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About Papa_Joe

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  1. Thanks! I saw the pr pop up. I'll look at it this evening US Pacific time.
  2. Hey. I'll be updating apps in a day or two
  3. First, delete any BDArmory folders in your GameData folders. Then Go here. Then downlaod the zip file and unzip. then drop the BDArmory folder into your GameData Folder.
  4. The repository for BDAc contains the source code for bda. Go to the releases page for bda on GitHub and the download is there. You can go to the original post for BDAc on the forums and the link is located there as well. While it is true that there is a gamedata folder in the source code repository, the dlls needed for bda to work are either out of date or don't exist there. It is used only as a storage area for the pieces needed for the distribution process. During the build of the distribution file, the data in that folder is combined with the latest dlls to create a zip file. Finally, in the gamedata folder you should see a bdarmory folder. Before you install bda, be sure to delete this folder if it exists. Any other folders with bdarmory in the name should also be deleted if you downloaded the entire repository instead of the release zip earlier.
  5. Yes, I screwed up when updating BDAc. I do have an update for VM in the works. Some amazing code work by @DoctorDavinci. I'll talk more about it as I get it fully integrated and some additional features finished.
  6. It is a conundrum for sure. KSP provides little in the way of truly identifying vessels within vessels. There is a root part that when docked provides info on the other vessel it is docked to. However since the 2 vessels are docked, they become one vessel in the eyes of KSP. When they undock, the vessel id is then applied to the newly undocked vessel. this presents problems with properly identifying "unique" vessels within a larger structure. Compound that with the fact that there is a launch Id that is tied to each part. This cannot be used as a means to identify a vessel, as if, for example you build a space station, it is likely the product of multiple launches. So I've come up with an algorithm that tries to "discern" what is a unique vessel, based on docking nodes and command pods. This is not always perfect. I will be continuing to revisit the code, but I'm not sure there is or can be a perfect solution. Thanks for that! It is one of those mods that has a lot of features that are not really apparent. Most people think of it as a crew transfer mod, but it does a lot more than that.... It really is a "quality of game play" mod. Makes things a lot more convenient.
  7. Your empty button exists. In settings, under realism you will find settings for allowing fil and dump. these do exactly what they describe. However, it breaks realism as it is a "free" fill up" Dump just dumps the resource to space (or where ever) Flow priority is a bit ambiguous. You can transfer a single or group of tanks to another single or group of tanks. You can also transfer from parts to a vessel, or from a vessel to a vessel... so there is a lot of flexibility there... Height settings are something I have considered. It will take some refactoring to make it work, however because the transfer window is divided into 4 sections, do I expand all sections equally? or do I just expand the top where the list is? Also the window is used as a multifunction screen, so some sections do not need expansion if the window is resized. Think it over and give me suggestions.
  8. New Release. R17, 10 Sep, 2018 * New * Recompiled for KSP 1.4.5 * Renamed project to reflect Mod Name (generally accepted practice with KSP mods) * Reorganized code to follow current mod structure best practices. Split classes into separate files for improved visualization of the code. * Config files moved to PluginData to prevent ModuleManager from needlessly invalidating its part cache. * Added Build/deploy automation to reduce labor, testing and reduce deployment errors. * Added change log to distribution. * Fixes * Per forum post by MOARdV, added an OnPostRender event handler to prevent game objects from persisting through other cameras' render cycles. Problem noticed in MAS MFDs Enjoy. Let me know if you find issues.
  9. For those that may be confused about the status of BDAc, read this: Business as usual folks.
  10. When @BahamutoD moved on back in 2015, I built a team to support BDAc. There are 8 of us. This has not changed. The reality is that Doc is not gone, but will not be on the forums much. He is and will still be a part of the team. However, Doc, while he has become a pretty good modder on his own, was not really the developer force behind BDAc. That would fall to @jrodriguez, @TheDog, @gomker, @Eidahlil and myself. When Doc got started with us he was instrumental in testing and QA. He knows BDAc very well. Since then he has taught himself programming and is making some pretty cool stuff... @SpannerMonkey(smce) and @TheKurgan have been the driving force for new weapons, ideas and awesome models. We could not make the magic happen without them. So only the OP has changed. The Mod continues on without interruption. for a little history, when I built the team in 2015, I started a new Topic to support BDAc. When the forums were migrated around the end of 2016, my Topic was "lost in the nether". I was busy with real life, so Doc created a new Topic and we continued from there. I saw little reason to resume ownership of the topic, so we continued with Doc's page until today. With Doc's forum hiatus, it seemed appropriate that I renew my ownership of the topic for BDAc.
  11. I have created a fresh new Topic to maintain BDAc continuity. For any past forum posts please refer to the Old BDAcTopic here: The old BDAc Forum Topic has been locked by the topic owner. Please note that Physics Range Extender and Module Manager are required dependencies for BD Armory Continued Also be advised that using the World Stabilizer mod will cause problems with PRE as it has it's own world stabilization code we refer to as Black Spell ... Only solution to this is to not use the World Stabilizer mod PUBLIC SERVICE ANNOUNCEMENT: Importing craft that are armed into the new BDAc is going to mess with the weapons as the craft file that has been saved will have values in it that are no longer in BDAc as well as not having the new variables that are in BDAc Updating to BDAc v1.2.x from previous BDAc versions will be craft breaking if the craft have BDAc parts or BDAc Addon Parts on it TL;DR - DO NOT IMPORT OLDER CRAFT WITH WEAPONS ON THEM FROM VERSIONS OF BDAc PRIOR TO THE ONE YOU ARE INSTALLING ..... REMOVE ALL BDAc AND BDAc ADDON PARTS AND THEN IMPORT YOUR CRAFT See spoilers below for release notes, videos, Github issues and download links 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 Be aware that forcing opengl will result in many shaders showing as pink ... the only solution is DO NOT force opengl 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 only the most recent version of BDAc is supported at this time and that BDA needs PhysicsRangeExtender to work properly: Also, to correctly install BDAc, first download the latest release from the BDAc releases link posted below (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, otherwise follow the clear instructions posted above and if your issue continues then feel free to ask the team for assistance In regards to support, KSP.log please (Found in the same directory as the KSP executable ... this file is overwritten each time you start KSP ... upload this file to a filesharing site such as dropbox and post the link so the team can take a look) ... 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 @Eidahlil @TheKurgan BD Armory wiki: BDAc Release Links: Releases link: Issues link: Physics Range Extender (REQUIRED): Papa Joe's Soup Github link: BDAc Release Notes (latest only): BDAc Development Timelapse: Just a little video that @jrodriguez put together to show the development of BDA from its modest beginnings to around April of 2018. We thought you might like to see it: BDAc Family Mod links: BDMk22 Plugin Releases link: Issues link: Burn Together Releases link: Issues link: Camera Tools Releases link: Issues link: Destruction Effects Forum link: Releases link: Issues link: Improved Chase Camera Forum link : Releases link: Issues link: Vessel Mover Continued Forum link: Releases link: Issues link: Vessel Switcher has been incorporated into BD Armory Continued 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: Videos: Physic Range Extender: Guard Mode and Wing Commander: Modular Missiles: Sonar and Torpedoes: Missiles - Cruise and Terminal Guidance BD Armory was originally developed by Paolo Encarnacion (BahamutoD) and distributed under the license CC-BY-SA 2.0. BahamutoD has moved on to creating VTOL VR, found on Steam. Go check it out! This mod is now called BD Armory Continued, and is being maintained in BahamutoD's absence by the BDAc team. It continues to be distributed under the license CC-BY-SA 2.0. Please read about the license at attempting to modify and redistribute it BD Armory Continued contains code based off of Aircraft Carrier Accessories and is used with permission ( ... Courtesy of @flywlyx BD Armory Continued also contains code based off of Firespitter. To comply with the requirements of Firespitters' license, the following permission notice, applicable to those parts of the code only, is included below: License: You may reuse code and textures from this mod, as long as you give credit in the download file and on the download post/page. Reuse of models with permission. No reselling. No redistribution of the whole pack without permission. UV map texture guides are included so you can re-skin to your liking. For reuse of the plugin, please either direct people to download the dll from my official release, OR recompile the wanted partmodule/class with a new class name to avoid conflicts.
  12. Been pretty consumed with BDAc updates and work, but I'm willing to work with folks on it. Whitecat is not gone, so he may be available for consultation. It was mainly the support I took over, and @Whitecat106 is certainly welcome in the mix
  13. 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: 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.