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SpannerMonkey(smce)

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Everything posted by SpannerMonkey(smce)

  1. Awesome, glad it worked, drove me nuts. It's also worth checking the part database cfg for any more of those procedural cubes, and where possible making custom cubes for any affected parts, they generally behave much nicer in game afterward, especially if using things like vessel mover or hyperedit
  2. The AAM used by all missiles in the BDA is AAM lead , this means the missile tracks where there target is going to be and goes there. There are various AAM's available in the BDA code non of which perform as well as the chosen version. Ballistic is certainly not suitable for missiles intended to be used in space, the BDA ballistic combines with AGM for the final run in to the target, AGM being exclusively for ground based targets, it's not designed for hitting moving targets, although in some cases it is possible to hit slow moving ships, if the missile is properly cfg'd, although in doing so the missiles primary roll is slightly compromised.
  3. Hi it looks like that there part has multiple animations. I had trouble with some of my parts not working and displaying broken PAW entries, after much messing around, even going so far as re importing the whole model, I discovered that whatever is happening is directly related to the drag cube or in this case a lack of a proper one , parts with multiple animations are given a procedural drag cube, we've known for a while that procedural cubes are terrible when added into aircraft and be the cause of much weird behavior in other craft, in 1.6 it actually breaks the part. The process below was the only thing that fixed it. The proper way to fix it is to make a custom drag cube ( sounds complicated but it's mainly copy and paste) This entails making a couple of cfg clones of your part, one of which would have only the top door animation module and the other would have only the bottom door animation module, you then fire up the game , let it load all the way through to SPH etc then exit, you would then copy the new drag cubes that have been written in the part database.cfg for your two dummy parts into the original main parts cfg as below . delete the dummies. Use this method if your part is properly cfg'd as a cargo bay A chunk of cfg below from one of my projects that has two cargo bays in one part //Upper part not shown// maxTemp = 100000 skinMaxTemp = 200000 //vesselType = Ship fuelCrossFeed = True bulkheadProfiles = size1 // This is the format that works adopted from squads own , cube A is bay 1 and cube B is bay two DRAG_CUBE { cube = A,50.29,0.49224,4.942,50.29,0.48912,8.56,16.02,0.57048,19.85,16.02,0.45376,20.34,229.3,0.78936,0.8803,229.3,0.74184,2.983, -0.002204,-0.7631,-0.5761, 9.722,20.22,2.918 cube = B,50.29,0.49224,4.942,50.29,0.48912,8.56,16.02,0.57048,19.85,16.02,0.45376,20.34,229.3,0.78936,0.8803,229.3,0.74184,2.983, -0.002204,-0.7631,-0.5761, 9.722,20.22,2.918 } ///////////////////////////////////////////////ANIMATIONS//////////////////////// MODULE { name = ModuleAnimateGeneric layer = 1 animationName = B1BayFwd isOneShot = false instantAnimInEditor = false startEventGUIName = Open endEventGUIName = Close actionGUIName = Toggle } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 7.5 nodeOuterForeID = Node1 nodeOuterAftID = Node7 nodeInnerForeID = Node9 nodeInnerAftID = Node8 } MODULE { name = ModuleAnimateGeneric layer = 2 animationName = B1BayAft isOneShot = false instantAnimInEditor = false startEventGUIName = Open endEventGUIName = Close actionGUIName = Toggle } MODULE { name = ModuleCargoBay DeployModuleIndex = 2 The modded drag cube MUST go in the part cfg or next time you run the game the part will revert to a procedural cube again The easy peasy way to deal with the issue , is to make one clone part, remove all the animation modules , run the game as before and exit , and the copy the clone parts new cube from the part database cfg into the real parts own cfg , delete the dummy part. Doing it this way however will cause issues if the part is also cfg'd as a cargo bay , and in that instance the first method is the way fwd This latter method is more suited to odd items with multiple doors and hatches . PS do not use the drag cube posted here in your project , each part needs its own unique cube
  4. Hi, its been around a while that problem, and although its a bit better in 1.6 its still there, the problem gets worse the further away from KSC you get
  5. You've lost me there, if you have the part as above, you copy the parts original drag cube( from the partdatabase.cfg into the online tool, nothing else, then using the same format paste the results back into your part cfg, no need to create another cfg . an example below
  6. Hi you've completed the first step asking for help, there'll be a lot of that in the beginning. As for your first project I strongly advise proving the concept before moving on to a 1000 hr project, make a cube , slap a texture on it, run it through unity, give it a cfg ,make it appear in KSP. This is the basis of everything apart from coding in KSP, exporting and importing,, you get the basics sorted first. Then on to other stuff, I 've always suggested the fuel tank ( textured cylinder) as part two , the pod (textured cone) as part 3 , then maybe a winglet or two . I know it doesnt sound very glamorous, but just look around the forums, you'll find 100s of posts " i'm making this awesome mod, it will have this that and those and be all this" in 99.9% of those cases you find one or two posts and then the idea and usually the poster vanishes , because running before you can walk doesn't work out well. I decided to make (at least) one of every part in KSP which I'd recommend as a way forward, as it opens avenues into all kinds of weird and wonderful spinoffs As for making what the community wants, erm stuff that for an idea, 99% of current long term modders ( not yer 1 version wonders) make stuff that they want to see in the game, and sometimes it turns out that other people want it also and so it gets released. It shouldn't matter to you what the community wants, yeah sure fine , when you're established there's no harm in doing requests, but even then it should be things that you hadn't thought of rather than stuff that you're making to keep someone else happy You aren't going to get paid for it, likes and downloads don't pay the bills , it will be massively time consuming, it can be hard and damn frustrating, and occasionally thanks to halfbottomed updates, tedious and damn right rage inducing . So make it all about you and what you want and you'll have a much easier time of it Good luck should you take the dive
  7. Hi use this tool a lot for all kinds of things , so very familiar with it's use . The modified drag cube has to go into the parts cfg, Only this way will it be permanent and unchanged, if you paste the modded version into the part database cfg it will be rewritten at every load and return to the undesirable drag values , you can put it anywhere in cfg although i've gone the squad way and paste it in just before the part modules.
  8. KSP 1.2.2 ? if so there's not a lot that can be done for obsolete versions of KSP and at that time BDA was in a bad place, BahaD had just quit and the mod was in need of some serious work (and IIRC all KSP versions from 1- 2..blergh where pretty buggy, if you must run older KSP run a good one not a naff one. KSP 131 for example is certainly the standout as far as stability goes ) Experience and practice Electric charge, note at end of video a screen message pops, thats because i didnt turn the switch on the generator on the test base
  9. Hi , i've just run some( half a dozen or more) tests using the Jernas turret and aim 120's Using only the built in Jernas radar the missile turret behaved correctly , tracking locking and firing on the target as expected . I did not notice anything untoward, which leaves me to believe you have an issue with your creation or your game. Ensure that missiles are set to decouple forward when using a missile turret, most radar guided Air to air missiles will work as ground launched. Heat seekers and Harms are not very good unless specifically configured for ground to air. Also make sure the weap has enough EC available , low EC or no EC will produce poor results
  10. Hi, I think most are still listed as broken, due to issues, i've been out of it for a bit, just getting back up to speed . As far as i'm aware there's no current suitable IR for them to work, they will not work with newer IR version. If they can be repaired I'll get to it in time , but with over 300 parts in SMM alone and hundreds in the other mods, all of which need checking and/or updating , it's going to be a while.
  11. The trouble is that as i mentioned the two versions are using different versions of the unity engine, there are substantial changes to the code between the two versions, and accordingly the DLLs that are used to compile the BDAc plugins are very different in content, The 131 -14 change, was at a time of massive revisions in BDA , in which modules were rationalised and formed into a central library so there's ZERO backward compatibility. Something that not realised by many is how complex and interwoven BDA is, there are very few things that can be done in isolation without having an affect in some other system, changes that were made to incorporate the SRFAI in 141 on are simply not present in the 131 version and to make things worse the framework that supports it is not really established. TLDR, if you are C# competent you could probably reverse engineer the code and make something work in 131, but you'd have to really want it, as it wouldn't be a ten minute job and any bugs or problems would be of your creation, so you'd be on your own. There's no play and play solution
  12. if you followed the procedure in the video it should work, perhaps a pic of the craft will help diagnose the issue. BDA includes a few test aircraft , can be found in BDA/craft drop one or more of those in your save file and see if they launch correctly . If the aircraft will fly in manual it should fly under AI , unless it uses a propeller engine with the bladed engine cfg AP plus and FS props can cause issues as the AI cannot calculate the thrust as it is dependent on rpm
  13. Its just another version of the weapon manager modules, only used for marking static targets , or standalone turrets.
  14. Hi from your chosen selection of weapons only the AIM 120 is likely to fire and is suitable fro ground to air use . However this depends completely on the design of the craft, you appear too have some arrangement of missile rails , each missile has a maximum off bore sight region in which it can fire, if the target is outside this then it simply cannot be fired by the AI, for good reason, if the AI did fire at an extreme angle there's a better than even chance that the missile would not make the turn to the target and therefore be wasted. Add to that , from your images the aircraft is approaching from behind the target, at an altitude that means it'll never come into that off bore sight area, then it's not going to work
  15. I'll let you into a secret, it doesn't really work that well and aside from sporadic incidents, which some of us have been lucky enough to capture on video, never has, it generally works as you describe with the shells exploding at the default detonation range.
  16. Hi you'll be out of luck there, as there never was a surface AI for 131, and I've a suspicion that the BDA surface autopilot is one of , if not the first to come close to achieving it. Development proper didn't start on it until KSP 1.4 although the team had tinkered with it previously. KSP 131 is dead from a modding perspective, a dead end, nothing useful can be gained from creating new mods for it, especially as it uses unity 5 while KSP is in on U 2017.xx . You certainly don't need 120 mods to build tanks , so why not get an updated KSP with the latest BDA , and of course mods that will work in 1.6, I know from experience that BDA likes a clean install, clean installs make for good lag and hassle free battles As you've discovered mixing and matching KSP and BDA does not work, BDA is re compiled and repaired for every KSP version as every update has an effect on BDA.
  17. Owners of those mods would like to get in touch I can supply them with see spoiler below containing the source for the unique category creation, it's very simple easy to understand C# , must be as even i can mod it to suit anything. Plenty of tutorials available on these forums and google on how to set up a basic C# script in VisualStudio, if i can do it anyone can This is because turret rotation is an animation, (even though it's animated by code rather than a user created animation curve) no different then a cargo bay door , therefore any part attached to the animated part is actually attached to the root node regardless of the position it is attached. There have been a few attempts to resolve this, animated attachment for example, although we found that while it worked ish , it did cause other problems that affected the rest of BDAc's operation. Also to be taken into consideration is that its easier to make a functional combined gun/ missile launcher and run it through unity than it probably would be to code the changes required in order for a ml to carry guns. HI you need a properly set up missile rail or launcher otherwise it wont work ( the launcher needs a uniquely named node/GameObject placed in unity) . Ideally the first missile is attached by a node, rather than surface attach, and the first missile HAS to be attached in the hangar, the user must make sure that the missile used fits the launcher properly and doesnt clip through any part. Subsequent missiles are loaded using the gui, automatically clipping to the surface attach node and fired the normal way .
  18. Hi as a basic thing this can be done right now with a (if it still works) Infernal Robotics rotatron, a reaction wheel and the gun of your choice. However its barely passable, can't be controlled by AI and cant track a target. This is because that (since day 1 of BDA) in BDA the weapon is the master, not the turret, the turret itself has no sensing whatsoever, it cant tell if it's moving or how far it moved if it has, all this info, which is vital to turret function is derived from the weapons fire transform. I'd imagine that to pull off this often requested feature a whole new a separate turret system would be required, it has to be standalone so as not to introduce more issues to the already heavily taxed system. Whether or not it could be derived form the current system isn't for me to say, but from my understanding of the code it looks a though it'd be easier to start from scratch. As for separating pitch and yaw and then somehow linking the two disparate parts to the AI, I think as JR mentions, unless BDA gets an influx of unity familiar coders then it will remain on the wishlist forever
  19. @Lisias Old thread closed , with links to here, good luck and thanks for keeping it alive Cheers SM
  20. HI please lock the following thread, all permissions and rights have been handed to Lisias for continuation Cheers
  21. UNDER NEW MANAGEMENT For further info please visit the thread linked below Thanks to Lisias for taking over the reins and leading KAX into the future , and thanks again for all those that contributed in some way during my stewardship. This thread will now be locked , all queries regarding KAX should be directed to the new thread linked above and in the OP Cheers SM
  22. SEEKING NEW MANAGEMENT With reference to the above and in agreement with Keptin, original creator and ultimate owner of KAX I am looking to hand the mod over to a suitably experienced mod maintainer/creator . Interested parties should get in touch by PM , be aware that there are certain conditions regarding what can and can't be done with KAX that I've had to work with and any subsequent maintainer would , I expect , also have to honor. The main and most important being that KAX must remain KAX it cannot be rolled into another existing mod or used as a base for a new mod . So it's unlikely given my abysmal health, and the general lack of love I'm feeling toward KSP I very much doubt at this point if I will be the one releasing a 1.5(.??) version ( lets be brutally honest here, I never really came to terms with 1.4.screwed, I found it a buggy disappointing mess and as yet I've not installed 1.5(.?? ) as i doubt it s solved any of the issues that had started to plague my dev, as most of them are related to how unity and KSP interact, and that now is almost impossible to fix ) Thanks for the support, those responsible know who they are, So if bringing KAX up to date and you are interested and able, no dreamers please, get in touch . SM
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