greydragon70

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Posts posted by greydragon70


  1. I have been playing KSP since v .17. Here is a small selection of pictures from my history in KSP. Some are new, taken in the past week and some go back to my early days on youtube. Jolly Roger Aerospace is my youtube name, please use that name. Even if you don't use the pictures I hope you enjoy them for the fun and flexibility of the game.

    fOwhVHU.jpg

    108 satellites in one launch

    ty0Elwq.jpg

    Adventures of Space Pig, yes I made a pig rocket and sent it to Minmus, this was the re-entry.

    OXDH5Af.jpg

    Briefing room I made for a cinematic

    Xs1kBp7.jpg

    Kraken's Eye... I was de-orbiting a ring station

    dCjlLH9.jpg

    v1.7.3 early career First Mun landing

    1vsr3Of.jpg

    v1.7.3 early career first orbit

    9mQVwhZ.jpg

    Flying Car who wouldn't want a flying sports car?

    JpQJKec.jpg

    Hummer look a like rover loaded with science experiments 

    eEgKeI0.jpg

    A bigger Hummer look a like rover with more science experiments 

    hTP1GEY.jpg

    Northern Lights... Sometimes you just need to take a break... while waiting for the recovery team....

    jxIB4F2.jpg

    Octowhaaa? The Kraken escapes...

    2y57TMh.jpg

    Science Station Alpha on the way to Duna, yes this is a Mobile space station that I flew to Duna and back

    7nYZ9bF.jpg

    Jeb at Duna with Science Station Alpha

    xzt197a.jpg

    Planet Express

    aJ4v2Ss.jpg

    Krazy Kerbal... this was part of an experiment using the ejection seat feature instead of a de-orbital burn at Minmus

    tAcMD92.jpg

    Double re-entry in a career after a double mission

     


  2. I am happy to say I figures out the gun issue. You have to place your most forward guns first, then place the next set a bit further back. I placed the rearmost guns first then the more forward guns and it messed with the AI.

    jOiL51i.jpg
    Here is the log from today's testing with the proper gun placement. https://drive.google.com/file/d/1aYVATvNZPbe8bmo4hUrKGzoJAs6xQCW0/view?usp=sharing
    And video for comparison. https://drive.google.com/file/d/1BOwzSl-c0iOa27QbRgkJtpw5D8qi8MHW/view?usp=sharing
     

  3. 59 minutes ago, Xd the great said:

    Can you try to fire manually and see the aiming marker when the guns are locked in position?

    Ok, this time I'm going to be very blunt. This post is for the BDAc Dev and testing Team which you are not a part of. I Don't need you clogging up the thread when you obviously did not read the post and know naught of what you speak. You are not a BDA expert.


  4. Hello BDA Dev Team, 

    Jolly Roger is back. I got the missiles working somewhat reliably, basically by only mounting the under wings or the main fuselage, now we move on to guns. I have a craft with 4 M230 chain guns mounted in pairs, with Pitch and Yaw zeroed so they are locked in place. I know the guns are mounted straight. When I fly the plane and fire the guns myself they work fine, they come close to the point of aim. When the AI is flying in competition or guard mode it's like it's cross-eyed. The right guns shoot left of target, the left guns shoot right of target. I've change the position and mounting point to no avail. Even dropped down to three chain guns and the middle gun shot left of target, I have about a 25-30 degree divergence from target. I have seen this with the M230's before but it was a long time ago and forget how I solved the issue. As per my usual here is video and KSP log file. 

    Videos: 

    https://drive.google.com/file/d/1CmUwyHacmXWazjfc5qCDiiRbS0CzDdRZ/view?usp=sharing

    https://drive.google.com/file/d/1hPzmo_zxAoEBh3Yu9Qa-oDtHJzEC5NQr/view?usp=sharing

    Log File: 

    https://drive.google.com/file/d/1AgD1nnWdRKcFlMxGuf1wvW6TZtmE_df_/view?usp=sharing

    Thank you,

    Jolly Roger Aerospace


  5. 11 minutes ago, Xd the great said:

    According to my professional trash analysis, put the missiles under the wing, not at the wingtip or above it.

    I thank you for your opinions but I'll wait until I hear back from the BDArmory Devs. I have already gotten a message from them saying they will look into it. They will update everyone when they figure out what is really going on.


  6. 8 minutes ago, Xd the great said:

    Yes, you have disabled engaging missile. Can you re-test it?

    Yes. The logs I posted earlier today are from my latest test session against various planes and the Drone's settings were as pictured above.

    My daughter is visiting so I'll be busy the next few days. I will try to do more testing when I have a free minute or two. :D


  7. 47 minutes ago, Xd the great said:

    Right click the missile in the VAB, open engage options, you should see a option to disable targetting missile.

     

     

    06O8Vvh.png

    My normal settings... I've been through all the "Easy Fixes". I wouldn't bother the Devs unless I had tried everything I know. I've been using BDA consistently since KSP .18, but I'm not afraid to admit that this has gone beyond my knowledge.

     


  8. 16 minutes ago, Deathpuff12 said:

    I noticed in the video that the AIM-9 was fired right as the lock changed from the enemy craft to the recently launched AIM-120. It's nothing about the missile launch. It's just that the AIM-9 locked onto a heat source (the AMRAAM's engine) that wasn't great enough for it to stay locked, so then it lost its lock and exploded.

    Although, some of those missiles did come dangerously close to hitting your aircraft. It's generally a bad idea to have missiles on the top of your plane, because gravity will make them come right back down. If you really want to have them, though, it's better to launch them forward as fast as possible with 0 drop time.

    Yes, despite the settings, missiles keep locking onto other missiles. The lock change between AIM-120 and AIM-9 also causes missiles to be fired into the ground.

    I would agree about top mounted missiles, if this wasn't a time proven set up.

    I spent more time last night and today testing different set ups. The best I've found is to put the AIM-9's as far away from the center of the craft as possible and set them to lateral. max decouple, and drop time 1. That has minimized the chance of release explosion but targeting still locks on other missiles instead of enemy planes.

    Updated log from today: https://drive.google.com/file/d/1UpR1N2QBwjsthESHjG_ANtC0PfreohA3/view?usp=sharing 

    And the BDAc Performance log: https://drive.google.com/file/d/1LjEvrcoMJ4aQuIvhuqzgiYcvAq3rkjql/view?usp=sharing

    Drone old set up: https://imgur.com/cmqZQER

    Drone now: https://imgur.com/rDmA4lD


  9. 2 minutes ago, Xd the great said:

    ME:D 

    Just as I suspect. the drag on the missile is causing it to fall behind your plane. I cannot see your type of missile, but I would say reducing its drag if its your mod, or reduce drop time to 0.1.

    The missile was an AIM-9 Sidewinder. From my experience, your suggestion does not work. If the drop time is shorter, the missiles just explode sooner.


  10. 49 minutes ago, Xd the great said:

    First, that is a loooong video. Would you mind cutting out the relevant part?

    Also, accordong to my extremely limited tweaking knowledge, reduce drop time to 0.5 or even 0, or increase it to max.

    It is not a bdac bug, it is a problem in tweaking that makes the missiles fire into the plane.

    For the attention impaired and time deficient(lol :D), I have cut the video down to just the missile deployment issue. The full video includes my commentary and will be published on my youtube channel at a later date.  

    This is pursuant to my earlier postings here about missile deployment issues in BDAc 1.2.1 and 1.2.2. This is still present in 1.2.2.2. I have tried adjusting the missiles and rails to no effect. This is a constant issue for me and my subscribers who battle regularly. I've even had the problem of craft files working differently in seperate installs of KSP. The builder sets the plane up and it works perfectly in their install, but after sending the file to the contest, the plane's performance is totally different. 

    https://drive.google.com/file/d/1138o3xmiT4a7mm87s_T9zwZO5zgTLw47/view?usp=sharing


  11. Hello,

    I'm back with initial testing of 1.2.2.2 in KSP 1.4.5.  My biggest issue is still missile deployment. All the missiles in the video below are set to lateral deployment with decouple speed at max and drop time at 1. All the planes are either newly built or rebuilt replacing all BDAc parts. There were other planes tested before I recorded the video that had similar troubles. This is a fresh install of KSP with all mods on their latest versions. The KSP log contains all testing that was done over the past few days. The Drone JRA2.5 is the only one I caught on video with deployment issues. The only plane with ECM Jammers in the video is the Dark Angel. Below is my mod list and list of planes in this install. Also the KSP log and a video.

    https://imgur.com/OoRexaE

    https://imgur.com/x738Rq5

    Log:

    https://drive.google.com/file/d/1AgD1nnWdRKcFlMxGuf1wvW6TZtmE_df_/view?usp=sharing

     

    Video:

    https://drive.google.com/file/d/1jlaOhmh-mK9DbsNfVZWZSKZhAibbNcF9/view?usp=sharing


  12. 44 minutes ago, tys0n777 said:

    Yeah one of those crafts was meant to be used in JollyRogerAerospace's PFC and he said that he was going to use version 1.2.2.1 for that competition.

    If it was built with an older version of BDAc then you need to remove all BDA parts and replace them with new parts. I know it's a pain but it works. I had to do that with my drone and a few other planes

     


  13. 13 hours ago, Papa_Joe said:

    Hello everyone!

    It is that time again.  Your feedback and our team have been busy.  Here is a new release.  Change log:

    v1.2.2.2
    * Recompiled for KSP 1.4.5

    * FIXES
        *Error spam in Log when a radar is destroyed.  An orphaned index was not properly being updated. 
         Reported in BDAc Forum post: https://forum.kerbalspaceprogram.com/index.php?/topic/155014-14x-bdarmory-continued-v1221-7102018-vessel-mover-camera-tools-bdmk22-destruction-effects-burn-together/&do=findComment&comment=3425233
         Thanks to greydragon70 for his thoughtful evaluation of BDac and issue reporting.
        * Corrected an error where high speed missiles would sometimes not detonate in the correct location.

    * ENHANCEMENTS:
      * Increased maximum allowable missles per target to 18, up from 6.
      * Added EMP Module.  Now Electromagnetic pulses exist in game that can disable electronics within the blast range.
      * Added 2 new EMP equipped missiles  HellFire EMP, and AIM-120 EMP.  Small pulse radius but demonstrates the feature.
      * Added 3 different sized EMP pulse FX, allows for additional sized pulse weapons.
      * Added Reloadable Missile Rail (ModuleMissileRearm.  Now missile launchers can be reloadable!  
        This module can be added to missile launcher designs to allow reloading. (code used with permission courtesy of @flywyx).  
        Requires unity based modifications,  normal rails will not function as reloadable unless additional transforms are added.
      * Added new standard resource High Explosive.  Provides better matching of tntMass for balance.
      * Added an Ammo switcher feature (no more Firespitter required)
      * Added new Universal Ammo Box part that uses the new Ammo switcher feature.  Old part remains for backawards compatability.  
        Use the new part going forward.  To remove the need for FireSpitter, replace existing Ammo Box parts with the new part on existing craft.
      * Improved sub categories for BDA parts.  This helps with the clutter in the Editor under the BDA category.
      * Removed BDACategoryModule as a result of the BDA categories refactor.  
        Existing craft may see a module not found warnings in the log.  This will have no ill effects and can be safely ignored.
      * Improved smoke effects for smoke canister launchers
      * Added new Jet engine based on the J-404.  Licensed from KTech. (Thanks @TheKurgan, @SpannerMonkey(SMCE) & @XOC2008!)
      * Added new BDAc Test Drone MKIII craft, utilizing the new engine.
      * Added engagement rules to all missiles

    NOTE:  There has been a long standing issue with guns accuracy and the AI.  Seem when the AI fIres, it can't hit the broad side of a barn (OK, it can if the barn jumps in front of it, but not intentionally.)  As was reported and well characterized by @greydragon70 (Thanks) and many others (thanks as well!).  we are taking a deep look at this issue.  Based on our rather extensive testing, this problem was introduced some time around version 1.0 or 1.1.  We are working on narrowing it down, but that is going back quite a ways.

    I just wanted everyone to know we are taking a hard look at this as we realize it is an unacceptable condition. 

    More news will follow, but we wanted to get this latest change out so we could focus on this issue.

    I'm so glad I could help. I'll download the update and get back to you.


  14. 12 minutes ago, XOC2008 said:

    re: camera bias. I have noticed on some occasions that an aircraft will refuse to fire until you switch to and away from it. Not sure if that's camera bias or something hanging in the code but it will continue to pick a weapon and chase and never fire until you switch vessels. This has happened for some time.

    Yes I have seen that too but I was told it may have to do with BDA thinking a weapon has an obstruction. It might have something to do with missile rails. I was told to shorten the length to it's smallest and give it a couple clicks on the height so the fins of the missiles aren't clipped. You can scroll up and look at the previous pages to see my posts and the Dev's responses.


  15. 7 hours ago, DoctorDavinci said:

    Sounds cutting out, check .... Could be due to a boatload of sounds being run at the same time and Unity having a hissy fit, We'll take a look and see what we can find :)

    Honestly that would need to be extensively tested to determine if in fact it is true, however I highly suspect that this is not the case since targeting and AI behavior is not in any way tied to the camera so there is no way for the AI or Weapon Manager to even tell which direction the camera is pointing in

    I have ran a number of battle competitions, most notably the second tier of the BAD T2 and the BAD T3 WW2 tournaments, and the camera's pointing direction never had any impact on the battles that were run (which were numerous) ... Although, as mentioned above, extensive testing would need to be done to unequivocally determine if the camera is having any effect but I highly suspect that this is not the case

    Nice detailed explanation at the beginning, well done :)

    I'd be interested in what you find on the sound issue.

    Just from my experience over the past few years running my competitions, there is no camera bias that I can tell. I just thought it my duty to ask since it has been discussed on my Discord.

    I'm glad you liked the video. I was just working from what you and the others told me. :)  I made a couple videos last year showing how to instal BDAc and the basics for BDAc for battles. I like to help my subscribers and give them whatever info I have. I need to update those videos now. When I do, I'll link them here.

    Thanks again for your investigations and for getting back to me. If there's anything I can do to help you, let me know. I'd be glad to help.


  16. 3 hours ago, Papa_Joe said:

    @SpannerMonkey(smce) Noted a recurring error in the logs related to the radar.  I've located the issue and hopefully addressed the log spam.  This fix will be forthcoming in the next release

    On 7/31/2018 at 12:47 PM, SpannerMonkey(smce) said:

    Hi still analyzing ( sounds good eh :) ) the log , however  immediately I have a concern,  PRE now includes a world stabiliser, ( we know it as BlackSpell) and you are using the standalone World stabilizer mod and the two mods are fighting to do the same thing.  I would suggest removing WS ,  during  testing the PRE included stabilizer   has been thoroughly tested at  ranges well in excess of those used in fighter comps, and been more than up to the task.
    Next, I'm not that familiar with AP so not sure of the requirements,  I see a lot of texture errors, which in themselves are no biggy, but I doubt  the modder wants it that way ,  seems that  there's something missing perhaps?
    Several of the craft in your battles are showing (IMO)  way too many index errors, these are caused by MM shuffling the part modules on reload, and we've found that over time  these errors seriously degrade the aircraft behavior when used with BDA .  I've found that it's often best  to rebuild  craft occasionally ( i know its annoying) , and not transfer between saves and games too often

    I also notice the performance is degrading over time perhaps through debris ?  DoctorDavinci has a little mod called  MrClean  that will perform instant or continuous clean up at the press of a button, if indeed it is debris related.

     

    I have removed World Stabilizer, and will more than likely get rid of AP+ too. At least for the competitions. I installed "Mr. Clean and his Magic Eraser" and will have him clean up before battles start. After updating KSP to 1.4.5 and doing some testing with planes that were stock + BDAc, things do run smoother. More testing is required but I thought I would give you a follow up with this morning's logs and video. The battles were much better except for the guns. Still not very accurate but it made the battles a bit more intense. One plane was newly built this morning, the other was from the previous version of BDA. No missile trouble so that is progress. Although I do have another recurring issue I wanted to ask about. Sometimes when the guns are firing, the sound cuts out as you move the camera around.  The missile  launch sounds don't work either. I miss that clink and the missile engine igniting. You should be able to hear what I mean in the video.  Last question, does camera view give any advantage in battle? It is often discussed and I was wondering if that is true.

    This mornings Logs: https://www.dropbox.com/s/8h850iugt5t7i0a/KSP.log?dl=0

    The latest video: 

     


  17. 8 minutes ago, SpannerMonkey(smce) said:

    Hi still analyzing ( sounds good eh :) ) the log , however  immediately I have a concern,  PRE now includes a world stabiliser, ( we know it as BlackSpell) and you are using the standalone World stabilizer mod and the two mods are fighting to do the same thing.  I would suggest removing WS ,  during  testing the PRE included stabilizer   has been thoroughly tested at  ranges well in excess of those used in fighter comps, and been more than up to the task.
    Next, I'm not that familiar with AP so not sure of the requirements,  I see a lot of texture errors, which in themselves are no biggy, but I doubt  the modder wants it that way ,  seems that  there's something missing perhaps?
    Several of the craft in your battles are showing (IMO)  way too many index errors, these are caused by MM shuffling the part modules on reload, and we've found that over time  these errors seriously degrade the aircraft behavior when used with BDA .  I've found that it's often best  to rebuild  craft occasionally ( i know its annoying) , and not transfer between saves and games too often

    I also notice the performance is degrading over time perhaps through debris ?  DoctorDavaninci has a little mod called  MrClean  that will perform instant or continuous clean up at the press of a button, if indeed it is debris related

    And as I say  still investigating  certain items.

    World Stabilizer removed. For AP+ the only requirement is the Firespitter core. Regular rebuilds of crafts... the majority of planes I use are sent from subscribers. The current competition is in a different save on an earlier version of BDA that was available at the time I started taking entries, so the majority are battled in the same version they were made in. This log is from a copy of that instal, but with the latest BDA and PRE versions. Persistent debris is 0 and I have the "tidy up clutter" on. I will check out the Magic Eraser, thanks for that link. I also want to thank you for your quick response and analysis. Anything that helps make BDA better and my competitions more consistent is a great thing.


  18. 26 minutes ago, SpannerMonkey(smce) said:

    HI,  what kind of environment do you run these battles in? A custom game no overloaded with mods and just what you need?  Or a normal game install  with a gazillion mods  and a dirty log?  I ask as i view perhaps 20 logs a week ,  and generally a messy log results in BDA AI misbehavior, stick in an NRE (Null Reference Exception) or two and  poor response is pretty much a certainty  , while a clean one with few if any errors and no NRE's at all, will produce a better game.
      I'm not suggesting you do have a messy game, but it's always worth making it as clean as you can for AI controlled battles.  All of the cowardly confused  behaviors   are usually seen in the grubbier logs, not the cleaner ones.
    If you do have a spotless 145 install and fancy running a few battles with debug labels ON,  I'd be interested in taking a look at the KSP.Log

     

    18 minutes ago, DoctorDavinci said:

    So on the one hand we have users of BDAc, such as yourself, who value realism in their games and look for realistic gameplay

    On the other hand we have users who are looking to play a game which realism can take all the fun out of

    My point is there is a ballance that the team is trying to maintain so as to not alienate a specific type of player

    Basically if we cater directly to realism then we ignore the rest of the users who aren't necessarily interested in the realism aspect and just want to blow some stuff up in KSP with weapons ... Conversely, if we cater to the 'arcade' style of gameplay then we alienate the realism seekers (honestly, we're launching little green bipedal humanoid blobs of algae into space ... not that realistic :wink:)

    Anyways, just thought I'd mention this so as to give you and the rest of the community insight into BDAc development 

    Not much else I can really say as @TheKurgan and @XOC2008 have summed up the situation quite nicely and are some of the more knowledgeable of users of BDAc on this forum (both have been playing with BDAc development releases for over a year and know what they are talking about)

    Also, what @SpannerMonkey(smce) said above is definitely something to take into consideration ... If you have a dirty game install then BDAc can and likely will start to show some 'bad' behaviour ... I would be interested in seeing a KSP.log myself from one of your battles as described in the post above this one

     

    Pictured below is my mod list.

    EO3UlWu.png

    I can get you the logs, no problem. These battles were the last thing done in that KSP install. Where should I send/upload it?

    I also have been using BDA since the early days with BahamutoD.


  19. 8 minutes ago, TheKurgan said:

    Thank you... I think ;) I don't know if they are more realistic, but they are definitely more effective.

    99.99% of the time this is caused by the missile rail. Make the missile rail as short as possible, this is the key... and make it a couple ticks higher (make sure the fins clear the fuse or wings by at least a few centimeters). Also set the decouple speed to 10 and drop time to 1 for laterally fired missiles. Decouple speed to 10 and drop time of 0 for forward firing missiles. I have tested and tuned 65 missiles, in both BDAc and SM_Industries... I fire the missiles from fighter jets with insane maneuverability, from the belly, wing tips, and even from the inside of modified cargo bays... I fire them from bomber type aircraft, and from my A-10. Since I have been making the missile rail short as possible, I have had zero missiles explode on launch... even after literally thousands of launches.

    I can't really help with the rest, I don't see the issues 4 and 5. BUT it may be tied to #2 if the WM thinks the missile is obstructed by it's own rail... make the missile rail as short as possible, and make the decouple 10 and try it all out again.

    Thank you for the tips on the missiles, I will test that out and pass it on to my viewers and contestants.