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DocNappers

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Everything posted by DocNappers

  1. That sounds more like something for the guys working on AP+ or BDA-Extended (still to be officially released) rather than base BDA+. I'll pass on the request to those guys.
  2. The ghosting effect is due to some weird interaction with Scatterer. Reportedly, setting scatterer settings to "integrated" fixes that (I don't use Scatterer though, so that's second-hand info).
  3. This is a known issue with the last couple of releases. It's due to Visual Studio messing with the capitalisation of various "sounds" folders on one of the dev's computers. It'll be fixed in the next release.
  4. Lasers do have some randomness added to their shots (maxDeviation = 0.0125 in the config), but that's about 1/10 of that of the hidden vulcan, so they're more accurate out to longer ranges. And yes, missiles have very little HP, which may be more to do with the problem than lasers being super accurate, but I think that's so that point defence turrets only need to get a single hit on them to destroy them. @josuenosand @SuicidalInsanity know more about missiles and weapon systems than I do, so maybe they can chime in with their opinions?
  5. Not really. Lasers are super accurate (due to their beam traveling at the speed of light and not having to account for the target's motion while the beam is traveling as opposed to standard projectiles). However, they also overheat more easily and drain a significant amount of electric charge. If you don't want them in your tournaments, simply don't let your participants use them or modify them with a MM patch.
  6. Apparently, the FXLookAtConstraint modules weren't implemented properly on that turret and some others. This is now fixed in dev and will be in the next update.
  7. This is partially fixed. I fixed it for slow rate of fire guns (e.g., the m1Abrams) some time back, but now notice that high rate of fire guns are having their later bullets per frame offset incorrectly at orbital speeds. - I'll add it to the list of things to fix for a later release. You will also want to enable "Vessel Relative Bullet Checks" in the "Gameplay Settings" section so that the bullets collide properly with the target. This causes the bullet collision checks to happen in the local velocity frame of each vessel within range, which may cause a significant increase in CPU usage if you have a lot of vessels nearby. It's generally not needed at the lower velocities of in-atmosphere fights (though it would have a small effect), but is definitely needed once the vessels are moving at orbital velocities.
  8. There's currently a couple of bugs for waypoint mode that'll be fixed in the next release. The teams slider in the spawning options needs to be set to FFA to pick the right vessels (which is probably the issue you're having). The waypoint altitude slider isn't affecting the waypoint altitudes (so it's using whatever is in BDArmory/PluginData/Waypoint_locations.cfg, 3rd value in each tuple). Additionally, if you're running more than a single craft at a time, then you'll want the "Spawning Distance" to be fairly small so they start out close together. There isn't any tutorial, but this video should give you a reasonable idea on how to use it.
  9. If a vessel flies beyond the range of what's set in the PRE from the active vessel then KSP unloads it, or conversely if something flies into that range from outside it, KSP will load it and often switch to that vessel. Basically the PRE distance needs to be set to the largest range you're going to be operating on, but be aware that the larger it is, the more work KSP has to do.
  10. Those indicators are from Team Icons, which got merged into BDA+ a while ago. The menu icon looks like this: and the bars are the "Offscreen Icon Pointers".
  11. Well, first I'd recommend joining a discord server of one of the communities that uses BDArmory a lot (like Runway Project, discord link in the description, season 5 shouldn't be too far away now; there are other communities, but I don't have links for them) and asking for help there to get more real-time and detailed responses for this type of question. Also, the wiki may be helpful. There are many tunable settings for configuring how your plane will use its weapons, but generally, with guard mode (the 'G' in the vessel switcher window) enabled the AI will prefer to use more damaging missiles over guns when it can but will switch to firing guns when they're within range, aiming correctly and it considers them a better option. For fixed weapons (i.e., not turrets or missiles) you'll want to make sure that they're fairly closely aligned with the direction your plane flies (use F2 in the SPH to check this).
  12. Did you disable the "Vessel Center of Mass" option? It seems to be working correctly for me, though the camera drifts a little after docking (in low Kerbin orbit) for some reason.
  13. Yeah, missiles (including bombs and torpedoes) are fixed at 5HP and 2 armour in HitpointTracker.cs.
  14. Please note that Physics Range Extender and Module Manager are required dependencies for BDArmory Plus Also be advised that using the World Stabilizer mod will cause problems with PRE as it has its own world stabilization code we refer to as Black Spell ... Only solution to this is to not use the World Stabilizer mod ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ BDA+ Release Links: Github: https://github.com/BrettRyland/BDArmory/releases Spacedock: https://spacedock.info/mod/2487/BDArmory%20Plus Issues link: https://github.com/BrettRyland/BDArmory/issues Wiki: https://github.com/BrettRyland/BDArmory/wiki Physics Range Extender (REQUIRED): https://github.com/jrodrigv/PhysicsRangeExtender/releases Module Manager (REQUIRED): https://forum.kerbalspaceprogram.com/index.php?/topic/50533-18x-112x-module-manager-422-june-18th-2022-the-heatwave-edition/ Supported Mods: BDA+ has been made compatible with the following to allow integration with these mods: Camera Tools continued B9 ProcWings Fork Modified Procedural Parts TweakScale Ferram Aerospace Research Continued Firespitter (partial - only the active vessel has active engine throttling) Weapon Packs for BDA+: Fox Defense Contracts - Tank Turrets SMI Missiles and Launchers Aviator Arsenal Continued Kerbal Field Weapon Pack ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Overview BDArmory Plus (BDA+) is the release of two-plus years continuous development of BDA off of BDArmory Continued. Previously this development effort was released under BDArmory for Runway Project, but going forward it will be released under the BDArmory Plus (BDA+) name. BDA+ has numerous features and bugfixes over BDAc: Performance optimizations, tournament/autospawn tools, AI improvements, overhauled weaponry, hull material options and armor mechanics, battle damage, racing/waypoints and other game modes, and loads more. See the changelog for the full list of improvements and fixes. BDA+ also maintains compatibility with existing BDAc part mods and will continue to do so in the future. The BDA+ team consists of @DocNappers, @SuicidalInsanity, @josuenos and many contributors from the Runway Project community and beyond, including: Aubranium, Scott Manley (@illectro), Stardust (@Box of Stardust), Kurgan (@TheKurgan), Kaz (@Ryugi), CeruleanEyes, Fluffy, Cl0by, Concodroid, BillNyeTheIE, EzBro. 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! Previous maintainers of BDArmory are @Papa_Joe, @jrodriguez, @SpannerMonkey(smce), @gomker, @TheDog and @DoctorDavinci. Changelog v1.6.11.0 v1.6.10.1 v1.6.10.0 v1.6.9.0 v1.6.8.0 v1.6.7.0 v1.6.6.0 v1.6.5.0 v1.6.4.1 v1.6.4.0 v1.6.3.0 v1.6.2.0 v1.6.1.0 v1.6.0.2 v1.6.0.1 v1.6.0.0 v1.5.9.4 v1.5.9.3 v1.5.9.2 v1.5.9.1 v1.5.9.0 v1.5.8.0 v1.5.7.0 v1.5.6.2 v1.5.6.1 v1.5.6.0 v1.5.5.1 v1.5.5.0 v1.5.4.1 v1.5.4.0 v1.5.3.1 v1.5.3.0 v1.5.2.1 v1.5.2.0 v1.5.1.2 v1.5.1.1 v1.5.1.0 v1.5.0.0 For older changes dating back to when the BDArmory Plus (BDArmory for Runway Project) forked from BDArmory Continued, see the changelog on SpaceDock. License BD Armory was originally developed by Paolo Encarnacion (BahamutoD), and later maintained and distributed by the BDAc team under the license CC-BY-SA 2.0. This mod is now called BD Armory Plus, and is being maintained by the BDA+ team. It continues to be distributed under the license CC-BY-SA 2.0. Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/ before attempting to modify and redistribute it. BD Armory Plus contains un-modified code originating from BDArmory Continued based off of Aircraft Carrier Accessories that was used with permission (https://forum.kerbalspaceprogram.com/index.php?/topic/152916-14xaircraft-carrier-accessories/) ... Courtesy of @flywlyx BD Armory Plus 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. https://github.com/snjo/Firespitter
  15. v1.22.0 of CameraTools is now released (mostly for compatibility with the imminent v1.5 release of BDArmory, but also with a speed boost for accessing fields/properties in BDArmory). Bugfixes: Add check for the class type of VesselSpawner due to the current changes in BDA dev. Fix BindingFlags for initial reflection due to changes in BDArmory. Improvements: Add a target centroid option for the dogfight mode. Replace reflection for BDArmory with delegates for much faster field/property access. Lower the log error for not being able to set IVA camera mode to a warning.
  16. Hey @linuxgurugamer, figured I'd send you a message here in case you don't check your emails from github too often... I've created a PR that fixes the bugs where handles stop working (it's actually two bugs, one where it starts throwing exceptions due to the asset bundle getting unloaded from pressing ctrl-z and another from the handles getting bumped to the wrong layer so that the raycast fails to hit them). Cheers, DocNappers. :-)
  17. v1.21.0 of CameraTools is now released (mostly for compatibility with an internal refactor in BDArmory). Changelog: Improvements: Updated fields/properties for an internal refactor in BDArmory. Don't revert the camera when there's no further dogfight targets.
  18. Lol, I didn't think of trying that. It must be a mix-up with the flight camera and whatever camera KSP uses for the map. I'll look into it.
  19. v1.20.0 of CameraTools is now (finally) released. I didn't quite manage to eliminate all of the drift in the stationary mode camera when maintaining orbital velocity, but it's pretty close. Changelog: Bugfixes: Don't reset the zoom value when reverting the FoV. Fix the lower limit of the camera shake multiplier when using numeric fields. Make the config paths relative to the KSP app location (makes it more relocatable). Fix an NRE in the audio controller. Improvements: Add a version number and activation toggle/indicator to the GUI. Separate zoom and autozoom parameters for the different modes so that adjusting zoom levels in one mode doesn't affect other modes. Tweak the camera shake slider to use steps of 0.1. Move the floating origin corrections for the stationary camera to the BetterLateThanNever timing phase to avoid the occasional flicker. Remove the 0 minimum of the max relative velocity to allow reverse fly-bys with the stationary camera again. Only disable TimeControl's CameraZoomFix while CameraTools is active so as to avoid interfering with that mod while CameraTools isn't active. Look for and disable BetterTimeWarp's ScaleCameraSpeed while CameraTools is active, since that also messes with CameraTools during slow-mo. BDA Auto Targeting: add an option to not target incoming missiles. Corrections to the KrakensbaneWarpCorrection for dogfight and stationary camera modes so that they work (almost) correctly at all altitudes and warp levels. Known issues for the stationary camera when maintaining orbital velocity are: When changing low warp rate at above 100km altitude a slow drift begins, as if the orbit calculation position is slightly wrong. I.e., starting at a given low warp and staying there is fine, but once changed the drift begins. Below 100km altitude, there is a small unsteady drift when not in high warp (and exaggerated by low warp) and once noticeably present continues after entering high warp. Switching in and out of map mode returns the camera to the wrong position.
  20. Well done! I haven't used BetterTimeWarp before, but looking at its source code, I see that it has a "ScaleCameraSpeed" toggle that messes with the flight camera: //make camera speed not change with time warp if (ScaleCameraSpeed && Time.timeScale < 1f) FlightCamera.fetch.SetDistanceImmediate(FlightCamera.fetch.Distance); So, it's probably sufficient to just toggle that off. If that works, I can have CameraTools automatically disable it whenever CameraTools is active to prevent the weird interaction.
  21. I'm not seeing this issue on my machine. Here's a clip at 10% showing what I see (the two jumps are due to staging while targeting vessel CoM). What version of CameraTools and TimeControl are you using? (These can be found in the KSP.log after the first "Mod DLLs found:" line. Also, make sure there's only 1 version of each DLL in that list otherwise that'll cause issues.) You can set the flag "DEBUG = True" in the CameraTools/PluginData/settings.cfg file to get a bit more verbosity from CameraTools in the log and some on-screen messages.
  22. Unexpectedly reverting the camera is usually a symptom of base KSP or some other mod stealing the flight camera parent transform (such as when a Kerbal EVAs). When this happens, you should see [LOG 19:37:15.440] [CameraTools]: Someone has stolen the camera parent! Abort! in the KSP.log file. Have a look in the KSP.log file for such lines and the lines right before them to try to see what's happening. When TimeControl's camera zoom fix gets disabled, you'll see [WRN 19:57:50.236] [CameraTools]: Setting CameraZoomFix variable in TimeControl.GlobalSettings to false as it breaks CameraTools when running in slow-mo. in the KSP.log file. This only happens once though, as TimeControl saves the setting to its TimeControl/PluginData/GlobalSettings.cfg file and it doesn't need to be changed again. I doubt this is the cause of your issues as I've never had any issues using CameraTools while using TimeControl to slow down time.
  23. Hmm, OK. I think what I've already implemented will do that already without the need for a button. The current changelog is: Bugfixes: - Don't reset the zoom value when reverting the FoV. - Fix the lower limit of the camera shake multiplier when using numeric fields. - Make the config paths relative to the KSP app location (makes it more relocatable). - Fix an NRE in the audio controller. Improvements: - Separate zoom and autozoom parameters for the different modes so that adjusting zoom levels in one mode doesn't affect other modes. - Tweak the camera shake slider to use steps of 0.1. - Move the floating origin corrections for the stationary camera to the BetterLateThanNever timing phase to avoid the occasional flicker. - Remove the 0 minimum of the max relative velocity to allow reverse fly-bys again. The part I need to finish before releasing the next version is the stationary camera part of: - Corrections to the KrakensbaneWarpCorrection for dogfight and stationary camera modes so that they work correctly at all altitudes and warp levels.
  24. Hi! Yeah, sorry it's taking so long to get this fixed, I've been really busy with BDArmory lately and the corrections for Krakensbane and Floating Origin shifts at different altitudes and warp rates turned out to be more complicated than I first thought (and I still haven't properly nailed it down for the stationary camera). For remembering the last entered zoom, what would be more practical: simply remembering the last value set by the user and having just a "recall" button, or having separate "set" and "recall" buttons? The latter option would require an extra click to set it, but wouldn't be affected by further manual adjustments to the zoom.
  25. There is with the mouse, but not on the keyboard (there's just not enough keys on the keypad). Hold the middle and right mouse buttons to roll the camera with left-right movements of the mouse. Hold just the right mouse button to pan/tilt the camera with left-right/forward-back movements of the mouse. Hold the middle and left mouse buttons to raise/lower the camera with forward-back movements of the mouse. Hold just the middle mouse button to translate the camera with left-right/forward-back movements of the mouse.
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