BDArmory
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Assorted Feature Requests
Features Weapons Manager
~~- Individual weapon range use within weapon groups (from SuicidalInsanity).~~ ~~- Ability to set cargo bay action group for custom missiles~~
Surface AI
~~- Submarine support (add depth slider to surface AI--allow above surface as well for airships/hydrofoils)~~ ~~- Allow BVR engagement (will probably require implementing datalink)~~ ~~- Add support for minimum speed (no stopping to fire)~~ ~~- Fix randomly driving into water/buildings~~ ~~- Fix random "doing nothing in particular"~~
Pilot AI
- Attitude angle limit
- PI control per axis ~~- Pilot AI ability to use KSP axis group controls~~
- Fix AoA/G limits not working
Hitpoints
~~- B9 HP patch from SuicidalInsanity~~
Turrets
- Allow positive min pitch (for missile turrets)
Missiles
~~Buff heat-seeking missiles slightly against flares~~New config file settings ~~- Respect missile ranges even if the shortName is the same~~ ~~- Better missile kinematics (this may just be editing the missile part file)~~ ~~- Better BVR behavior for missile launching/evading~~
Other
~~- Part welding for armor plates (for making large ships without the performance impact of lots of parts)~~ (OBE with procedural plates) ~~- Add in additional armor plates from KP~~
Radar
~~- Make AI automatically share datalink~~ ~~- Improve current system~~
Bugs
~~- AI is capable of radar lock past radar detection range~~ ~~- NREs occuring during target priority, for only vessel left and landed vessels~~
Add a choice of follow distance
Add a choice of follow distance
Formation spread and lag are already available as part of the Wing Commander module. They are limited to a few hundred metres however.
RasterPropMonitor support would be great if possible.
"Lofting" support for the AGM missile guidance mode could be interesting, e.g. ascending to a set altitude before beginning the missile's descent. I understand that the AGMBallistic guidance mode can provide a similar experience, but it may not portray an accurate simulation of the guidance of some missiles.
@nyDropTheC I know it's called "aamloft" but have you tried using "aamloft" instead? If you haven't, below are some ideas about how you could use it, otherwise, or if it isn't quite what you're thinking of could you describe the behavior more, or maybe provide some IRL examples? I could then try to get something thrown together.
The guidance methods are mostly agnostic to what their intended targets are (obviously an anti-air cruise missile might have some issues but that's beside the point). As long as you set LoftMinAltitude
to 0 it should work at any altitude. As to climbing to a set altitude, you can replicate that behavior by using LoftRangeFac
which sets the max altitude above the target depending on the horizontal range to the target, I.E. if I set LoftRangeFac
to 0.5 then at 500 m away from the target (horizontally), I should be 250 m above the target. If you don't like how the missile behaves when it starts its dive you can adjust LoftTermAngle
, setting it to 90° means the missile only follows the LoftRangeFac
line.
Make Maxoffboresight variable on missile adjustable in the editor.
Napalm
Napalm
Could do by spawning invisible block and doing damage in an area per tick/second
CBU-105? A sensor fused weapon from the US that spawns 10 BLU-108 submunitions, which in turn contains 4 skeet munitons to blow up tanks. I think this would be a good A2G demonstrator for cluster weapons
Ideas for 2 new types of SAM guidance: -Missile based visual guidance. Ex: SA-9/Strela-1. The seeker tracks the target like an IR missile, but it uses visible wavelength light and looks at the "shadow" of the target against the sky. The difference is that it's immune to flares and can track anything (from any aspect) as long there's nothing behind it, like the ground or trees. It's not difficult to beat if you fly low or at night. -Launcher based visual guidance. Ex: Tunguska, late model SA-2. The command guidance for the missile is fed from a camera instead of the engagement radar. That camera behaves like the seeker described above. Right now, this can be kind of done with a radar and the FLIR, but the whole point is there's no radar warning.
CBU-105? A sensor fused weapon from the US that spawns 10 BLU-108 submunitions, which in turn contains 4 skeet munitons to blow up tanks. I think this would be a good A2G demonstrator for cluster weapons
This is doable with a cluster missile filled with 40 very fast tiny missiles (they can even have multiple stages), although that might hurt performance too much.
Any chance of RSS support? I figure it would be quite fun with the added demands of a life-size planet!
We could get actual BVR Combat
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From: Grog, the Python Man @.> Sent: Friday, August 9, 2024 9:15:36 AM To: BrettRyland/BDArmory @.> Cc: JovietUnion @.>; Comment @.> Subject: Re: [BrettRyland/BDArmory] Assorted Feature Requests (#58)
Any chance of RSS support? I figure it would be quite fun with the added demands of a life-size planet!
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