Nukes, Guidance, Modular Missiles and More!
Hello there, avid enthusiast of KSP and explosions for a long time (6-7 years now).
Very happy to see you maintaining and updating BDArmory, CKAN has made a lot of this user friendly.
Wanted to let you know a few things:
- Incorporating the work of other (dead) mods:
-
North Kerbin Dynamics (NKD) (dead since 2018, but latest version still compatible with latest KSP).
-
NKD adds more weaponry, namely a broad spectrum of nuclear weapons.
-
Fishy Anti Missile Spam (dead since 2021, but latest version still compatible with latest KSP).
-
Fishy adds advanced missiles, radars (including AESA 60km fighter radome), and other misc stuff to the game. Both mods have licenses that allow for anyone to modify and redistribute their work - provided credit is given. It would be nice to see these weapons incorporated into BDArmory itself so they may be maintained better in the future.
- Modular Turrets / Launch Tubes.
- There are few existing turrets, which are large and bulky.
- Recommend adding more turrets, with customizable rails/tubes (like rotary launcher), and other tweak-ables.
- This may help in designing AI usable ABM, ICBM, SLBM, Anti-SAT missile launch tubes.
- Modular Missiles
-
The existing guidance parameters for modular missiles omits the AMRAAM SARH/F&F logic.
-
Current modular Air to Air missiles are not as accurate nor precise with other radar guided modes.
-
Having configurable radarLOAL, uncagedLock, active radar range and other parameters will be helpful.
-
Current guidance parameters also lack true ballistic missile abilities.
-
Stages are triggered by time, instead of by an event (such as resource depletion). An option here would be nice.
-
There should be an option for the modular missile to "splinter" into cluster munitions / MIRVS and transfer GPS data to each.
-
There isn't much background information on how to construct modular missiles correctly.
-
Modular missiles only function with certain decouplers, which must be placed a certain way, and the missile rooted accordingly.
-
Would be nice if the Modular Missiles were more user friendly, such as by addressing the issues above ^
- Radars and Anti-Satellite weapons:
- Few existing radars are able to lock targets beyond a limited range. Adding radars with the ability to lock further, at a higher electricity cost would be nice. This would allow for AI surface pilots to fire anti satellite weapons far above them (assuming PRE range has been set accordingly).
- Would be nice to have a dedicated ground based anti satellite weapon.
- Patriot Missiles
- Patriot battery missiles are not SARH/F&F homing, they travel in a straight line towards where the target was in the past, and do not accurately update their guidance to a proper intercept, missing the target nearly 90% of the time.
- Air-2 Genie
- Genie missile should be given the same SARH/F&F homing as an AMRAAM, which would make it a nuclear tipped BVR weapon.
- As opposed to being an unguided munition.
That's all I can think about right now, otherwise, it's a really great mod, happy to see you're keeping it alive.
Everything seems good except for number 6. Take a look here https://en.m.wikipedia.org/wiki/AIR-2_Genie
On Wed, Oct 4, 2023, 3:32 PM Paralaxus @.***> wrote:
Hello there, avid enthusiast of KSP and explosions for a long time (6-7 years now).
Very happy to see you maintaining and updating BDArmory, CKAN has made a lot of this user friendly.
Wanted to let you know a few things:
- Incorporating the work of other (dead) mods:
North Kerbin Dynamics (NKD) (dead since 2018, but latest version still compatible with latest KSP).
NKD adds more weaponry, namely a broad spectrum of nuclear weapons.
Fishy Anti Missile Spam (dead since 2021, but latest version still compatible with latest KSP).
Fishy adds advanced missiles, radars (including AESA 60km fighter radome), and other misc stuff to the game. Both mods have licenses that allow for anyone to modify and redistribute their work - provided credit is given. It would be nice to see these weapons incorporated into BDArmory itself so they may be maintained better in the future.
- Modular Turrets / Launch Tubes.
- There are few existing turrets, which are large and bulky.
- Recommend adding more turrets, with customizable rails/tubes (like rotary launcher), and other tweak-ables.
- This may help in designing AI usable ABM, ICBM, SLBM, Anti-SAT missile launch tubes.
- Modular Missiles
The existing guidance parameters for modular missiles omits the AMRAAM SARH/F&F logic.
Current modular Air to Air missiles are not as accurate nor precise with other radar guided modes.
Having configurable radarLOAL, uncagedLock, active radar range and other parameters will be helpful.
Current guidance parameters also lack true ballistic missile abilities.
Stages are triggered by time, instead of by an event (such as resource depletion). An option here would be nice.
There should be an option for the modular missile to "splinter" into cluster munitions / MIRVS and transfer GPS data to each.
There isn't much background information on how to construct modular missiles correctly.
Modular missiles only function with certain decouplers, which must be placed a certain way, and the missile rooted accordingly.
Would be nice if the Modular Missiles were more user friendly, such as by addressing the issues above ^
- Radars and Anti-Satellite weapons:
- Few existing radars are able to lock targets beyond a limited range. Adding radars with the ability to lock further, at a higher electricity cost would be nice. This would allow for AI surface pilots to fire anti satellite weapons far above them (assuming PRE range has been set accordingly).
- Would be nice to have a dedicated ground based anti satellite weapon.
- Patriot Missiles
- Patriot battery missiles are not SARH/F&F homing, they travel in a straight line towards where the target was in the past, and do not accurately update their guidance to a proper intercept, missing the target nearly 90% of the time.
- Air-2 Genie
- Genie missile should be given the same SARH/F&F homing as an AMRAAM, which would make it a nuclear tipped BVR weapon.
- As opposed to being an unguided munition.
That's all I can think about right now, otherwise, it's a really great mod, happy to see you're keeping it alive.
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