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gomker

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Posts posted by gomker

  1. Question on Kolony growth. I have gotten everything setup, seen the "birthday" set to 120 days-ish,  and I timewarped and a Kerbal was birthed.

    Am I to assume this only works when in scene and not in background simulation? This base was around many years as I was doing other things and no other births occured.

    On 8/16/2022 at 12:23 AM, Guolin said:

    I have a few questions about the KonFabricator:

    1) How do I add more volume to it? I have another container attached to the same vessel with 2500L of storage, but it says my KonFabricator can only create parts with 1200L volume max.

    I changed mine with this patch

    @PART[Kosntruction_Workshop_250]:Final
    {
    	%MODULE[ModuleInventoryPart]
    	{
    		%InventorySlots = 25
    		%packedVolumeLimit = 52000
    	}
    }

    Note that the ":FINAL" from the patch in KSP\GameData\UmbraSpaceIndustries\Konstruction\Patches\EVAConstructionTweaks.cfg may need to be removed for this to work right, I had some dueling "FINALS" going on
     

  2. 22 hours ago, harpwner said:

    Feel it may be appropriate to update everyone now that I have the time to do so.

    I'm sick, and while that is most certainly not the reason I've not been active, it is the reason I'm here writing this message instead of going to work.

    Simply put, I'm taking high level college courses and balancing that with a part time job that leaves me with little time to tackle fixing much of anything that isn't a project assigned by one of my CS courses. So I will say that if anyone wants to mess around with my mod, go ahead.

    I want to get involved again but I don't see that happening outside of breaks, and I mean breaks from school AND work, which won't be too frequent. And while my ability to program has gotten far better due to my current courses and further understanding of the languages, I just can't apply it to this right now.

    I'll be around for the next week for fall break since I got it off, if anyone wants to message me I should get back to them. I am very sorry to everyone awaiting my return, I've dropped the ball on this one. Hopefully that day will come eventually.

    First off, hope you get better soon man, health first. 

    I was thinking some of the mechanics you have come up with are great candidates for integration into BDA in general, the napalm, bomb damage mechanics for nuclear, could be worked in to make it easier for mod makers to create more bomb types.  One of my goals was to actually get scaled bomb mechanics built in, the damage is there but visually they are just small and large. I would like to tie it to TNT power and allow for adding modifiers (like nuclear)

    If you are open to it and I can get a copy of the source we could integrate those ideas and I would help back port the changes to your parts for compatibility. 

  3. 6 hours ago, MrFancyPL said:

    Have you got KJR with implemented partsignorelist for IR ? I would be grateful if you share with me with it.

    The issues is not very clear but what Ferram fixed was the ignore misbehaving causing the freeze if multiPartAttachNodeReinforcement = 0

    The fix was put in awhile back and is in current code. We may need to update the ignore file if any module names have changed

    The config.xml has the following lines

     

        <string name="exemptPartType0">MuMechToggle</string>
        <string name="exemptPartType1">MuMechServo</string>

  4. 3 hours ago, Lvdovicvs said:

    Any way to use BDA from inside cockpit view operating it through the monitors? 

    Maybe I have in mind some type of type of compatibility for ASET , not sure really. I just had this thought playing KSP today. 

    I was looking into RasterProp monitor integration (which would allow for this) but it was much more difficult than I expected. - Open issue here https://github.com/PapaJoesSoup/BDArmory/issues/45

  5. 15 hours ago, The-Doctor said:

    good day, and good work, I have a few questions relating to BD Armory operating in space

    The short answer is sort-of not really :)  As you can see from JR's post above some things do work however, other things do not (namely the AI is not designed to function with RCS or fly in space)

    The team has been kicking around ideas and incrementally making improvements - its is not a dedicated sprint right now, just something we toy with occasionally 

    You can see here : https://github.com/PapaJoesSoup/BDArmory/issues?q=is%3Aissue+is%3Aopen+label%3A"Space+Combat" the issues that are related. This is not a comprehensive list of all things that need to be done in order for proper space combat though.

  6. On 6/19/2018 at 11:17 AM, Secretkeeper626 said:

    Hi, I was just wondering if this mod has or will have the parts from BDynamics? Thanks!

    BDynamics is handled by linuxgurugamer

    For some context some mods were taken over by other devs - this team supports BDArmory, VesselMover, BDMK22 - Adjustable Landing gear moved to Kerbal Foundries
    I am sure I am missing something but a quick search will usually point you in the right direction

     

     

  7. @Rudolf Meier Good to see someone picking this mod up again. I wanted to suggest turning on Git issues to track bug reports, sometimes things get lost in the threads.

    I wanted to report that I am seeing an issue with "Engage Limits" I can only set the value on the right hand side button then the limit gets "stuck" at 0 for an inverted Rotatron Basic

    6g48yI9.png

     

    //

    On another note, I see others still referencing KJR issues -  I had worked with ferram in this issue to use the ignore list to get around those problems
    https://github.com/ferram4/Kerbal-Joint-Reinforcement/issues/14

  8. 10 hours ago, NotAnAimbot said:

    I've done several fighter tests in the beta release, and it seems that either 

    A) The AA missiles are underpowered

    B) Fuselage is too stronk

    To clarify, I did all tests with default hitpoint and no armor on any parts. The competitions were run in a 3v3 setting at 20 kilometer starting point. Do keep in mind that I'm rooting for a "shoot first or get killed" balance in BDA and not an arcady forgiving one. I understand very well that my proposed changes might not be in the mod team's scope.

    The problem with AA missiles is that any competent plane builder can make them useless by using "space jammers", whereas jammers are enabled on staging and kept on during the whole fight by a large battery pack. By using two jammers and having about 2000 EC, any decently sized plane (Even around 12 m^2 RCS) can escape AIM-120 lock, making these missiles largely useless unless the enemy doesn't know about this tactic.

    Even if the other side doesn't have jammers on, the AIM-120 misses very often with a little bit of chaff. In almost all my tests, firing an AIM-120 from 8 kilometers on a plane with 2 chaff modules and a single jammer resulted in a miss. If dodging the AMRAAM is so easy, then there's not really any point in having it in game unless it's buffed heavily or if jammer power is nerfed, especially when building a plane capable of doing so isn't the hardest thing ever.

    The AIM-9 also has the same problems although to a lesser extent as they are fired from much closer. However, once they hit, their damage output seems pretty random. I've seen cases where they detonated at similar distances and either blew up the whole plane, did nothing, or only blew off weak parts such as intakes. I think this problem can be fixed easily by lowering the hitpoint value of wings and fuel fuselages. This would also fix the problem of 20mm rounds doing small damage whereas irl they would cripple planes in a few shots, especially with the high RoF of the Vulcan ingame.

    So tl:dr

    Missiles' accuracy is underpowered, jammers and fuselage strength is overpowered.

    If the modders want to replicate the issue, I can provide multiple quicksaves (although they are only labeled by number and not plane types) with my 3v3 20 kilometer setup for you guys to test out. 

    For proof backing what I think the AIM-9 and 120's effects should be, here is the effect of an AIM-9 hit on a F-4 Phantom

    File:AIM-9 hitting QF-4B at Point Mugu 1974.jpeg

    An AIM-9 has a warhead weighing around 10 kilograms, an AIM-120 has one of 22 kilograms. The latter's increased effects is quite obvious.

     

    Yeah, this has been tough to balance.

    I'll start with the 20mm issue :

    Root cause here is the balancing of ballistics - we are using real world formulas to calculate ballistic energy , translating those values to from joules/mega joules forced us to scale the numbers to reasonable values.
    The TLDR; on this was I had to use a scale or I would be dealing with hitpoints in the 100,000 range for small parts. That would be very difficult to balance, so in balancing the high end calibers the lower ends (below 30mm) suffered greatly. 
    To fix this I have changed the bullet type to HighExplosive and given it more power. There is also a _per Weapon_ modifier `bulletDmgMult` that modders can use to adjust their weapons to their liking if they do not like the behavior of the bullet calcs. 

    This same scaling issue on hitpoints became apparent as this formula uses an approximation for density however, some parts are not scaled correctly for mass and size thus screwing up density. Example, the panther engine, its very small and heavy, it should be 3x longer which would balance out the density calculation. I had am accounting for some of these hitpoint anomalies here : https://github.com/PapaJoesSoup/BDArmory/blob/dev/BDArmory/Distribution/GameData/BDArmory/MMPatches/000000_HitpointModule_PartFixes.cfg

    Further suggestions on proper numbers are welcome.

    On to the AA missiles - this one is a bugger because "real world" AA missiles use a blast fragmentation warhead that does its damage using shrapnel rather than the force of the explosive. BDA does not have that effect built into it yet, we are currently only doing damage by the blast approximated by TNT force.  To approximate this  we use the detonation distance and put in enough TNT mass to mimic the effect.  
    Blast Fragmentation / Shrapnel is something we want to add later, but it will have to wait until the new Unity gets implemented, we are already pushing the performance limits with the current calculations we have now.

    It does sound like we need to up the TNT mass on some of the AA missiles if they are not doing the expected damage. If you want to test some variants yourself all you need to do is edit the part config 

     

    	MODULE
    	{
    		name = BDExplosivePart
    		tntMass = 25
    	}

     

  9. 20 hours ago, harpwner said:

    Q31D5A8.jpg

    This keeps happening no matter what weapon I fire with. The bullets simply stop dead before even hitting the craft. Using an automatic gun, it just ends up lagging the game after a while, going away on a reload.

    Is this just a me problem or is this a known issue?

    That should not be happening, see if this build still gives you issues and do a complete refresh install.

    If you still got problems send me your logs. Also if this is with your weapons send me an updated pack to your stuff for testing.

    https://www.dropbox.com/s/604oreas65t4sk9/BDArmory.1.1.0.40086_02112018.zip?dl=0

     

     

    13 hours ago, Acea said:

    Is it possible to give missiles with "torpedo = true" zero cruise phase thrust when they are not under water?

    Can you pop me a git issue so I don't forget :) should be something I can get in for you , I just need to review the boost / cruise phase routines

  10. 12 hours ago, Antikris77 said:

    @gomker I was wondering, are you still working on this mod? And in particular this bug? As it stands, AirPark is useful to freeze crafts mid flight and leave them there like a hovering base. But in order to continue flight, KSP currently drops the craft to the ground/ocean floor when unfreezing.

    I'd like to use this mod - like I used to - for atmospheric rendezvous between one active airplane and another one waiting mid-air (auto-unpark).

    Still am, just been a bit sick for awhile, also trying to finish this next release on BDA

    I will get this and my other personal mods some love soon, real life got me a bit tied up :)

  11. On 1/21/2018 at 9:25 AM, astrain413 said:

    Is there a way to disable the fire FX upon parts being destroyed? It's lagging my game like crazy and I've got a GTX 1060.

    Decision has been made to turn this off for flight for now due to the performance lag (FX will sill be on for landed or splashed) 

    There will also be a few options in settings.cfg 

        MAX_FIRES_PER_VESSEL = 10
        FIRELIFETIME_IN_SECONDS = 90

    Will be posting an update soon

  12. On 1/14/2018 at 11:44 PM, lancefoxcia said:

    I good question I have. Would it be possible for satellites in orbit to send out GPS coordinates to their respective team?
    While building on that note maybe see if the satellites could link with each other to send to teams station to broadcast out to units respectively.

    as mentioned by @XOC2008 mentioned the main hurdle is the coordinate systems change for the PQS (from planet to orbit) Some mods have handled it, say mechjeb landing , but I am unsure as to the resolution or coordinate translation. The TLDR; is its a lot of work :) 

    This issue is one I started to discuss some GPS feature updates https://github.com/PapaJoesSoup/BDArmory/issues/240

  13. On 1/3/2018 at 11:31 PM, HorizonFulcrum said:

    @gomker

    Quick question, are you planning on implementing/implementing compatibility with updated BDAc? As I know they switched to the HP system not far long ago.

     

    EDIT 1: Never mind, just understood the meaning of your last post.

    This dev version should work with Pre-Release BDA 1.1 if you are using that - https://www.dropbox.com/s/54s7i9s2vtk2hy9/HullBreach.0.1.6.2_12022017.zip?dl=0

    On 12/24/2017 at 1:00 PM, Dragonwarp said:

    Is this a RAM heavy mod? I don't want to destroy my computer

    So in of itself no - but the explosions created _could_ slow things down say if a very large boat sank with lots of parts. But that is kind of the point, to clean up parts after a boat is destroyed and show the effect.

    On 1/3/2018 at 5:01 PM, Kerbal Gamer said:

    Hello. I am having problems with this mod. The parts fill up with sea water, but do no sink. I am using the large boat parts mod and it is not sinking even though it has max sea water. Is there any remedy for this problem? I tried increasing the seawater density to 2 but it didn't work. Please help.

    Spanner just released another update with tweaks to SeaWater amounts.  Can you tell me which parts you are using or give me a link to your craft file.
    Also be sure to clear your MM Cache and part database file when updating SM Mods, we make lots of changes to MM configs that sometimes need refreshing.

  14. 26 minutes ago, krona14 said:

    do you think there could ever be added a GPS target cycling feature where when ripple was enabled GPS guided weapons would cycle between viable targets? or you could select multiple GPS targets and either cycle between those or drop all available weapons on those targets (Similar to the radar cycling system)?

    Something I would like to have eventually. I did just add a feature recently that allows you to manually select the GPS target per missile. The rest of the mechanic as you described will take much more time to implement. 

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