Kerbal Space Program

Kerbal Space Program

sabertaco Feb 21, 2018 @ 10:19pm
how do i setup an ai turret with BDarmory?
i cant find any updated vids for doing so
Originally posted by Roasty my Toasty:
It's fairly easy. Create a platform with a movable turret of some kind, I like the .50cal turret. Put some electricity, ammo, whatever else you want on it. Now here's the slightly finnicky bit: put on the BDarmoury weapon manager. Right-click on it and you'll notice it says team A under one of the settings, everything's team A by default. If you have another craft set to team A that you want your turret to shoot at once you turn guard mode on, the turret won't shoot it. If you set one of the crafts to team B, however, then the turret will shoot the other craft.
Make sure when you turn guard mode on, you change the FoV to 360 degrees unless you don't want it to have a full field of view, and adjust the range to whatever setting you want. It may take a little while for the turret to start firing at you, but as long as you haven't done anything horribly wrong or you're out of the actual gun's FoV (which is different from the guard mode's FoV setting - it can track your craft from any directon, but if the gun can't physically turn to shoot you, it won't), it will eventually work.
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Roasty my Toasty Feb 22, 2018 @ 8:23am 
It's fairly easy. Create a platform with a movable turret of some kind, I like the .50cal turret. Put some electricity, ammo, whatever else you want on it. Now here's the slightly finnicky bit: put on the BDarmoury weapon manager. Right-click on it and you'll notice it says team A under one of the settings, everything's team A by default. If you have another craft set to team A that you want your turret to shoot at once you turn guard mode on, the turret won't shoot it. If you set one of the crafts to team B, however, then the turret will shoot the other craft.
Make sure when you turn guard mode on, you change the FoV to 360 degrees unless you don't want it to have a full field of view, and adjust the range to whatever setting you want. It may take a little while for the turret to start firing at you, but as long as you haven't done anything horribly wrong or you're out of the actual gun's FoV (which is different from the guard mode's FoV setting - it can track your craft from any directon, but if the gun can't physically turn to shoot you, it won't), it will eventually work.
Last edited by Roasty my Toasty; Feb 22, 2018 @ 8:27am
Roasty my Toasty Feb 22, 2018 @ 8:39am 
Missiles are a little more complicated, I recommend screwing around with them and the different tracking systems to get a feel for how you're meant to use them. Pay attention to what kind of missile it is: heat-seeking (also the easiest to use), GPS (stationary targets, can be marked by the camera ball), laser (also camera ball), radar, etc.

Feel free to ask for clarification.
sabertaco Feb 24, 2018 @ 2:20am 
i figured it out thanks
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Date Posted: Feb 21, 2018 @ 10:19pm
Posts: 3