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missile update
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new multimissile demos
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SuicidalInsanity committed Nov 2, 2022
1 parent 2d8a623 commit ad987d8
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Showing 30 changed files with 494 additions and 12 deletions.
10 changes: 10 additions & 0 deletions BDArmoryExtended/Localization/localization-en-us.cfg
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Expand Up @@ -50,6 +50,16 @@ Localization
#loc_BDArmory_part_bahaDroptank_title = Drop Tank
#loc_BDArmory_part_bahaDroptank_description = A aerodynamic drop tank containing 100 Liquid Fuel for extending the range of aircraft. Fuel will be drawn from it first before onboard tanks. The Drop Tank will be automatically jettisoned when combat starts.

//CLS
#loc_BDArmory_part_bahaCLS_Long = C-VLS-24 MissilePod
#loc_BDArmory_part_CLS_long_Desc = A small radial canted Vertical Launch System for use on strike craft and Air Domination fighters. This version is loaded with Heatseeking submunitions.
#loc_BDArmory_part_bahaCLS_Short = C-VLS-12 MissilePod
#loc_BDArmory_part_CLS_Short_Desc = A small radial canted Vertical Launch System for use on strike craft and Air Domination fighters. This version is loaded with Heatseeking submunitions.

//Twin Rail
#loc_BDArmory_part_twinRail_title = Twin-mount Missile Rail
#loc_BDArmory_part_bahaTwinRail_desc = A twin-linked missile launch rail capable of simultaneously launching a pair of missiles or bombs at a target. Users can change out the loaded ordinance by attaching a new munition to the bottom rail node.

}
}

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Binary file added BDArmoryExtended/Parts/@thumbs/bahaAPS_icon.png
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4 changes: 2 additions & 2 deletions BDArmoryExtended/Parts/Autocannon/part.cfg
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Expand Up @@ -14,7 +14,7 @@ BULLET
fadeColor = False
startColor = 245, 35, 2, 120
subProjectileCount = 1
apBulletMod = 0.75
apBulletMod = 0.9
bulletDragTypeName = AnalyticEstimate
}
BULLET
Expand All @@ -33,7 +33,7 @@ BULLET
fadeColor = False
startColor = 245, 35, 2, 120
subProjectileCount = 1
apBulletMod = 0.9
apBulletMod = 1.1
bulletDragTypeName = AnalyticEstimate
}

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Binary file added BDArmoryExtended/Parts/CLS/Assets/CLSrocket.png
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96 changes: 96 additions & 0 deletions BDArmoryExtended/Parts/CLS/Assets/IRMissile.cfg
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@@ -0,0 +1,96 @@
PART
{
name = bahaCLSMissileIR
module = Part
author = SuicidalInsanity

MODEL
{
model = BDArmoryExtended/Parts/CLS/Assets/Model_IR
texture = CLSrocket, BDArmoryExtended/Parts/CLS/Assets/CLSrocket
}

rescaleFactor = 1
TechRequired = Unresearcheable
entryCost = 0
cost = 0
category = none

title = CLS Rocket
manufacturer = #loc_BDArmory_agent_title //Bahamuto Dynamics
description = A small, short range Air Suppression Missile intended to achieve through volume of munitions what a single larger, heavier, and more capable missile does singly, but more cheaply and harder to evade.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,0,0,1

// --- standard part parameters ---
mass = 0.012
dragModelType = default
maximum_drag = 0.01
minimum_drag = 0.01
angularDrag = 1
crashTolerance = 5
maxTemp = 3600


MODULE
{
name = MissileLauncher

shortName = CLS-IR

thrust = 15// Combine this with very short BoostTime to 'cold launch' munition
cruiseThrust = 1
dropTime = 0 //how many seconds after release until engine ignites
boostTime = .20 //seconds of boost phase
cruiseTime = 7
cruiseDelay = 0.25 //seconds of delay between boost and cruise
guidanceActive = true //missile has guidanceActive

deployAnimationName = GRocketDeploy
deployTime = 0.09

decoupleSpeed = 10
decoupleForward = true

optimumAirspeed = 320

homingType = aam
missileType = missile
targetingType = heat
heatThreshold = 50
maxOffBoresight = 180
uncagedLock = true
lockedSensorFOV = 20
DetonationDistance = 0

maxAoA = 20

aero = true
liftArea = 0.0010
steerMult = 0.43
maxTorque = 12
torqueRampUp = 50000
aeroSteerDamping = 0.5

minStaticLaunchRange = 500
maxStaticLaunchRange = 3750
audioClipPath = BDArmory/Sounds/rocketLoop
boostClipPath = BDArmory/Sounds/rocketLoop
exhaustPrefabPath = BDArmory/Models/exhaust/smallExhaust
boostTransformName = boostTransform

engageAir = true
engageMissile = false
engageGround = true
engageSLW = false

}

MODULE
{
name = BDExplosivePart
tntMass = 1.04
warheadType = Standard
}

}
Binary file added BDArmoryExtended/Parts/CLS/Assets/Model_IR.mu
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Binary file added BDArmoryExtended/Parts/CLS/Assets/Model_RD.mu
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96 changes: 96 additions & 0 deletions BDArmoryExtended/Parts/CLS/Assets/Radarmissile.cfg
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PART
{
name = bahaCLSMissileRD
module = Part
author = SuicidalInsanity

MODEL
{
model = BDArmoryExtended/Parts/CLS/Assets/Model_RD
texture = CLSrocket, BDArmoryExtended/Parts/CLS/Assets/CLSrocket
}

rescaleFactor = 1
TechRequired = Unresearcheable
entryCost = 0
cost = 0
category = none

title = CLS Rocket
manufacturer = #loc_BDArmory_agent_title //Bahamuto Dynamics
description = A small, short range Air Suppression Missile intended to achieve through volume of munitions what a single larger, heavier, and more capable missile does singly, but more cheaply and harder to evade. This variant is radar guided.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,0,0,1

// --- standard part parameters ---
mass = 0.012
dragModelType = default
maximum_drag = 0.01
minimum_drag = 0.01
angularDrag = 1
crashTolerance = 5
maxTemp = 3600


MODULE
{
name = MissileLauncher

shortName = CLS-RD

thrust = 15// Combine this with very short BoostTime to 'cold launch' munition
cruiseThrust = 1
dropTime = 0 //how many seconds after release until engine ignites
boostTime = .20 //seconds of boost phase
cruiseTime = 7
cruiseDelay = 0.25 //seconds of delay between boost and cruise
guidanceActive = true //missile has guidanceActive

deployAnimationName = GRocketDeploy
deployTime = 0.09

decoupleSpeed = 10
decoupleForward = true

optimumAirspeed = 320

homingType = aam
missileType = missile
targetingType = radar
activeRadarRange = 6000
maxOffBoresight = 180
uncagedLock = true
lockedSensorFOV = 20
DetonationDistance = 0

maxAoA = 20

aero = true
liftArea = 0.0010
steerMult = 0.43
maxTorque = 12
torqueRampUp = 50000
aeroSteerDamping = 0.5

minStaticLaunchRange = 200
maxStaticLaunchRange = 3750
audioClipPath = BDArmory/Sounds/rocketLoop
boostClipPath = BDArmory/Sounds/rocketLoop
exhaustPrefabPath = BDArmory/Models/exhaust/smallExhaust
boostTransformName = boostTransform

engageAir = true
engageMissile = false
engageGround = true
engageSLW = false

}

MODULE
{
name = BDExplosivePart
tntMass = 1.04
warheadType = Standard
}

}
Binary file added BDArmoryExtended/Parts/CLS/CLSPod.png
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92 changes: 92 additions & 0 deletions BDArmoryExtended/Parts/CLS/CLS_long.cfg
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PART
{
name = bahaCLS_Long
module = Part
author = SuicidalInsanity
//mesh = Model.mu
rescaleFactor = 1
node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0
TechRequired = precisionEngineering
entryCost = 5500
cost = 2000
category = none
bdacategory = Missiles
subcategory = 0
bulkheadProfiles = srf
title = #loc_BDArmory_part_bahaCLS_Long
manufacturer = #loc_BDArmory_agent_title //Bahamuto Dynamics
description = #loc_BDArmory_part_CLS_long_Desc
attachRules = 1,1,1,1,0
stackSymmetry = 2
mass = 0.36
dragModelType = default
maximum_drag = 0.1
minimum_drag = 0.1
angularDrag = .25
crashTolerance = 20
maxTemp = 2000
fuelCrossFeed = True
thermalMassModifier = 6.0
emissiveConstant = 0.95

MODEL
{
model = BDArmoryExtended/Parts/CLS/CLSlong
texture = CLSPod, BDArmoryExtended/Parts/CLS/CLSPod
}

MODULE
{
name = MissileLauncher

shortName = CLS-24
thrust = 15 //Used by Weaponmanager for selection, doesn't need to mirror submunition
guidanceActive = true
maxTurnRateDPS = 35// This + thrust used for Weapon selection,
optimumAirspeed = 320 //used to perform DLZ checks, which controls when it will be launched
missileType = missile
homingType = aam //subMunition homing type
targetingType = heat //have these have same values as submunition
heatThreshold = 50
maxOffBoresight = 180
minStaticLaunchRange = 500//set these to submunition values
maxStaticLaunchRange = 5500
engageAir = true
engageMissile = false
engageGround = false
engageSLW = false
}
MODULE
{
name = MultiMissileLauncher
deployAnimationName = CLSPod
launchTransformName = launchers //name of launch transforms
subMunitionName = bahaCLSMissileIR//name of missile launched by MML. leave blank if a VLS or similar and missile is selected by player
subMunitionPath = BDArmoryExtended/Parts/CLS/Assets/Model_IR //leave blank if a VLS or similar
salvoSize = 4 //missiles fired per Fire command, if blank will fire all tubes
isClusterMissile = false //is this a standard missile with cluster submunition warhead?
isMultiLauncher = true //is this a multi-missile pod?
useSymCounterpart = true //if launcher has a symmetry twin, have it fire as well?
overrideReferenceTransform = true //use vessel prograde for referenceTranform (used for aiming) instead of part's transform if launcher expected to be canted/top-launch
tntMass = 1.04 //use submunition tntmass value - used for partmenu RMB infocard
launcherCooldown = 10
offset = 0.6 //offset missile should spawn in front of launcher transform, in meters
}

MODULE
{
name = ModuleMissileRearm
reloadTime = 5 //time, in seconds
AccountForAmmo = true //ammo carried has mass/cost?
MissileName = bahaCLSMissileIR//name of submunition as it appears in the .cfg name field - e.g. "bahaAim120"
ammoCount = 24 //starting ammo
maxAmmo = 24 //maximum ammo carried? uses 1 ammo per submunition if a MultiMissilelauncher
}

}


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