XOC2008 Posted April 14, 2017 Share Posted April 14, 2017 30 minutes ago, vikt2324 said: in the latest version of ksp the shells/ammo isn't there it is frustrating for me accuse i can just watch all kinds of youtubers using the Get CAL++ Quote Link to comment Share on other sites More sharing options...
jrf Posted April 15, 2017 Share Posted April 15, 2017 (edited) I have the latest version of KSP, this mod, BD armory, and I have CAL++ but while all of the parts show up, they fire and they have animations, but their sounds don't seem to work properly. Does anyone know how to fix this? Edited April 15, 2017 by jrf Quote Link to comment Share on other sites More sharing options...
jrf Posted April 15, 2017 Share Posted April 15, 2017 28 minutes ago, jrf said: I have the latest version of KSP, this mod, BD armory, and I have CAL++ but while all of the parts show up, they fire and they have animations, but their sounds don't seem to work properly. Does anyone know how to fix this? I re downloaded the mod and it works perfectly. Thanks for making this great mod!!!! Quote Link to comment Share on other sites More sharing options...
Im_M Posted April 16, 2017 Share Posted April 16, 2017 Havin a little bit of an issue with the AK230. It's aiming point is well above the intended aiming point. This is also affecting the guard mode as it will not engage any fast moving vessels or missiles further than 500m due to the offset of its aiming point. Is there anything that can be done to fix this issue? I've fixed any issues Ive had with KSP on my own but this one is beyond me. Spoiler contains images of the issue. I'd appreciate any help anyone can give. Spoiler Image of a close aiming point. Aim point approx 1km away. Quote Link to comment Share on other sites More sharing options...
acerarity Posted April 16, 2017 Share Posted April 16, 2017 2 hours ago, Im_M said: Havin a little bit of an issue with the AK230. It's aiming point is well above the intended aiming point. This is also affecting the guard mode as it will not engage any fast moving vessels or missiles further than 500m due to the offset of its aiming point. Is there anything that can be done to fix this issue? I've fixed any issues Ive had with KSP on my own but this one is beyond me. Spoiler contains images of the issue. I'd appreciate any help anyone can give. Hide contents Image of a close aiming point. Aim point approx 1km away. Never had this problem with the AK230, but I haven't used it in a while, so my Data might be a bit out of date Quote Link to comment Share on other sites More sharing options...
Starseeker Posted April 17, 2017 Share Posted April 17, 2017 (edited) It would be nice to see some non-MIRV (similar in operation to the existing BDA explosive warhead) nuclear warheads. I'd think .625m, 1.25m, and 2.5m would be good sizes. In addition, the fixed warheads could have configurable yield, with corresponding variable cost & mass, as well as a thermonuclear option (which would be even more costly) for the 1.25m and 2.5m. Also, some conical re-entry shields, in 2.15m, 2.5m and 3.75m sizes, would work well. The re-entry shields would look something like this (dark segment is shield, white is base): EDIT: Something I noticed: in the VAB or SPH action group editor, there's an option on the various nuclear bombs of "detonate". However, when this is assigned to an action group, and then said action group is triggered, nothing happens. I've also noticed that the "detonate" feature is absent from the RMB menu in-flight. Edited April 17, 2017 by Alex33212 Clarification Quote Link to comment Share on other sites More sharing options...
Starseeker Posted April 18, 2017 Share Posted April 18, 2017 (edited) Is it normal for the W88 to detonate mid-air after being "fired"? EDIT: After looking through event logs, I've found that it surpasses it's g-limits and detonates. Will experiment with turning part g-limits off. Edited April 18, 2017 by Alex33212 Quote Link to comment Share on other sites More sharing options...
kerbiloid Posted April 18, 2017 Share Posted April 18, 2017 I had met the same issue, too In BDArmory thread: probably this is solved in 0.2.1.0 Quote Link to comment Share on other sites More sharing options...
WolfyAnimations Posted April 21, 2017 Share Posted April 21, 2017 Could it be possible to fix the problem of the bd armory side bar not opening when in a vehicle. this only happens when i have this mod installed and i love this mod "mostly cause the karl gerat mortar" I know i could just activate guard mode by the bd controller module but if there is no side bar its impossible to customize it and its extremely hard to drop bombs. And another thing i cant access vessel viewer as its a part of the bd armory side bar. If its possible please fix as NAS and aviators arsenal did it then i dont understand how this mod cant do it. .PS. i beg you Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted April 21, 2017 Share Posted April 21, 2017 (edited) 1 hour ago, WolfyAnimations said: Could it be possible to fix the problem of the bd armory side bar not opening when in a vehicle Hi this is due to either an incorrect installation of BDA or you are using and incompatible version of NKD for the BD version currently available. Every new version of BDA requires that the NKD plugin be updated also, I'm not aware of any recent updates to NKD (apart from the 122 recompile i did for a previous version of BDA ) and it is this that is likely to be a cause of your problem, Edited April 21, 2017 by SpannerMonkey(smce) Quote Link to comment Share on other sites More sharing options...
Warsoul Posted April 21, 2017 Share Posted April 21, 2017 (edited) I have these 2 Bombs to be implemented into KSP. I need help to do so. (Has i'm mainly focussing on modeling for now) If you are down to work on theses; let me know. (Clic for 3d Preview) Edited April 21, 2017 by Warsoul Quote Link to comment Share on other sites More sharing options...
WolfyAnimations Posted April 21, 2017 Share Posted April 21, 2017 On 4/21/2017 at 2:29 PM, SpannerMonkey(smce) said: Hi this is due to either an incorrect installation of BDA or you are using and incompatible version of NKD for the BD version currently available. Every new version of BDA requires that the NKD plugin be updated also, I'm not aware of any recent updates to NKD (apart from the 122 recompile i did for a previous version of BDA ) and it is this that is likely to be a cause of your problem, Ok ill see what that does thank you Quote Link to comment Share on other sites More sharing options...
WolfyAnimations Posted April 21, 2017 Share Posted April 21, 2017 On 4/21/2017 at 2:29 PM, SpannerMonkey(smce) said: Hi this is due to either an incorrect installation of BDA or you are using and incompatible version of NKD for the BD version currently available. Every new version of BDA requires that the NKD plugin be updated also, I'm not aware of any recent updates to NKD (apart from the 122 recompile i did for a previous version of BDA ) and it is this that is likely to be a cause of your problem, It worked! Thank you so much Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted April 21, 2017 Share Posted April 21, 2017 50 minutes ago, Warsoul said: I have these 2 Bombs to be implemented into KSP How do you want them implemented? smart dumb cluster?, Dont get me wrong the models look fantastic but they're a bit overdone for bombs, a disposable thing, Weapons are chosen for the function (usually) not because they look pretty That said it's fairly simple to get them BDA ready 10 minutes ago, WolfyAnimations said: It worked! Thank you so much great stuff, happy booms Quote Link to comment Share on other sites More sharing options...
Warsoul Posted April 21, 2017 Share Posted April 21, 2017 (edited) On 21/04/2017 at 1:07 PM, SpannerMonkey(smce) said: How do you want them implemented? smart dumb cluster?, Dont get me wrong the models look fantastic but they're a bit overdone for bombs, a disposable thing, Weapons are chosen for the function (usually) not because they look pretty That said it's fairly simple to get them BDA ready great stuff, happy booms The 1st ''Bomb'' is a sonic bomb to be dropped on Minmus's Surface to discover Warnitium. The bomb must be relayed with 2 orbital sat (180d and 90d) and an ground Sonar to triangulate Warnitium deposits. The second ''Bomb''is a biologic bomb designed for the wood industry. The bomb must be droped in an exact location on Kerbin to be rewarded. (Must be droped in forests zones) Clic for 3d view Edited April 22, 2017 by Warsoul Quote Link to comment Share on other sites More sharing options...
Brainpop14 Posted April 25, 2017 Share Posted April 25, 2017 Does this work in 1.2.2? Quote Link to comment Share on other sites More sharing options...
acerarity Posted April 25, 2017 Share Posted April 25, 2017 1 hour ago, Brainpop14 said: Does this work in 1.2.2? *Face palm* Read the Title [WIP][1.2.X] North Kerbin Dynamics Quote Link to comment Share on other sites More sharing options...
jrf Posted April 25, 2017 Share Posted April 25, 2017 1 hour ago, Brainpop14 said: Does this work in 1.2.2? Yes, it works. Are you going to release an update for this mod in the near future because I would love to see some new weapons and have the nuclear bombs work. Keep up the great work! Quote Link to comment Share on other sites More sharing options...
Markush100 Posted April 25, 2017 Share Posted April 25, 2017 Hello, what ammo does the Gsh-23 and Gsh-301 use? Quote Link to comment Share on other sites More sharing options...
Core Posted April 26, 2017 Share Posted April 26, 2017 I tried this mod awhile back. But for whatever reason, it would make the game crash more often, and I did nothing different other than use some of the parts from it. But that was back in an older KSP version that already crashed enough times. Looking forward to getting reacquainted with this! Quote Link to comment Share on other sites More sharing options...
MatrixMan387 Posted April 27, 2017 Share Posted April 27, 2017 May you please tell me where to put the sources please? I have no idea what I'm doing Quote Link to comment Share on other sites More sharing options...
Lightsworn Posted April 29, 2017 Share Posted April 29, 2017 When I fire my nuke and it hits the ground, no matter how far and fast I am, I keep getting caught in the explosion. How to fix it? Also it seems when the nuke hits the ground it doesn't destroy anything but my craft. Quote Link to comment Share on other sites More sharing options...
acerarity Posted April 29, 2017 Share Posted April 29, 2017 10 hours ago, Lightsworn said: When I fire my nuke and it hits the ground, no matter how far and fast I am, I keep getting caught in the explosion. How to fix it? Also it seems when the nuke hits the ground it doesn't destroy anything but my craft. This has already been talked about, try reading back Quote Link to comment Share on other sites More sharing options...
Guest Posted May 3, 2017 Share Posted May 3, 2017 On 4/29/2017 at 2:26 PM, acerarity said: This has already been talked about, try reading back Will changing BDAc/NKD versions help? Quote Link to comment Share on other sites More sharing options...
acerarity Posted May 3, 2017 Share Posted May 3, 2017 3 hours ago, dundun92 said: Will changing BDAc/NKD versions help? As I said before, its already be covered, read back Quote Link to comment Share on other sites More sharing options...
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