DoctorDavinci

[1.3] BDArmory Continued v0.2.1.1 [5/28/2017] + Vessel Mover, Camera Tools, BDMk22, Destruction Effects, Burn Together

591 posts in this topic

r646YyN.png

Note: See spoilers below for release notes, videos, Github download and issues links

 

Hi all

I am posting this thread due to the loss of threads in the Addon section of the forum and, as it has been discussed among our members, that there needs to be a thread for the BDAc family of mods that we maintain

The BDAc family of mods were all created by @BahamutoD, and in his absence, we have taken it upon ourselves to keep the explosions flowing

For anything related to BDAc or mods in the BDAc family, I refer you to the Github link for Papa Joe's Soup (Slightly Over Used Parts) where there is listed download links for the mods in question ... If you have questions or concerns, feel free to post here and the team will do our best to assist you

I also refer you to our in game KSPedia where you will find a wealth of information on the operation of BDAc

If you think you have come across a gremlin or a bug with BDAc or any of the mods we maintain, feel free to post here, however we ask that you also take a look at the issues list on Github to see if your problem has been addressed. We use the built in Github issues tracker to keep record of bugs, enhancements and feature requests as it is difficult to keep track of bug reports and all the great ideas that the community have come up with on the forum (things can get buried and lost under newer posts)

Please note that versions prior to BDAc v0.2.0.0 are no longer supported ... This means that only the most recent version of BDAc is supported at this time

Also, to correctly install BDAc, first download the latest release (not the source download) and then extract the BDArmory folder contained within the zip file and place it into your KSP/Gamedata folder ... Do not, I repeat, do not place the Gamedata folder contained within the BDAc zip into your Gamedata folder as this will cause umpteen million conflicts to arise as the BahaTurret pickle looks for textures, configs and whatnot in specific places

In regards to CKAN ... It is our policy not to provide support for CKAN as we have no control over the process beyond listing when deploying to SpaceDock. If you are having issues with CKAN we request that you take it up with CKAN

And in regards to support, KSP.log please  (as well as BDAc version, KSP version and modlist) ... I also refer you to the following thread where it describes in detail everything else that is required for us to help you:

Best Regards,
The BDAc Team

@Papa_Joe
@jrodriguez
@SpannerMonkey(smce)
@gomker
@TheDog
@DoctorDavinci

BD Armory wiki: http://bdarmory.wikia.com/wiki/BDArmory_Wikia

Papa Joes Soup Github link: https://github.com/PapaJoesSoup?tab=repositories

BDAc Release Notes:

Spoiler

v0.2.1.1
= Fixes =

  • Recompiled and fixed for KSP 1.3.0

= New features=

  • Modular Missile Guidance:
    New option to detonate an stage on proximity.

v0.2.1.0

= Fixes =

  • Problem with display of trajectories/smoke of missiles #74.
  • Warhead and Procedural High Explosive cannot be detonated via Action Group #162.
  • AI Pilot is unable to use Rapiers in Air Breathing mode if landed #102.
  • Fixing modular missile detonation when switching.
  • Fixing max static launch range for modular missiles.

v0.2.0.0

=New features=

  • Modular Missile Guidance:
    A full rewrite of this part has been done. Now you can build your own missiles, define all its parameters,
    even its name. And it will be used by the AI as if it was a stock BDArmory missile!

    If you want to know more about this new feature, you can download a custom part pack for procedural missiles:
    https://github.com/jrodrigv/BDModularMissileParts
    And read this wiki
    https://github.com/jrodrigv/BDModularMissileParts/wiki/1.-Building-your-first-Modular-Missile

  • Proximity Fuse for Missiles:
    A new field called "detonation distance override" has been added to missiles.
    0 by default means that it will detonate within is normal explosive radius (eg: 20 meters for AIM-120)

  • Small High Explosive Warhead can now be re scaled with TweakScale. Git issue #106

= Changes =

  • BDALoadedVesselSwitcher has been integrated into BDArmory, it will not be a separate mod anymore.
    Please delete it before installing this version.
  • Physics range field and logic has been removed:
    BDArmory now integrates a new mod called PhysicsRangeExtender. https://github.com/jrodrigv/PhysicsRangeExtender
    Now the physics range has been extended to almost 200 km.
    However, be careful with landed vessels. Even if the vessel still loaded it could be possible that the terrain beneath it's not there anymore.

= Fixes =

  • Game crashes when adjusting the Rotary Bomb Rack. Git Issue #76.
  • Missile vs Missile Accuracy. Git Issue #82
  • Bomb aiming reticle not working. Git Issue #92.
  • Cluster bomb explode on load. Git Issue #151

= Known issues =

  • Problem with display of trajectories/smoke of missiles. Git Issue #74

BDAc Family Mod links:

Spoiler

BDAc
Releases link: https://github.com/PapaJoesSoup/BDArmory/releases
Issues link: https://github.com/PapaJoesSoup/BDArmory/issues

BDMk22 Plugin
Releases link: https://github.com/PapaJoesSoup/BDMk22Plugin/releases
Issues link: https://github.com/PapaJoesSoup/BDMk22Plugin/issues

Burn Together
Releases link: https://github.com/PapaJoesSoup/BurnTogether/releases
Issues link: https://github.com/PapaJoesSoup/BurnTogether/issues

Camera Tools
Releases link: https://github.com/jrodrigv/CameraTools/releases
Issues link: https://github.com/jrodrigv/CameraTools/issues

Destruction Effects
Forum link: http://forum.kerbalspaceprogram.com/index.php?/topic/154379-12x-destruction-effects-v130-010217/&page=1
Releases link: https://github.com/jrodrigv/DestructionEffects/releases
Issues link: https://github.com/jrodrigv/DestructionEffects/issues

Vessel Mover Continued
Forum link: http://forum.kerbalspaceprogram.com/index.php?/topic/144421-12-vesselmover-continued-v1513/&
Releases link: https://github.com/PapaJoesSoup/VesselMover/releases
Issues link: https://github.com/PapaJoesSoup/VesselMover/issues

Vessel Switcher (integrated into BDAc v0.2.0.0)
Releases link: https://github.com/PapaJoesSoup/BDALoadedVesselSwitcher/releases
Issues link: https://github.com/PapaJoesSoup/BDALoadedVesselSwitcher/issues

In regards to Adjustable Landing Gear, please consult the Kerbal Foundries Continued thread where @Shadowmage has taken it upon himself to maintain an ALG-like addition to KF Continued ... his thread can be found at the following link: http://forum.kerbalspaceprogram.com/index.php?/topic/155056-122-kerbal-foundries-continued-tracks-wheels-and-gear-02-05-17/&page=1

Videos:

Spoiler

Physic Range Extender:

Guard Mode and Wing Commander:

Modular Missiles:

 

 

Edited by DoctorDavinci
18 people like this

Share this post


Link to post
Share on other sites
Just now, Trem Fantasma said:

any news on  Adjustable Landing Gear 

No .. ALG has no news other than that it needs to be recreated from scratch (and do you really need to post in a large script?)

So it is a hurry up and wait situation as we have none of the original models which makes for a seriously complicated deal of importing the .mu files into various programs in order to just have them compatible with the Unity version that KSP was updated to ... Then the parts need to be imported into Unity (after many hours/days/weeks of screwing around with each part) and configured to work with KSP as it stands now

So don't expect any headway in regards to ALG in the near future ... And please, to all, stop asking (the more you ask, the longer it will take)

2 people like this

Share this post


Link to post
Share on other sites
45 minutes ago, DoctorDavinci said:

No .. ALG has no news other than that it needs to be recreated from scratch (and do you really need to post in a large script?)

So it is a hurry up and wait situation as we have none of the original models which makes for a seriously complicated deal of importing the .mu files into various programs in order to just have them compatible with the Unity version that KSP was updated to ... Then the parts need to be imported into Unity (after many hours/days/weeks of screwing around with each part) and configured to work with KSP as it stands now

So don't expect any headway in regards to ALG in the near future ... And please, to all, stop asking (the more you ask, the longer it will take)

Sorry for the large font
Thank you for the fast answer

Share this post


Link to post
Share on other sites

In the interest of keeping everyone from asking about ALG, this is part of the latest research in fixing the wheels

 

Quote

I'll take a closer look at the updated animation modules, sadly I don't think they'll be workable as from a brief look they still reference the U5 wheel-collider class.

Additionally the models and the animation modules driving them are so closely linked together, there is no way to get those parts to be functional without those animation modules; and as the animation modules use the stock-wheel collider (which won't actually work with those parts the way they are rigged due to limitations/restrictions in the Unity/PhysX code regarding rigidbody+suspension orientation), there is zero chance of getting those parts working properly even with the updated animation modules.

If the original modeling files for those parts are available somewhere I could (in time... lots of time) re-rig them, write some additional custom part-modules for them, and re-release them under the new KF banner once that end of things is up and running again.  (Of course, only with proper permissions and if licensing allows).

I love the concept of configurable and adjustable landing gear, it is something that KSP aircraft need very badly.  So even if the existing 'Adjustable Landing Gear' mod/models aren't updated, I may introduce something similar in the distant future.

 

Shadowmage is doing some very complicated work with his KSPWheel API - please do not bother him with questions about ALG unless you have something to actually contribute in terms of code or part modeling.  His new API will allow a way forward in fixing our problems however, without the original assets it will be a long way off.

3 people like this

Share this post


Link to post
Share on other sites
13 hours ago, gomker said:

His new API will allow a way forward in fixing our problems however, without the original assets it will be a long way off.

Those interested should note that this long way off is likely to be several months.  It should also be noted that it would be fair for the team to wash their hands of ALG altogether . The recent inside information I have indicates that , if and when it re appears it will be as a feature of KF.  not a BDAc group thing

Share this post


Link to post
Share on other sites
1 minute ago, SpannerMonkey(smce) said:

Those interested should note that this long way off is likely to be several months.  It should also be noted that it would be fair for the team to wash their hands of ALG altogether . The recent inside information I have indicates that , if and when it re appears it will be as a feature of KF.  not a BDAc group thing

Lol "inside info" aka what Shadowmage said in his thread :D

1 person likes this

Share this post


Link to post
Share on other sites
2 minutes ago, TheRagingIrishman said:

Lol "inside info" aka what Shadowmage said in his thread :D

Indeed but given how many people actually read more than one post in a thread it may as well have  been top secret :)

 

Edited by SpannerMonkey(smce)
3 people like this

Share this post


Link to post
Share on other sites

Hey guys, i think i have a problem here;

When i load mk82 bombs, bomb reticle does not work over 300m, it only appears right under my plane, not where it should be (far front) Is there a setting i can change or config? I think that's bugged.

Share this post


Link to post
Share on other sites

I thought, in the past, I've seen a config option to prevent explosions from heating other parts. I can't find any way to do so now, though...Is there a config somewhere I'm missing? I'm not even sure if that's part of the base game or something added by BD. Anyways, thanks for any help. 

Share this post


Link to post
Share on other sites
13 minutes ago, Gorzideudeus said:

I thought, in the past, I've seen a config option to prevent explosions from heating other parts. I can't find any way to do so now, though...Is there a config somewhere I'm missing? I'm not even sure if that's part of the base game or something added by BD. Anyways, thanks for any help. 

I don't ever recall such a thing.  Each shell that causes an explosion has a cfg defined blast range, and an amount of heat it inputs to the target .   Heating is a foundation of the current BDA damage model and essential for the mod to work. You could  remove heating of parts with an MM patch but as It's not something I completely approve of I'll leave it to you to work out how . Though it's probably easier just to use the games cheat options to turn of damage,...... but why?

Share this post


Link to post
Share on other sites
3 minutes ago, SpannerMonkey(smce) said:

I don't ever recall such a thing.  Each shell that causes an explosion has a cfg defined blast range, and an amount of heat it inputs to the target .   Heating is a foundation of the current BDA damage model and essential for the mod to work. You could  remove heating of parts with an MM patch but as It's not something I completely approve of I'll leave it to you to work out how . Though it's probably easier just to use the games cheat options to turn of damage,...... but why?

Thanks for the reply, I must have been thinking of something else...My intent was not to disable heating entirely.. just the heat that is applied by a nearby part exploding, if that makes any sense. No big deal, it would have been more for test purposes than anything. 

Share this post


Link to post
Share on other sites
On 15. 1. 2017 at 0:31 AM, DoctorDavinci said:

So it is a hurry up and wait situation as we have none of the original models...

Do you want me to rip them? It'd take about one hour including DLing and setting up the program to do so. :)

It's one of the most important mods for atmospheric flight (and therefore for BDA), so even doing it from scratch would be worth the time, not to mention when you have the worst part (models animations and mechanics) already done.

1 person likes this

Share this post


Link to post
Share on other sites
2 hours ago, theend3r said:

Do you want me to rip them? It'd take about one hour including DLing and setting up the program to do so. :)

It's one of the most important mods for atmospheric flight (and therefore for BDA), so even doing it from scratch would be worth the time, not to mention when you have the worst part (models animations and mechanics) already done.

Thanx for the offer, however this has been done a few people already

Read the following thread and it will give you a broader understanding of the issues involved with getting ALG to work in KSP 1.2.x

 

Share this post


Link to post
Share on other sites

@theend3r

Maybe offer your help to the guy making the new KSPWheel stuff. I heard he will be trying to get them to work again.

 

1 person likes this

Share this post


Link to post
Share on other sites

Hi, I found a glitch with the mod. The kerbals are immune to all weapons! Is there a fix for this?

Share this post


Link to post
Share on other sites
55 minutes ago, Gorbi said:

Hi, I found a glitch with the mod. The kerbals are immune to all weapons! Is there a fix for this?

It's not a glitch that BDA is responsible for,  it is something that Squad put in place for the release of 1.2.2 with the large changes to Kerbals and well documented elsewhere,  There is also an associated enhancement request on the BDAc github

https://github.com/PapaJoesSoup/BDArmory/issues/109

Edited by SpannerMonkey(smce)

Share this post


Link to post
Share on other sites

With regards to ALG -- should probably start some discussion in earnest with the BDAc team regarding its status and who will be doing the updating for it.  Seems like this is probably the best place for it...

I have offered to rework, re-rig, and re-code the models and plugins needed to make those parts work, and have tentatively added it to my mid-term 'todo' list for Kerbal Foundries.

However I have not heard any 'official' confirmation of whether I should pick it up, or if someone else had intentions of tackling it.  It sounded a bit like @blowfish was looking into it last week, but nothing more was promised than to take a look.  It really doesn't matter to me if I do the work and add the parts into KF or someone else does the work and releases them on their own/resurrects the old mod name/etc.  I already have enough 'stuff' to do that I don't really need to be undertaking more parts/modeling/coding work, but am -willing- to if nobody else has intentions to do so.  However I also don't want to step on anyone's toes or make it look like I'm usurping someone else's work.


So the question today would be -- is there anyone on the BDAc team who is already officially planning to update ALG?

If yes -- I wish you the best of luck, and please let me know if I can offer any assistance on config setup, or if there are any code-side changes needing to be done to the KSPWheels back-end code.

If no (and there are no objects to doing the work and merging with KF) -- I will firm up my plans to start working on the conversions and updates.  I would expect to be able to start working on them in a week or two, and would likely take 2-3 weeks to get cleaned up to a usable state (maybe less if I can find a way to simplify the models/rigging/code interaction while keeping the feature-set intact).

Edited by Shadowmage
4 people like this

Share this post


Link to post
Share on other sites
1 hour ago, SpannerMonkey(smce) said:

It's not a glitch that BDA is responsible for,  it is something that Squad put in place for the release of 1.2.2 with the large changes to Kerbals and well documented elsewhere,  There is also an associated enhancement request on the BDAc github

https://github.com/PapaJoesSoup/BDArmory/issues/109

Oh, ok. Thanks for the response

Edited by Gorbi

Share this post


Link to post
Share on other sites
1 hour ago, Shadowmage said:

@blowfishWith regards to ALG -- should probably start some discussion in earnest with the BDAc team regarding its status and who will be doing the updating for it.  Seems like this is probably the best place for it...

 

Hi, unless I'm being deliberately kept in the dark I know of no declared intention of the BDAc  team to overhaul the ALG.  I believe the situation as it stands is that they have more than enough to do with the BDAc code overhaul without venturing into the ALG. There are certainly no volunteers that I aware of. 

My own investigations into it have been purely for research and I've already mentioned that despite being able to deal with some fairly complicated hierarchies and set ups for wheels, what I found left me with far more questions than answers, that my skill set can't easily resolve, getting a working wheel is no problem but, animation, collider control , extension requires a little more code proficiency than I posses, and having followed your own attempts to design and understand wheelcolliders and the physics that accompanies them I know it's not something I could learn in a weekend .

 

2 people like this

Share this post


Link to post
Share on other sites

@Shadowmage  I agree with Spanner , no one on the team has been actively working on ALG, we have been focusing on the core BDArmory functionality in our coding efforts and I would have no objection to your taking it over and merging with KF.   It makes sense, this belongs with the wheel experts :) 

Regards,

 

2 people like this

Share this post


Link to post
Share on other sites

Thanks for the confirmation guys, makes me feel better about moving forward with it.

If any future inquiries pop up about the ALG parts, feel free to send them over to the Kerbal Foundries thread.  (relevant news in liked post below)

Share this post


Link to post
Share on other sites

Is there any way to turn off bullet penetration or make it less effective? 

 

Share this post


Link to post
Share on other sites

You could try lowering the bullet mass or blast radius in a part's .cfg, depending on the weapon.

Share this post


Link to post
Share on other sites
On 1/16/2017 at 1:56 PM, qromodynmc said:

Hey guys, i think i have a problem here;

When i load mk82 bombs, bomb reticle does not work over 300m, it only appears right under my plane, not where it should be (far front) Is there a setting i can change or config? I think that's bugged.

I'm having the same problem as you, as soon as I go above 200m it breaks. I found a work around as I was making another bomber, if you right click on any of the bombs and set them to in cargo bay their trajectory is fixed.

Hope this helps you out.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now