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gomker

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Everything posted by gomker

  1. In the /BDArmory/Craft directory you will find some baseline test craft. Can you load "BDA - TestPlaneAI - AA" and have them fight and see if you are having the same issue
  2. Well we'd have nothing to use the code on if it wasn't for the parts
  3. I was experimenting with some of @SpannerMonkey(smce) laser weapons, here is what I used for the bullet config https://github.com/PapaJoesSoup/BDArmory/blob/dev/BDArmory/Distribution/GameData/BDArmory/BulletDefs/BD_Bullets.cfg BULLET { name = LaserBolt caliber = 30 bulletVelocity = 4000 bulletMass = 0.125 //HE Bullet Values explosive = False tntMass = 0 blastPower = 0 blastHeat = 0 blastRadius = 0 apBulletMod = 0 bulletDragTypeName = AnalyticEstimate } Additionally for your Weapon Config set "bulletDrop = false" Also if you just don't feel like messing with Velocity / Mass / Caliber to find the right damage , in the Weapon Config, "bulletDmgMult" is a way to control the amount of damage for that Weapon. Its a multiplier. You need a little bit of mass or you wont get any damage, but you don't want a lot as it will end up being a Mass driver (which could be an interesting weapon in its own right) Note, you can use whatever values you like and create your own "Ammo" this is just what I used to get them working to what I thought was right, let me know if you are not getting the expected result and I can help find the parameters you need.
  4. Hey there @whale_2 This fix is interesting can't wait to try it out. Before you get jumped on by the Forum Admins I would suggest you add a licence to your work https://help.github.com/articles/adding-a-license-to-a-repository/ Also since you borrowed some code from VesselMover it's appropriate to include the original licence as there is chain of credit for this as well -https://github.com/PapaJoesSoup/VesselMover/blob/master/Distribution/GameData/VesselMover/License.txt
  5. Well its not as basic as you would think - different reference frames for the game being in Orbit vs on planet change many variables for velocity and position tracking. It's more involved than you might think. Anyway, just trying to keep the conversation on track for this threads purpose There is a dedicated section for space combat issues (which may warrant their own issue tag) here https://github.com/PapaJoesSoup/BDArmory/projects/1 Feel free to create an issue to discuss any improvements you like to see. This is how we prioritize items for work.
  6. Currently as it is coded the short answer is no, BUT with some tweaks to weapons we may be able to make some of those features work in the future. Space combat is topic for another day there are a lot of things that would need to be updated for outside the atmosphere. At the moment this focus is still in atmosphere combat.
  7. All right boys and girls the latest and greatest preview of our next release is starting today This newest release is a complete re-write of the damage, explosive and ballistic code. New Health system is no longer rooted in temperature and heat. All the details are in the thread above, please do not report issues or questions about any beta in this thread. This is beta - things will break, things will not work. We suggest you always test in a separate install to avoid any problems that could corrupt saves or ships. *** Not all Weapon Packs will work *** Bullet and weapon configurations are changing , I have made an effort to reach out to all weapon pack makers that are still around and they are updating and testing with the team. Spanner has allowed me to preview his updates which are compatible with this new version.
  8. It should go without saying that reporting any issues requires the KSP log for tracking down the problem. Be as descriptive as possible so we can re-create the issue. Some known work in progress items Bullet decals floating around edges, not mapping to textures correctly Number of hitpoints assigned not updating in VAB correctly, may differ from what is shown on vessel launch Overall balancing of damage and FX tuning
  9. The is the Open Beta for the next release of BDArmory Continued. This next release (version 1.1) will be a complete refactor of the damage model, ballistics and explosive force calculations. Our goal was to model realistic values for ballistics, bullet penetration explosive damage and force. All formulas used to calculate these values are based on real world values and physics formulas with balancing to account for game play. Beta Release #1 : https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.1.0 Fixes Too many to list - see this tag in get for issues being corrected and comprehensive lists : https://github.com/PapaJoesSoup/BDArmory/labels/Fix Pending Release New Features Main issue tracking changes : https://github.com/PapaJoesSoup/BDArmory/issues/307 Damage is no longer tied to heat or temperature of the part, a completely new "Hitpoint" health system has been created. By default all parts will have their Maximum Hitpoints calculated based on part area and density Documentation : https://github.com/PapaJoesSoup/BDArmory/wiki/1.2.1-Hitpoints-&-Armor For Modders: you can override these values by using the following in your part config or MM patches MODULE { name = HitpointTracker ArmorThickness = 120 maxHitPoints = 100000 ExplodeMode = Never } Example baseline values for balancing : 10,0000 hitpoints for Tank Hulls, 100,000 hitpoints for larger boat hulls. Armor The Armor and penetration system has been completely redone, no longer needing custom layers or parts. All parts will have a default value of 10 "Armor" units to approximate default thickness of metal composed of the part. Armor can be changed in the VAB or by the same method above with a MM patch. Any part can have Armor if you choose, allowing for more flexibility. There will still be dedicated Armor panel parts for those who choose a different build path. Armor will stop bullets and limit damage depending on the amount present and bullet mass and velocity Bullets Documentation https://github.com/PapaJoesSoup/BDArmory/wiki/1.2.2-Bullet-Configuration Bullet configurations now have real world values for caliber and mass. Ballistic coefficients are calculated in code based on these values for a more accurate drag model Most damage values for weapons have all been moved to the bullet configurations. This will now make weapons more consistent with same ammunition. BULLET { name = 30x173HEBullet caliber = 30 bulletVelocity = 1180 bulletMass = 0.3880 //HE Bullet Values explosive = True tntMass = 0.3104 blastPower = 2 //deprecated, use tntMass, left in for legacy support blastHeat = 3.7 //deprecated, use tntMass, left in for legacy support blastRadius = 2.5 //deprecated, use tntMass, left in for legacy support apBulletMod = 3 //not yet implemented bulletDragTypeName = AnalyticEstimate } Weapon Configurations All damage values are now calculated from the bullet configuration. All other value are deprecated. ammoName and bulletType are required MODULE { name = ModuleWeapon .... ammoName = 30x173Ammo bulletType = 30x173Bullet .... Decal Bullet Hits Bullet strikes currently have two sizes for (90mm below / above) This is a very early feature and has much work left to be done (i.e. mapping bullet decals to curved surfaces properly) Explosive Damage @jrodriguez to provide more details on the changes of the explosive detonation code New value of tntMass is replacing all other values for explosive in bullet configuration. For Missiles the following will need to be added, where tntMass should be the approximate real world value of explosive mass the missile contains. MODULE { name = BDExplosivePart tntMass = 27.15 } Compatible Mods SpannerMonkey has graciously allowed me distribute his pre-release updates that are compatible with the Open Beta. Please do not comment on any other thread but here about issues with these parts. Feedback should be provided here in relation to BDA testing only. Do not merge any of these , complete re-installs SMIndustries : https://github.com/SpannerMonkey/SM-Marine/releases/tag/v0.9.9.0 https://github.com/SpannerMonkey/SM_Armory/releases/tag/v0.99.90.10 https://github.com/SpannerMonkey/SM_AFVs/releases/tag/v0.9.1.99 https://github.com/SpannerMonkey/SMI_MissilesLaunchers/releases/tag/v0.1.1.0-beta https://github.com/SpannerMonkey/SM_OSTandT/releases/tag/V0.1.1.0-beta https://github.com/SpannerMonkey/SM_Stryker-Aerospace-and-Armory/releases/tag/v1.1.20-beta https://github.com/SpannerMonkey/Large-Boat-Parts-/releases/tag/V3.9.3-beta Malfunc Weapons : https://www.dropbox.com/s/yf41npj2kuual9j/MalFunc Industries BBDA dev ready SM version 1.zip?dl=0 HullBreach Compatible with SM Mods : https://www.dropbox.com/s/54s7i9s2vtk2hy9/HullBreach.0.1.6.2_12022017.zip?dl=0 Thanks Test / QA Crew borrowed from @SpannerMonkey(smce) @Azimech @TheKurgan @Wrench Head @XOC2008 Other QA and Mod Makers : @Acea @lancefoxcia @harpwner The Standard Warnings and Notes Use at your own risk, this is a beta build an will have issues. We recommend you test in an isolated copy of KSP. It is possible you could corrupt craft or saves, no guarantees. Always completely delete / replace the entire BDArmory directory Delete your partDatabase.cfg & ModuleManager.ConfigCache before loading if updating the new build Module manager is required New / Daily builds will be posted at https://github.com/PapaJoesSoup/BDArmory/releases We hope you'll enjoy these new features, and looking forward to an interesting open beta phase with lots of insights & discussions! Your BDAc team @Papa_Joe @SpannerMonkey(smce) @DoctorDavinci @gomker @jrodriguez @TheDog Boring demo Beta Release #1 : https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.1.0
  10. Two things to look out for, there is a an "arrow" indicating the orientation of the rack on one end, point that "up". Also do not use any Symmetry when placing bombs
  11. Armor and damage overhaul coming soon, JR and I prepping the beta as soon as we polish a few things. Torpedoes - Spanner and I have been talking about the COM offset for targeting, right now we are re-using the built in Radar targeting methods as a shortcut, it needs its own dedicated targeting routine, thus the odd issues. Make sure you are setting the engagement type to only "SLW" as well Two related open issues https://github.com/PapaJoesSoup/BDArmory/issues/201 https://github.com/PapaJoesSoup/BDArmory/issues/22
  12. @Wolfair corp. There are some pending BDA updates that will change a few things. You mind if I just send you some of the fixes or we can talk through them if you prefer. The TLDR; is the radars need updating and some bullet configs, nothing big Edit// I just saw the github, I will do a PR for ya
  13. Depends on what you are having issues with @SpannerMonkey(smce) is our resident expert on all things part modeling and we try and put everything we know here https://github.com/PapaJoesSoup/BDArmory/wiki/1.-Developer-Documentation A lot will be community knowledge as we are taking over from the original developer, so all of us are sometimes learning how things "should" work You should see BDA parts as almost a reference model, a core set of parts that demonstrate the capabilities that other can extend. Best to just ask the question or use the issues section https://github.com/PapaJoesSoup/BDArmory/issues
  14. ALG is in Kerbal Foundries Now - Shadowmage has taken over those parts some time ago
  15. I don't know whats going on Prepping for beta release of BDA - Will be releasing compatible HullBreach version at the same time as the damage model has changed.
  16. I'm a bit tired right now, what we talking about MK22 is being maintained here : https://github.com/PapaJoesSoup/BDMk22Plugin | current license https://github.com/PapaJoesSoup/BDMk22Plugin/blob/master/Distribution/GameData/BDMk22/License.txt PapaJoe is out on Vaca right now, I can take a look at whatever you guys want to do. So far I have only been trying to keep the mod working with updates to KSP and ASET, no new features are planned. Issues section on github is best way for direct comms to the team, we are in the middle of another major release cycle.
  17. I am trying to modify some settings for destructible buildings and found some older code / mods that have done this before. I tried implementing the following but when I use [KSPAddon(KSPAddon.Startup.Flight, true)] I get an exception when using [KSPAddon(KSPAddon.Startup.MainMenu, true)] , I get no errors however, the settings do not seem to persist public class BuildingDamage : MonoBehaviour { void Awake() { Debug.Log("[BDArmory]: Modifying Buildings"); foreach (KeyValuePair<string, ScenarioDestructibles.ProtoDestructible> des in ScenarioDestructibles.protoDestructibles) { DestructibleBuilding building = des.Value.dBuildingRefs[0]; building.damageDecay = 600f; building.impactMomentumThreshold *= 150; } Anyone happen to know the proper way to persist these settings?
  18. JR Pointed me to his docs which I consolidated to our main repo https://github.com/PapaJoesSoup/BDArmory/wiki/2.1-Building-your-first-Modular-Missile
  19. It's in the current release, all you should need is procedural parts ( I need to update the Wiki docs on that as well, looking for the notes) RE: Armor Damage - as Spanner was mentioning the entire damage system has been redesigned along with Armor. You can find the updated docs here: https://github.com/PapaJoesSoup/BDArmory/wiki/1.2.1-Hitpoints-&-Armor | https://github.com/PapaJoesSoup/BDArmory/wiki/1.2.2-Bullet-Configuration For all the changes made, you can see a partial list from this issue : https://github.com/PapaJoesSoup/BDArmory/issues/307 And finally the current Dev branch we are working out of is here : https://github.com/PapaJoesSoup/BDArmory/tree/feature_armor The TLDR; on Armor is that it will be available to add to any part via VAB and there will also be dedicated armor parts to allow for build flexibility. Armor _will_ stop bullets with the appropriate thickness (up to 500mm) and bullets obey standard kinetic formulas based on their mass and caliber and muzzle velocity (which now have "true" values) We are getting close to offering a beta, some balancing testing are being done, but I believe next week I will open up a beta like TheDog did with Stealth features.
  20. Updated Github/Spacedock for 1.3.1
  21. Find the part config for whichever one you want to modify and replace the "INTERNAL" config node with this INTERNAL { name = mk22Internal } make sure to delete your partdatabase.cfg and MM Cache in GameData as well to refresh the parts.
  22. We are just maintaining this currently, but if you would like more cockpits like the ones you listed checkout these mods if you haven't already https://spacedock.info/mod/1116/AoA Technologies https://spacedock.info/mod/836/QuizTechAeroPackContinued Its also possible to use the BDAMK22 internal with the other cockpits, I do in my own install
  23. That issue just hit me as well a few days back. I tried to debug it and couldn't figure it out. I had to create a new save and copy my craft over. I am pretty sure I corrupted my save as I was doing some major rework with BDA and MM patches
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