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jrodriguez

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Posts posted by jrodriguez

  1. 9 hours ago, Samaico said:

    Hi. I'm new on this but I can't find a solution for a problem :( i can make BDArmory work just perfect and I love it, me and some friends and we want to play this but LMP says that the mod parts are banned and cannot be loaded... Is there something that I did wrong? sorry if this doen't belong here... This is an amazing project

    You need to disable the mod control in LMP config and ensure that all of your friends are using the same mods and yes this question is better to ask it in the LMP thread :)

  2. 2 minutes ago, Tonas1997 said:

    I've had the game freezing when enabling PRE in-flight. When restarting and going to the launchpad, it froze again (the settings file confirms the mod was enabled on the second freeze).

    Now, I am playing with RSS in 1.8.1, and the latest 1.9 PRE release might have fixed my problem. Would that version be backwards-compatible, or is it hopeless?

    Try the latest one for 1.9 to see if it works better for you :)  I haven't tested in KSP 1.8.1 but I think it should work fine.

  3. 28 minutes ago, Redacted said:

    @jrodriguez

    Strange thing is that I can see the AI providing Axis inputs via the games GUI, which if you think about it, is the same "input" I provide manually. Guessing there is a scripting disconnect between whats being input and the resulting behavior of the aircraft.

    Well anyways, BD Armory is missing out on being able to do some really cool things by not having the AI able to control a hinge or servo.

    Yeah. I guess the user input is then feed into the active vessel flight control input. However, the BDArmory AI code is directly feeding its vessel flight control. 

  4. On 4/27/2020 at 6:55 PM, YashaDimas said:

    Are The Legacy targeting Setting removed from the BDArmory settings windows? I can't find it :v

    The setting still exists (ALLOW_LEGACY_TARGETING) although I'm not sure if it is still working.

     

    On 5/1/2020 at 2:09 PM, Xd the great said:

    Is it possible for missile to be fired with radar and switched to heatseekers at the last moment?

    I remember one of the previous bdarmory devs added a terminal guidance system but I have never used and I'm not sure if it work. You can take a look at source code and check if you can find anything useful there.

     

    On 5/4/2020 at 11:48 PM, Redacted said:

    Anyone know if the AI pilot can made use of the user created action-groups (axis) commands?

    Example: I've a G-0 hinge connected to a Juno motor and slaved via the Pitch Axis group. When i manually provide a Pitch input, the motor helps Pitch the aircraft in the desired direction. When I enable the AI the hinge no longer deflect despite obviously providing a Pitch input to the system.

    It is not working by default then No. The AI Pilot was implement before Pitch axis group was implemented in KSP. 

     

    On 5/5/2020 at 7:34 PM, lancefoxcia said:

    Sent out a few tickets in the github, 2 being bugs and 2 being feature requests, if you have any questions. I'm free to PM.

    That's fine however as I stated several months ago I'm only doing basic maintenance of this mod. That means that I'm not really implementing any new requests or bugs (unless I consider the bugs critical or real blockers for BDArmory). That doesn't mean that I will not add anything new never but I guess I will only add things that I'm really interested in adding for fun.

     

    20 hours ago, The Space Man said:

    Is it possible to change the targeting cam to full colour mode? I tried setting the BW_TARGET_CAM = False in the config but all it did was make the cam screen black.

    Uhm I don't know. I have never tried to do it.

  5. 10 hours ago, qromodynmc said:

    Uh, sounds bad but it hasnt caused any trouble for me yet so i'll keep it that way till it's all good.

    For reproducing; have a landed vehicle somewhere outside your physic range, then launch another vehicle and go towards that landed vehicle, when it's inside your physic range PRE switches to landed vehicle then switch back to current vehicle, while all these happening, landed vehicle starts exploding.

    Thanks I will try to reproduce it. Did you see this problem in Kerbin or in other planets?

  6. 4 hours ago, qromodynmc said:

    I do have the same issue, when i get closer to my base on minmus they exploding, plus there was a weird issue where PRE wouldnt let me switch back to nearest objects.

    Maybe it's not all PRE's fault since i have tons of mods together but eventually i fixed my issue by setting this value to FALSE;

    unknown.png

    I dont have what exactly it does but it fixed all of my issues, dont mind the low global range i increased it to 30km after finding out it wasnt the reason for switching issue.

    A friend told me setting that value to false should disable PRE completely but so far it still works, i see the messages from pre coming and i can switch to any vessel in selected range without any issue.

     

    Uhm if you set that to false then you are disabling the terrain loading, depending on the range your landed vessels might go through the ground. I will try to reproduce the issue but I will need some info about when exactly is the bug happening

  7. 7 hours ago, NippyFlippers said:

    Sadly landed vessels still explode once the game starts unpacking terrain.

    I know that placing them on static objects is a workaround, but it kind of defeats the purpose of building mobile things.

    Staging battles on other planets is completely out of the question this way.

    Is there any chance to see a fix for the explody landed vessels problem?

     

    If you are experiencing any issues I'd recommend opening an issue on the GitHub account, attaching KSP.log and clear steps to reproduce it.

    As you can imagine before doing a release I perform some testing. And one of the tests that I usually do is to load and place vessels around Kerbin within 100 km range. 

    Besides I also landed several vessel on the Moon using RSS within 100 km.

    Everything worked as expected. None of them crashed.

  8. 43 minutes ago, OOM said:

    This is just a great mod - 12\10
    The only pity is that it is actually unplayable due to the lack of EVE 1.9.X (than playing without clouds it's better not to play at all)
    And here I don’t even know what will come first - KSP 2 or EVE 1.9.1 -_-

    Unplayable? I have been using it since weeks ago. I even have EVE working in KSP 1.9.1 

    Check one my previous post where I posted a youtube video demo (There is a download link on the video description)

     

  9. 1 hour ago, BadRocket said:

     

    Scatterer and E.V.E. were functional on 1.9.1 a lot sooner than expected, thanks to your maintenance work @R-T-B  There's no obligation to do anything more, unless you feel like it.

    These versions have made this quarantine / social isolation thing easier for me, and I'm super grateful (and I'm sure others are too).

    Completely agree with you.  I think @R-T-B you already did more than expected. You can't make everyone happy.

    In my opinion this is already as good as it can get without investment a ridiculous amount of time doing troubleshooting.

    Following the 80%-20% rule. You already covered more than the 80% but if you want to fix the remaining bugs you could potentially burnout.

    So my suggestion is to do whatever you fancy more to do without taking into account people complains.

     

     

  10. 2 hours ago, bonyetty said:

    "Module manager is missing." message in red when I right click on the weapons Manager part and click the Open GUI button. My specific issue is the big red text and the bullet collisions do not seem be working, all else appears to be working from what I can tell. I have places sarbian's ModualManager folder from out of the ModuleManager-master folder https://github.com/sarbian/ModuleManager into the GameData folder with the BDArmory and PhysicsRangeExtender and the 2 squad folders. I cant find any reference or links to what ModualManagers to install or where or how to locate the correct one if there are multiple or a specific version needed. Any assistance would be appreciated.

    Remove everything and install everything again but using CKAN. I'm pretty sure you have done a wrong installation of module Manager by downloading the master branch

  11. 15 minutes ago, Box of Stardust said:

    There is not.

    However, there is a settings config file in the BDA directory that allows you to adjust a damage multiplier, which may achieve what you want.

    That said, most of us have been using hitpoint BDA for a very long time now, and we think part durability is in somewhere of a manageable state (though Vulcans may be pitifully weak). Be happy this isn't the BDA 1.1 days in KSP 1.3 when the hitpoint system first rolled out. That was bad.

    Just want to add that the amount of time I have put into developing, fixing and balancing the hitpoint system to make something more or less sensible for the smallest and the biggest of the parts, could be difficult to imagine. 

     

  12. Hi all,

    I have done a new release of BDArmory for KSP 1.9.1. You can download it from here: https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.3.4

    Changelog:
     

    v1.3.4

    • NEW FEATURES:
      • Recompiled for KSP 1.9.1
    • FIXES
      • Shaders compatibility for Mac / Linux
      • Missiles problem regarding locking and losing lock. Affecting heat and radar missiles. (Thanks to TheKurgan to find the problematic commit)

    By the way, I will do a pre-release of BDArmory Multiplayer for KSP 1.9.1 soon. Even if I don't usually play multiplayer I would like to contribute to this difficult moment where most people should stay at home due to Covid-19 by offering the possibility of a multiplayer destruction.

  13. 4 hours ago, R-T-B said:

    New release is out.

    It's simply a shader recompile, no actual code changes, so it has the same version number.  Known as the "NVIDIA shadow hotfix," please try this if you have shadow issues and/or are using an nvidia card.  Heck, if you are having any shadow issues even with an AMD card, maybe it's worth a try.  (note scatterers own shadows setting does not count, it's broke right now)

    But do specify in bug reports you are using the "hotfix" please, so I can differentiate.

    Yep that's AVP.  If you cross 300 parts it starts to progressively murder you.

    But very pretty.

    Awesome. I confirm the shadows flickering is gone in the latest release. GTX 1080TI owner here :)

  14. 19 hours ago, MoonstreamInSpace said:

    PLEASE UPDATE BDARMORY SO THAT IT WORKS ON MACS! Any version before this bad change breaks KSP, and any version afterwards has a purple targeting screen.

    Would you mind to test this BDArmory version? https://1drv.ms/u/s!AixZLrjtqp-Rgswh2rsG5TEv36pfTA?e=gkkfNf

    I have fixed the shaders there, if it works fine I will do an official release

    9 hours ago, Box of Stardust said:

    Just stepping back in to reiterate that IR missiles or flares are currently broken in KSP 1.9 BDA.

    In fact, new tests seem to suggest something in the IR system is broken even in KSP 1.8 BDA.

    Flares do not seem to have a disruption effect on locked on IR missiles, that's so far what our observations are. What the cause is, unknown.

    @Box of Stardust I'm thinking that it might be possible that  @TheKurgan found the root cause. Would you mind to test also https://1drv.ms/u/s!AixZLrjtqp-Rgswh2rsG5TEv36pfTA?e=gkkfNf ?

    Thanks

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