy number? Try replacing it fresh and doing it over again.


Hey, I got a new idea for an awesome weapon. I was browsing the latest mod releases and found this mod.

At first nothing that has to do with weapons, but the mod author has posted a video of an unreleased mod,

.

So, I got the Idea, to turn that mod into a seismic charge bomb from Star Wars, video of it here:

https://www.youtube.com/watch?v=6nYgHN61vZk

I asked the mod author, if he could mod his mod. :sticktongue: No answear til now, I hope he will get to it.

Anyways. Maybe you, BahamutoD, can create this weapon. It has this really nice effect and sound, and space battles would become even more awesome.

I present to you the Seismic Charge bomb:

(I'll release it with the next update)

Edited by BahamutoD
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