Jump to content

BahamutoD

Members
  • Posts

    1,285
  • Joined

  • Last visited

Everything posted by BahamutoD

  1. Yes. It's compiled with references to new assemblies that 1.0.5 doesn't have.
  2. Adjustable Landing Gear relied on code modified from Firespitter which used the old wheel colliders. I'll probably have to rewrite parts of it to use the new wheel modules. I'll probably also have to work on the models in Unity. According to the dev notes, they're still making changes to the Unity setup of wheels, so I'll have to wait and see where they end up first.
  3. Prerelease Update 3 https://github.com/BahamutoD/BDArmory/releases/tag/v0.11.0pre3 - Fix hidden cursor on vessels without weapon manager
  4. v1.6.0 Prerelease 1 https://github.com/BahamutoD/CameraTools/releases/tag/v1.6.0pre1 The prerelease for KSP 1.1 is ready for testing. To use the path tool, switch to the pathing page using the arrows at the top. Create a path, name it, then add a new key. When you add a key, the camera tools movement keys take over. There's a new combo for controlling the roll of the camera - hold right click and middle mouse button simultaneously and move the mouse left or right. When you click Apply on the keyframe window, the position and time of the keyframe will be saved. Keyframes also store the FOV zoom level of the camera. To revert to normal KSP camera control, hit the Revert key (default End). To begin playing the path, hit the Activate key (default Home). Remember to click save at the bottom to save paths. Known issue: (simply forgot to fix this before uploading) The saved paths won't be loaded right away when you switch scenes or restart the game. Just hit the Reload button at the bottom to load the saved paths. Interpolation rate can be adjusted to get smoother transitions between keyframes. The lower the value, the smoother; the higher the value, the more exact. The path timescale value can be adjusted to slow the overall speed of the camera path (doesn't affect game speed). For now, the path positions and rotations will always be relative to the active vessel. Here's a vid of my messing around with it so you can get a sense of how it works:
  5. Due to discontinuation of KerbCam and incompatibility with KSP 1.1, I'm working on adding a pathing tool to Camera Tools. Here's what I have so far:
  6. Prerelease Update 2 A new prerelease version for KSP1.1pre is now ready for testing. Changes: Load custom shaders via AssetLoader (fixes radar shader bug) Grab it here: https://github.com/BahamutoD/BDArmory/releases/tag/v0.11.0pre2
  7. @inigma That's a good idea. The new wheels in 1.1 are a bit too slippery at the moment though - throttling up will make you start sliding even if the brakes are on
  8. I made the transparent texture color one color (bluish), and the specular color another color (purple ish), then adjust the specular glossiness so it will be blue unless the light is reflecting almost directly to the camera. Great battle! I'm glad you and Jr. are enjoying it! That would probable work as a quick fix, but the pink color in the radar image indicates there's an issue with the material/shader. Thankfully the new part tools for 1.1/U5 can create asset bundles where I can store custom shaders more reliably. This was kind of an excercise on making a separate mod that is dependent on BDA, and I decided to keep it separate since in the future, it could be considered a cheat tool when we start getting into contracts/careers.
  9. @Doctor Dimension The BDArmory folder belongs in the GameData folder, not the Squad folder.
  10. @Doctor Dimension The log shows that it can't find the settings file. Did you install it in the right place? How are you launching KSP? What operating system do you use? @harpwner I haven't been working on BDA besides the minimal changes to attempt 1.1 compatibility. I plan on continuing bug fixing, improvements, etc after 1.1 is stable and the current version of BDA is fully compatible with it.
  11. ^ Me too! Here's my "official" version for KSP 1.1 prerelease. Go ahead and try it out. Note that BDA Vessel Switcher is a separate plugin and has not been updated for comatibility yet. https://github.com/BahamutoD/BDArmory/releases/tag/v0.11.0pre1 I did all the same changes as @YauS except I took out the overheat and reload bars temporarily since they were throwing runtime errors, and I fixed the audio falloff on audio sources.
  12. Update v1.5.1 - Dogfight mode auto-resets when a new target is selected or active vessel is switched - Auto targeting option with BDArmory AI pilot target
  13. Scratch that, use this one: https://github.com/BahamutoD/CameraTools/blob/master/bin/Release/CameraTools.dll Now it'll automatically reset the camera tool when you switch vessels (also when the active vessel is destroyed). So all you have to do is use BDA's vessel switcher to switch around, no UI needed. Here's a short demo video and Here's a longer one with the full setup
  14. @tetryds Try this: https://github.com/BahamutoD/CameraTools/blob/master/bin/Release/CameraTools.dll It has an extra option for automatically targeting the AI pilot's target.
  15. I wasn't sure how to get it to get information from BDArmory without creating a hard dependency, so I'll have to do a bit of research. For vessel switcher, you can use pgup and pgdn for switching. The window has to be open, but it still works if the UI is hidden.
  16. Alrighty, Camera Tools update is out. Looking forward to the fights!
  17. @Xenro66 Those are all good suggestions, I'll see if I can implement them in the future. For now, have a completely unrelated update: Update v1.5 - Dogfight chase mode - Autozoom margin slide
  18. I'm working on a mode for CameraTools that keeps two vessels in the frame, called "DogfightMode". If you're interested, I'll try to get it online before the weekend. Edit: another video
  19. I think the common cause for the planet destroying bug on launch is caused by failure to find the BDArmory settings config file. So far, I've found this to be caused by launching KSP from a batch script or some kind of link that makes the game think the game directory is somewhere else. Until I work out a fix, try launching KSP directly from the exe in the game directory. Also, always make sure that the mod is installed in the correct directory.
  20. The last commit on BDArmory fixes the graphical glitch of the tracers being too large at a certain distance with Scatterer. There are no other changes so you can use it for the BAD-T videos. https://github.com/BahamutoD/BDArmory/blob/8a959592f9c17f1cf0fd1e0607c0d14eaf075154/BahaTurret/bin/Release/BahaTurret.dll
  21. @Squiggsy It could be a combination of the three. Could you post the craft? I haven't gotten around to playing with B9 again yet, but I'll install it and give it a go.
×
×
  • Create New...