Posts posted by BahamutoD
On 5/2/2016 at 8:12 AM, WinnieCMZ said:
Do you need the log document?
Always. Thank you.
If you are using models I made for BDArmory (the Browning .50 cal) and redistributing them, you need to give me credit and put them under the same license (CC-BY-SA 2.0).
On 4/26/2016 at 10:23 AM, WinnieCMZ said:
Thanks, but that was just a log of you starting KSP and quitting when it got to the main menu. I'll need to see a log of what happens when you try to open the craft browser with vessel spawn.
7 hours ago, WinnieCMZ said:
My crafts cannot be loaded when I press the 'spawn vessels'. And it continuesly display as 'Openning Craft Browser' @BahamutoD
May I see your log file?
Its a short video because I got wrecked, but here's a test with BDArmory:
Vessel Mover and BDA Vessel Switcher are now updated for KSP v1.1.
@hab136 Great, thanks!!
- KSP v1.1 compatibility
No plugins built for 1.0.5 will work in 1.1 until they're updated.
@Geschosskopf Click Raw, and save it over the existing VesselMover.dll in the vessel mover 1.4 folder.
14 hours ago, sashan said:
When I select any of gun type weapons and then go back to weapon: none all contents of Weapon Manager except settings and minimize buttons disappear - leaving only blank grey space.
= Fixes =
- Fix error spam when no weapon is selected
I've been working on updating this for KSP 1.1. Everything works as before except that on vessels spawned using the tool, the staging is broken (all actions are in one stage and hitting space does nothing but make a click sound). Before, the solution to the issue was to call Staging.beginFlight(), but now that doesn't work. If anyone can point me to information on changes to the code for staging, it would be greatly appreciated.
Otherwise, you can try this for KSP 1.1: https://github.com/BahamutoD/VesselMover/blob/master/bin/Release/VesselMover.dll
= Compatibility =
- General compatibility for KSP 1.1
- Loading shaders with asset bundle loader
= Fixes =
- Fix incorrect tracer width in far camera with Scatterer
- Fix short bursts when firing in barrage with trigger armed
- Fix barrage on multi-barrel weapons
- Fix particle emission force being ovewritten in explosions
- Fix possible error on airborne guard with no AI pilot
- Spacedock is extremely sluggish today, so I only updated it on GitHub and Curseforge.
On 4/22/2016 at 10:23 PM, StarBruck said:
Looks like I'm not the only one. BDArmory pre3 does not work with KSP 1.1 full release. You have to use BDArmory pre2. It works, but the FLIR tracking ball's UI is massive. Also, BDArmory Vessel Mover and Vessel Switcher are also not working with KSP 1.1 full release.
Can you provide some logs and more information? Pre3 was working fine for me in 1.1 full.
The UI for TGP is unchanged and works as expected for me as well.
@Van Disaster That's in already. I would just need to expose the coefficient for it.
Rather, the deflection calculation uses the same code that turrets use, with a coefficient that fluctuates to try to handle different planes that overshoot or undershoot. Also, the derivative loop during aiming uses the angle to target as the frame of reference for the angular velocity, so in theory, if tuned properly the aim should perfectly zero onto the target if it's turning at a constant rate.
@SuicidalInsanity Good match! I think I just got lucky with that double kill in round 1.
I think my Kp is a bit low so my planes kept firing behind the target. I foresee it as their downfall.
See ya in the pit next round @tetryds
On 4/11/2016 at 0:49 PM, War Eagle 1 said:
Did this get fixed?
There were no major fixes or changes from the current version to the pre-release version other than compatibility fixes.On 4/11/2016 at 1:19 PM, inigma said:
I saw no errors in the log, but I don't think it is verbose. Using the vid above, do you think you might be able to duplicate it in your environment? Let me know how I can test, and what you need so I can get you data!
Hmm, I'll give it a look later once KSP 1.1 is finalized. Could you open an issue on the BDArmory github with as many details as you can? That would be really helpful later.On 4/11/2016 at 4:29 PM, drtricky said:
It simply refuses to use weapons against missiles when it is set to all targets. I noticed however it works when a weapon manager is on a vehicle that is not moving and on the ground. How do I obtain and send you debug logs?
Also, it seems to me that 30mm rounds are noticeably less powerful than 20mm rounds. I have a plane with an mk3 cockpit, and the cockpit withstood six 30mm hits before being nearly destroyed. But it conversely only took two 20mm hits to nearly destroy the mk3 cockpit. I've noticed it applies not just to the cockpit, it applies to other parts like FAT-455 wings and mk1 inline cockpits too.
EDIT: now one of my aircraft is experiencing other AI issues. It not only fires only one missile per target regardless of the weapons manager's settings,
it also refuses to fire its vulcans, even though it is within range and position to use them, and has ammo. In terms of behavior, I've also noticed it makes no attempt to turn when the aircraft it is chasing turns around and begins shooting at it. It almost seems to act like the other aircraft isn't there until the gunfire shows up.Solved the issue!
Ah, airborne guards are prohibited from engaging missiles unless they have an anti-missile laser. This was to prevent fighters from chasing missiles with their fixed guns. I plan to let you customize guard behaviors a lot more eventually.On 4/13/2016 at 9:07 AM, Van Disaster said:
Typically I can't provoke "ghost avoidance" when I'm videoing... I will keep searching for evidence.
One more little request: could you expose ..snip
I plan to allow more tuning of the pilot controller eventually.On 4/14/2016 at 1:03 AM, Dman979 said:
Hi, @BahamutoD, I have a few quick questions:
1. Will teammates override their target settings to help each other out? Say, will a missile-targeting plane from team A attack a plane from team B if it's attacking the second A plane?
2. I noticed that the AIM-120s flash in the radome screen when launched. How does their tracking work? Do you have to keep the target centered for a certain amount of time?
1. Yes, they should.
2. If you're further away than the AIM-120's active radar range (I think it's 8km), you have to maintain lock. Once the radar displays "ACTIVE", the missile's radar has taken over and you can break lock.On 4/14/2016 at 4:48 AM, Azimech said:
Question: what's the reasoning behind weapon impact heating up part internals instead of skin? Seems counterintuitive.
I understand weapon impact heat damage looks at crash tolerance and ignores part thermal mass. While this is understandable, I request thermal mass be a part of the method.
It's code from before skin temperature was added to the game. I haven't done the research to determine the best course of action here.21 hours ago, Wolf123 said:
Im using the latest version 0.10.4.1 with KSP 1.0.5 and guards wont shoot each other in the air. AI pilots work perfectly and shoot at each other, and when the craft is landed turrets work etc. However when i have a plane in the air, with turrets (guard mode is properly configured, different teams, ammo) they wont shoot each other unless they are both landed. I have no idea what go being going wrong?
Its hard to say without more details or logs55 minutes ago, tomtom100 said:
So when my heat score is 0 then plane is unlockable by heat rockets?
Heat score only gets updated when something is trying to get a heat lock. Keep an eye on it when you're flying over a heat missile turret.
Hmm, the only times it should drop throttle is if it's exceeding max speed, or trying to stay behind a target (which is more rare now that ferram4 has added BnZ behavior). IIRC
Of course, all of the behaviors are works in progress
1 hour ago, DoctorDavinci said:
what he said ^^^^^
Although I do have to say that my Bad Company regularly hits Mach 0.7 and I've seen her go as fast as Mach 0.74
Tip for the happy tail conundrum - Set your steer factor and your damping to max and design around that if your unstable in flight and flapping around while firing. You may need to reduce the steer factor and damping a little bit but for the most part if you have a good air frame design your damping should be at 7 or higher and your steer factor shouldn't be below 18 ... You do this by tweaking your control surfaces' deflection angle and their control percentage
Also, don't forget to pay attention to your minimum altitude as it is easy to crash into the ground if you can't pull out of a dive
I have actually had better results from keeping steer factor and damping low. Usually 4 and 2 or 6 and 3. The planes don't need a whole lot of inputs when just flying around, and since the gains get boosted during aiming, setting them lower will minimize the wobbling during aiming.
18 hours ago, Svm420 said:
What is the significance of the variable heatThreshold for heatseeking missiles? Is that like the lowest detectable part temp that a seeker will chase? Been playing with variables and wasn't sure exactly the function of this one. Thanks!
Vessels are given a "heat score" based on the temp of the hottest part and heat being generated, and the heatThreshold is the lowest score it will chase.
On 4/8/2016 at 11:51 AM, Volt said:
Ah, yes, they are landed. Is it even possible to set up planes patrolling outside those 10km at the moment before launching your own interceptor? Gotta love game limitations.
A video speaks a thousand words, so here's a video of what I'm seeing for you:
As you can see neither aircraft is making an attempt to switch weapons and acquire the other. And yes, the other one is set to team A. The rudder wobble is visible near the end.
I'm having no issues with AI engaging each other in 1.1 with the latest prerelease. Could you try again with debug labels enabled and post your logs?On 4/9/2016 at 0:57 AM, inigma said:
I've noticed a strange bug using Camera Tools and BDA - that sometimes pilots will be doubled - as if the cockpit module is duplicated somehow. this happens even to planes that are spawned normally and not by vessel mover. i can't tell if this impacts the functionality of processing things as simple as using canons, or the effectiveness of ECM.
Another bug I seem to see is that ECM and chaff does not appear to be effective hardly at all, and ECM is not turned on by the AI when needed either. Thoughts?
If you mean the kerbal and interior get overlayed in the IVA and face cam view, I think that's a stock bug that happens when a vessel with an IVA is destroyed.
The guards/AI don't know how to use ECM jammers at all yet.18 hours ago, drtricky said:
Does anyone know how to get the weapon manager to target both missiles AND enemies? Setting the weapon manager to "target all" makes it not target missiles with weapons like Goalkeeper CIWS's and USAF Airborne Lasers.
Target all should indeed enable them to target both vessels and missiles. If its not engaging incoming missiles then there could be a different issue.
[1.0.5] Camera Tools v1.5.1 (+dogfight mode, autozoom margin slider) - March 28
in KSP1 Mod Releases
Hey everyone. Sorry for being MIA all this time. I didn't have school or a job for the last couple years which is why I had so much time to work on KSP mods. I've returned to college to finish my degree, so school, work and relationships have been taking up all my time.
I won't be working on any of them for the foreseeable future, but their licenses permit anyone to take over if they wish. I hope I can return one day.. I miss you all!