Jack118711 Posted January 3, 2018 Share Posted January 3, 2018 On 1/1/2018 at 4:02 PM, harpwner said: Update 0.84b(eta) is out! Simple things, no large changes. This is a compatibility update with BDAc BETA 1.1.0 ONLY Also compatible with 1.3.1 as a result. If anything doesn't work properly, please tell me. I don't have the time to test EVERYTHING thoroughly so things slip through the cracks quite easily! Is there a link? Quote Link to comment Share on other sites More sharing options...
DoctorDavinci Posted January 3, 2018 Share Posted January 3, 2018 (edited) 2 hours ago, Jack118711 said: Is there a link? Please read the first post in the above thread fully ... there is quite a bit to absorb Edited January 3, 2018 by DoctorDavinci Quote Link to comment Share on other sites More sharing options...
Angstinator Posted January 3, 2018 Share Posted January 3, 2018 It seems like the GSh-23 has trouble determining when it should stop firing - even merely tapping the left mouse (or equivalent fire-hold) button causes it to fire continuously. Furthermore it appears to consume ammunition without actually spawning projectiles. I haven't experienced this with any stock beta-BDA autocannon or the MalFunc Phalanx, so I'm fairly certain this is unique to that part. Quote Link to comment Share on other sites More sharing options...
Acea Posted January 3, 2018 Share Posted January 3, 2018 46 minutes ago, Angstinator said: It seems like the GSh-23 has trouble determining when it should stop firing - even merely tapping the left mouse (or equivalent fire-hold) button causes it to fire continuously. Furthermore it appears to consume ammunition without actually spawning projectiles. I haven't experienced this with any stock beta-BDA autocannon or the MalFunc Phalanx, so I'm fairly certain this is unique to that part. That's an issue with bullet definitions. I don't know exactly where but there's something wrong, we'd better suggest @harpwner to do a double check. Quote Link to comment Share on other sites More sharing options...
AlmightyKraken Posted January 3, 2018 Share Posted January 3, 2018 Hello all, I just noticed that the Genie doesn't actually track targets and behaves like a dumb projectile. Anyone else have this problem? Quote Link to comment Share on other sites More sharing options...
Angstinator Posted January 3, 2018 Share Posted January 3, 2018 The Genie's tri-service designation is AIR-2. The A stands for Aircraft-launched, I for Intercept-aerial, R for unguided rocket. It is not meant to track targets, thus your problem isn't. Quote Link to comment Share on other sites More sharing options...
harpwner Posted January 3, 2018 Author Share Posted January 3, 2018 8 hours ago, Acea said: That's an issue with bullet definitions. I don't know exactly where but there's something wrong, we'd better suggest @harpwner to do a double check. Can confirm, that was an issue on my end. I forgot to remove the legacy parts of the config which means there was conflict with the new one. I went ahead and got rid of it for the next update. A quick fix is jut remove bullet mass and velocity from the module in the Gsh-23 turret config Quote Link to comment Share on other sites More sharing options...
hello there Posted January 3, 2018 Share Posted January 3, 2018 why are the nukes not working Quote Link to comment Share on other sites More sharing options...
AlmightyKraken Posted January 3, 2018 Share Posted January 3, 2018 6 hours ago, Angstinator said: The Genie's tri-service designation is AIR-2. The A stands for Aircraft-launched, I for Intercept-aerial, R for unguided rocket. It is not meant to track targets, thus your problem isn't. But BD says it's radar-guided... Quote Link to comment Share on other sites More sharing options...
Angstinator Posted January 4, 2018 Share Posted January 4, 2018 Probably for arcane code reasons. Quote Link to comment Share on other sites More sharing options...
AlmightyKraken Posted January 4, 2018 Share Posted January 4, 2018 (edited) Hello again, this time I was testing an ICBM with 7 W88 warheads, and it all went fine, except the explosions would not be oriented properly. I have some pictures here to demonstrate what I mean https://imgur.com/a/jaMgr Edited January 4, 2018 by AlmightyKraken bad link :/ Quote Link to comment Share on other sites More sharing options...
harpwner Posted January 4, 2018 Author Share Posted January 4, 2018 2 hours ago, AlmightyKraken said: Hello again, this time I was testing an ICBM with 7 W88 warheads, and it all went fine, except the explosions would not be oriented properly. I have some pictures here to demonstrate what I mean https://imgur.com/a/jaMgr Oh hello... that's a new issue I can't say I understand why this is occurring. Are you using the latest version or an older version (2 very different ways explosions are handled) Quote Link to comment Share on other sites More sharing options...
AlmightyKraken Posted January 4, 2018 Share Posted January 4, 2018 1 hour ago, harpwner said: Oh hello... that's a new issue I can't say I understand why this is occurring. Are you using the latest version or an older version (2 very different ways explosions are handled) The very latest. If it helps, the screenshots were from W88's that were fired from space, and without a GPS target. Quote Link to comment Share on other sites More sharing options...
Angstinator Posted January 5, 2018 Share Posted January 5, 2018 On 1/3/2018 at 11:12 PM, hello there said: why are the nukes not working they don't like you you, specifically Quote Link to comment Share on other sites More sharing options...
Angstinator Posted January 5, 2018 Share Posted January 5, 2018 On 1/3/2018 at 8:36 PM, harpwner said: Can confirm, that was an issue on my end. I forgot to remove the legacy parts of the config which means there was conflict with the new one. I went ahead and got rid of it for the next update. A quick fix is jut remove bullet mass and velocity from the module in the Gsh-23 turret config Is this about right? Spoiler PART { // Kerbal Space Program - Part Config // // // --- general parameters --- name = harpGSHTurret module = Part author = Harpwner // --- asset parameters --- mesh = model.mu rescaleFactor = 1 // --- node definitions --- node_attach = 0.0, 0.2, 0, 0, 1, 0, 0 node_stack = 0.0, 0.2, 0, 0, 1, 0, 0 // --- editor parameters --- TechRequired = precisionEngineering entryCost = 2100 cost = 950 category = none subcategory = 0 title = Gryazev-Shipunov GSh-23 Helicopter Turret manufacturer = North Kerbin Dynamics description = A dual barreled 14.5mm GSh-23 gun mounted in a turret for your convenient strafing needs! Great on attack helos! // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,0,0,1 // --- standard part parameters --- mass = 0.125 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 60 maxTemp = 3600 stagingIcon = SOLID_BOOSTER MODULE { name = ModuleTurret pitchTransformName = pitchTransform yawTransformName = yawTransform pitchSpeedDPS = 15 yawSpeedDPS = 15 maxPitch = 0 minPitch = -80 yawRange = 250 smoothRotation = true smoothMultiplier = 15 } MODULE { name = ModuleWeapon fireTransformName = fireTransform roundsPerMinute = 1550 maxDeviation = 0.74 maxEffectiveDistance = 4500 ammoName = 23x115Ammo bulletType = 23x115mmBullet requestResourceAmount = 1 shellScale = 0.515 hasRecoil = true onlyFireInRange = true bulletDrop = true weaponType = ballistic projectileColor = 255, 90, 0, 160 //RGBA 0-255 startColor = 255, 105, 0, 80 tracerStartWidth = 0.15 tracerEndWidth = 0.05 tracerLength = 0 maxHeat = 3600 heatPerShot = 67 heatLoss = 1200 fireSoundPath = NKD/sounds/gunfire1 overheatSoundPath = BDArmory/parts/50CalTurret/sounds/turretOverheat } RESOURCE { name = 23x115Ammo amount = 1050 maxAmount = 1050 } } Quote Link to comment Share on other sites More sharing options...
harpwner Posted January 6, 2018 Author Share Posted January 6, 2018 On 1/4/2018 at 3:11 PM, AlmightyKraken said: The very latest. If it helps, the screenshots were from W88's that were fired from space, and without a GPS target. I'll do some testing later to see if I can replicate this on my end. 1 hour ago, Angstinator said: Is this about right? Hide contents PART { // Kerbal Space Program - Part Config // // // --- general parameters --- name = harpGSHTurret module = Part author = Harpwner // --- asset parameters --- mesh = model.mu rescaleFactor = 1 // --- node definitions --- node_attach = 0.0, 0.2, 0, 0, 1, 0, 0 node_stack = 0.0, 0.2, 0, 0, 1, 0, 0 // --- editor parameters --- TechRequired = precisionEngineering entryCost = 2100 cost = 950 category = none subcategory = 0 title = Gryazev-Shipunov GSh-23 Helicopter Turret manufacturer = North Kerbin Dynamics description = A dual barreled 14.5mm GSh-23 gun mounted in a turret for your convenient strafing needs! Great on attack helos! // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,0,0,1 // --- standard part parameters --- mass = 0.125 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 60 maxTemp = 3600 stagingIcon = SOLID_BOOSTER MODULE { name = ModuleTurret pitchTransformName = pitchTransform yawTransformName = yawTransform pitchSpeedDPS = 15 yawSpeedDPS = 15 maxPitch = 0 minPitch = -80 yawRange = 250 smoothRotation = true smoothMultiplier = 15 } MODULE { name = ModuleWeapon fireTransformName = fireTransform roundsPerMinute = 1550 maxDeviation = 0.74 maxEffectiveDistance = 4500 ammoName = 23x115Ammo bulletType = 23x115mmBullet requestResourceAmount = 1 shellScale = 0.515 hasRecoil = true onlyFireInRange = true bulletDrop = true weaponType = ballistic projectileColor = 255, 90, 0, 160 //RGBA 0-255 startColor = 255, 105, 0, 80 tracerStartWidth = 0.15 tracerEndWidth = 0.05 tracerLength = 0 maxHeat = 3600 heatPerShot = 67 heatLoss = 1200 fireSoundPath = NKD/sounds/gunfire1 overheatSoundPath = BDArmory/parts/50CalTurret/sounds/turretOverheat } RESOURCE { name = 23x115Ammo amount = 1050 maxAmount = 1050 } } Yes that should work now. Quote Link to comment Share on other sites More sharing options...
Angstinator Posted January 6, 2018 Share Posted January 6, 2018 11 hours ago, harpwner said: Yes that should work now. Then I have some sad news for you: even though it should, it doesn't. Quote Link to comment Share on other sites More sharing options...
Nicolas719 Posted January 6, 2018 Share Posted January 6, 2018 how do I make the bombs explode because every time the shot makes a normal exploit? Quote Link to comment Share on other sites More sharing options...
CVerts Posted January 7, 2018 Share Posted January 7, 2018 @Nicolas719 Can you please clarify what you mean by 'the shot'? Do you mean a normal size explosion in 'normal exploit?'. Try either bounding your bombs to an action group to "Fire Missile", or select them in weapon manager, arming them and click to fire/drop them like you would do with a BDArmory bomb/missile. If it still does not work provide screenshots and the log output (Be sure to put them in a spoiler) so harpwner can take a look at them. Quote Link to comment Share on other sites More sharing options...
DoctorDavinci Posted January 7, 2018 Share Posted January 7, 2018 37 minutes ago, CVerts said: If it still does not work provide screenshots and the log output (Be sure to put them in a spoiler) so harpwner can take a look at them. @Nicolas719 - The above suggestion is well meaning but to make things easier on @harpwner I recommend to not put the contents of your logs in a spoiler as the forum software is limited in how much text can be placed into a spoiler or a post for that matter ... also searching through a log in a forum post is tantamount to an exercise in futility as logs tend to be incomplete when posted on the forum Please upload your logs to a file sharing site such as dropbox and then post the link to the files in this thread with a clear explanation of what is occurring (details please ... saying something doesn't work isn't that helpful in finding the problem) The important logs at this point are the KSP.log (found in the KSP main directory) and the output.log (found in the KSP_x64_Data directory contained in your KSP directory) ... both of these logs are overwritten each time you start KSP so logs from a game session that this issue does not occur in will be useless for diagnosing the problem Another piece of info that will be helpful is the KSP version you are using, which BDAc version you are running and which version of NKD you are using ... the more information you provide the easier it is for us modders to figure out what is wrong Hope this helps Quote Link to comment Share on other sites More sharing options...
harpwner Posted January 8, 2018 Author Share Posted January 8, 2018 On 1/6/2018 at 6:54 AM, Angstinator said: Then I have some sad news for you: even though it should, it doesn't. I'm testing it out now, looks like now they don't even want to fire in the first place... I'll see if I can play with configs until they work. Quote Link to comment Share on other sites More sharing options...
AtleSt Posted January 14, 2018 Share Posted January 14, 2018 could you please fix the davy crockett (you cant select it in the vab and in flight) Quote Link to comment Share on other sites More sharing options...
AtleSt Posted January 14, 2018 Share Posted January 14, 2018 also the mirv acts like it hits a wall every 2000m if i use time warp Quote Link to comment Share on other sites More sharing options...
harpwner Posted January 15, 2018 Author Share Posted January 15, 2018 On 1/14/2018 at 8:48 AM, AtleSt said: also the mirv acts like it hits a wall every 2000m if i use time warp Is this time warp being used in atmo or out of it? (physics warp or normal warp) On 1/14/2018 at 8:37 AM, AtleSt said: could you please fix the davy crockett (you cant select it in the vab and in flight) I'll take a look, sounds like something went wrong with the hit boxes. @Angstinator I've tried a lot of things in regard to the Gsh turret, to the point of even copying the values of another working turret over and just modifying things like fire rate. I'll keep trying but for now just consider that weapon very very broken. Quote Link to comment Share on other sites More sharing options...
BlueDragon1504 Posted January 17, 2018 Share Posted January 17, 2018 Hey, So I was testing this mod again after a while since I was doing ww2 planes but the B-83 doesn't seem to work anymore. It just explodes like a regular fuel tank would. I haven't tested any other bombs but a fix would be great (If it doesn't already exist). Quote Link to comment Share on other sites More sharing options...
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