jrodriguez

[1.8.1] BDArmory Continued v1.3.2 [07/11/2019]

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Just now, jrodriguez said:

You can use a mmpatch override the hp value for a part . I think inside BDArmory installation there are some examples of patches.

Mkay. I'll see if I cant figure that out on my own tonight and get back to you

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2 hours ago, Sidestrafe2462 said:

Mkay. I'll see if I cant figure that out on my own tonight and get back to you

Keep in mind that patches do not affect parts of existing crafts, only brand new parts. HP values of all parts of a saved craft are in the craft file.

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Hmm. Just noticed that the values set for proximity fuzes do not transfer on vessel saves. quick note, may elaborate later

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Alright, @jrodriguez and @TheKurgan, I have a missile problem this time around.  Game version is 1.7.3.

I've made a custom missile using an edited texture and a scaled-down mesh, as well as some CFG editing for the part.  But the thing is that the missile won't fire no matter what I do.  AI locked and loaded?  No dice.  Loaded on a rail?  Won't fire.  Floating and offset?  Won't fire.  Clearance checks turned off?  Still won't fire.  Manually clicking the "Fire Missile" button in the right click menu?  STILL won't fire.  I can jettison the missile and detonate the missile via right click menu.  Those work perfectly.

I've swapped models in case it was a model issue for some reason, and that didn't fix it.  I looked through the BDA documentation to see if I'd missed something, and it doesn't seem like I have.  I've gone through the CFG as best as my untrained eyes are able and looked for anything I might have missed or glossed over from similar missiles (both heat-seeking and radar-guided) and that didn't fix it either.  Any help you guys can give me would be greatly appreciated.  ;.;

CFG text linked below in Spoiler Tag.
 

Spoiler

 

PART
{
    // Kerbal Space Program - Part Config
    //
    //

    // --- general parameters ---
    name = QAAM
    module = Part
    author = Kaz

    // --- asset parameters ---
    mesh = AIM9X.mu
    rescaleFactor = 0.8


    // --- node definitions ---
    node_attach = 0.0, 0.06188124, 0, 0, 1, 0, 0
    node_stack_top = 0.0, 0.06188124, 0, 0, 1, 0, 0

    // --- editor parameters ---
    TechRequired = precisionEngineering
    entryCost = 2100
    cost = 1950
    category = Utility
    subcategory = 0
    title = Quick-Maneuver Air to Air Missile (QAAM)
    manufacturer = Kerbelka Technologies
    description = The Quick Maneuver Air-to-Air Missile, or QAAM for short, is a short-medium range all-aspect missile. It has a similar range as standard missiles, but the difference is that the QAAM has vastly superior agility when compared to most radar-guided munitions, and a long cruise phase.  As a result, if it misses the target, the missile will attempt to turn around and chase the target again until it runs out of fuel.  While not as powerful as standard missiles, it makes up for this in sheer tenacity.
    attachRules = 1,1,0,0,1

    // --- standard part parameters ---
    mass = 0.1
    dragModelType = default
    maximum_drag = 0.01
    minimum_drag = 0.01
    angularDrag = 2
    crashTolerance = 5
    maxTemp = 3600


    MODULE
    {
        name = MissileLauncher
   
        shortName = QAAM
 
        thrust = 20 //KN thrust during boost phase
        cruiseThrust = 5.5 //thrust during cruise phase
        dropTime = 0.5 //how many seconds after release until engine ignites
        cruiseTime = 30 //seconds of cruise phase
        boostTime = 4 //seconds of boost phase
        guidanceActive = true //missile has guidanceActive
        maxTurnRateDPS = 90 //degrees per second
 
        audioClipPath = BDArmory/Sounds/rocketLoop
        exhaustPrefabPath = KerbalField/Effects/Exhaust/ExhaustSmallB
        boostExhaustPrefabPath = BDArmory/Models/exhaust/mediumExhaust  
        boostTransformName = boostTransform
        boostExhaustTransformName = boostTransform
        
        optimumAirspeed = 550
        
        aero = true
        liftArea = 0.015
        steerMult = 18
        maxTorque = 75
        torqueRampUp = 85
        maxAoA = 70
        aeroSteerDamping = 6
        
        homingType = aam
        missileType = missile
        targetingType = radar
        
        
        maxOffBoresight = 270
        lockedSensorFOV = 120
        
        radarLOAL = false
        
        
        engageAir = true
        engageMissile = false
        engageGround = false
        engageSLW = false
        
        minStaticLaunchRange = 100
        maxStaticLaunchRange = 25000
        activeRadarRange = 26000
 
        decoupleSpeed = 5
        decoupleForward = false

        hasRCS = true
        rcsThrust = 20
        
        activeRadarLockTrackCurve
        {
            key = 0    0
            key = 10 0    
            key = 15 0
            key = 20 0.325
            key = 40 1.953
            key = 80 3.125
            key = 160 5            
        }
    }
 
    MODULE
    {
        name = BDExplosivePart
        tntMass = 10
    }
 
}

 

 

Edited by Ryugi

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@Ryugi

I didn't see anything wrong with your config at a glance...

But I'm relatively sure your missile does not have RCS transforms... I could be wrong.

Try this. It has most all of your settings transferred over:

Spoiler

PART
{
    // --- general parameters ---
    name = QAAM
    module = Part
    author = Kaz

    // --- asset parameters ---
    mesh = AIM9X.mu
    rescaleFactor = 0.8


      // --- node definitions ---
    node_attach = 0.0, 0.06188124, 0, 0, 1, 0, 0
    node_stack_top = 0.0, 0.06188124, 0, 0, 1, 0, 0


    // --- editor parameters ---
    TechRequired = precisionEngineering
    entryCost = 2100
    cost = 2000
    category = Utility
    subcategory = 0
    title = Quick-Maneuver Air to Air Missile (QAAM)
    manufacturer = Kerbelka Technologies
    description = The Quick Maneuver Air-to-Air Missile, or QAAM for short, is a short-medium range all-aspect missile. It has a similar range as standard missiles, but the difference is that the QAAM has vastly superior agility when compared to most radar-guided munitions, and a long cruise phase.  As a result, if it misses the target, the missile will attempt to turn around and chase the target again until it runs out of fuel.  While not as powerful as standard missiles, it makes up for this in sheer tenacity.
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,1,0,0,1

    // --- standard part parameters ---
    mass = 0.1
    dragModelType = default
    maximum_drag = 0.01
    minimum_drag = 0.01
    angularDrag = 2
    crashTolerance = 5
    maxTemp = 3600


    MODULE
    {
        name = MissileLauncher

        shortName = QAAM

        thrust = 20 //KN thrust during boost phase
        cruiseThrust = 5.5 //thrust during cruise phase
        dropTime = 0.5 //how many seconds after release until engine ignites
        boostTime = 2.8 //seconds of boost phase
        cruiseTime = 30 //seconds of cruise phase
        guidanceActive = true //missile has guidanceActive
        maxTurnRateDPS = 45 //degrees per second

        decoupleSpeed = 5
        decoupleForward = false
        DetonationDistance = 8

        audioClipPath = BDArmory/Sounds/rocketLoop
        exhaustPrefabPath = KerbalField/Effects/Exhaust/ExhaustSmallB
        boostExhaustPrefabPath = BDArmory/Models/exhaust/mediumExhaust
                
        boostTransformName = boostTransform
        boostExhaustTransformName = boostTransform
        
        optimumAirspeed = 550

        aero = true
        liftArea = 0.0015
        steerMult = 8
        maxTorque = 60
        maxAoA = 70
        torqueRampUp = 50
        aeroSteerDamping = 0.5

        missileType = missile
        homingType = aam
        targetingType = radar
        activeRadarRange = 26000
        maxOffBoresight = 270
        lockedSensorFOV = 1

        minStaticLaunchRange = 500
        maxStaticLaunchRange = 25000

        radarLOAL = true
        
        engageAir = true
        engageMissile = true
        engageGround = false
        engageSLW = false
    }

    MODULE
    {
        name = BDExplosivePart
        tntMass = 10
    }
}

 

Oh, and maxTurnRateDPS = 90 will make the missile go boom. it will pull too many Gs

maxOffBoresight = 180 No need to go over 180 **edit I could be wrong about this, leave it at 270.
lockedSensorFOV = 2 // this is the accuracy of the missile
        
radarLOAL = true // if you want it to have active radar.

Edited by TheKurgan

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@TheKurgan  You, Sir, are a miracle worker. 

 

Never in 1000 years would I have suspected the RCS stat was the thing screwing up my missile config.  I don't know if you changed anything else, but regardless, the missile now fires.  At this point literally everything else I could say is irrelevant compared to just that fact.  Thank you so much for your help and insight.  Myself and my competitors will sincerely thank you for the new toys!  :D

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@Ryugi No problem,  very happy I could help!

At one point or another,  I have re-tuned / re-configured 99% of the missiles in BDAc and SM_Industries including the HE-KV-1 Space missile in BDAc... and most of the torpedoes too. So if you ever need some assistance,  just PM me.

Edited by TheKurgan

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Hi all,

I just released a new version of BDArmory for KSP 1.8.1. 

You can download it from here: https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.3.2 or from CKAN as soon as it is indexed.

Changelog

Spoiler

v1.3.2
* NEW FEATURES:
    * Recompiled for KSP 1.8.1
    * Munition count to Weapon Manager GUI.
* ENHANCEMENTS
    * Enhanced weapon selection.
    * Beam-guided munition track moving targets.
    * Improved camera tracking position.
    * RMB info in editor.
    * Ballistic guidance overhaul. Now it is possible to also select the angle of the ballistic path.
    * Turret movement improved.
* FIXES
    * Weapons respect engagement range.
    * Dozen of NRE exceptions.
    * Fix surface ai description.
    * Fix turret gimbal calculation.
    * Turrets with constrained yaw should freak out less when aiming behind them.
    * Locatization fixes.
    * Fixed torpedo produces thrust above water. #710
    * Fixed proximity fuze radius for explosive bullets.
    * Fixed heat missiles missing target just after being fired.
 


Special thanks to: @SuicidalInsanity , @Eidahlil and @HebaruSan for their contributions.

I'd like also to remark that there is an annoying issue in KSP since 1.7.x regarding sounds that it is affecting BDArmory. Every sound from every vessel will not fade with distance that means that you will be hearing all the engines from all your vessels at the same time! (not only the engines but every single part emitting sound)

I have opened a bug in the squad bug tracker, It would be great if you could upvote these two bugs:
https://bugs.kerbalspaceprogram.com/issues/23445
https://bugs.kerbalspaceprogram.com/issues/23302

Finally, I'd to announce that this mod will enter in the Basic Maintenance mode for me. That means that I don't have plans to implement nothing new. Of course I will review and release new features, enhancements or fixes implemented by other contributors or even hand over the development to other developers with enough motivation.

On the other hand I have plans to continue working a BDAMultiplayer for LMP and eventually to provide a BDAMultiplayer version that works for both single player and multiplayer, thus making obsolete the current BDArmory.

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Is there and mods that add more content to BD like different Radomes and missiles? also what and where is the AN/APG-63V2? p1OoYKC.jpg

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2 hours ago, Xd the great said:

@jrodriguez Did you nerf the guns? My M1 tank guns can no longer reliably blow tank armour (150) up.

Nope. I suggest to review all the commits of the last release to see if there is anything that could affect this. Most part of the code changes were done by @Eidahlil Or @SuicidalInsanity

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2 hours ago, jrodriguez said:

Nope. I suggest to review all the commits of the last release to see if there is anything that could affect this. Most part of the code changes were done by @Eidahlil Or @SuicidalInsanity

Oh, and ammo count for guns may be wrong.

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Looks beautiful, does anyone know if any of the stock contracts ever require you to part test these parts or destroy  / remove anything.

 

I would to use these from  a scientific / practical perspective. As opposed to top gunning it.

 

Cheers

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15 hours ago, Arclamp said:

also what and where is the AN/APG-63V2? 

Hi the AN/APG-63V2 Radome is the  nosecone styled forward facing radar and can be found, along with all the other BDA parts, in the BDA category

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Hey all.  1st of all what a great mod.  Countless hours of fun I had with it.  I recently stumbled upon a problem and did not find answer. 

The radars install on my battleship don't get EC.  I have plenty and the parts should cross feed resources like EC.  It saddens me as I wanted to test it's defense in defend mode.

https://ibb.co/cgWSxSm
https://ibb.co/Gcw9sbf

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3 hours ago, Davaeron said:

The radars install on my battleship don't get EC.  I have plenty and the parts should cross feed resources like EC.  It saddens me as I wanted to test it's defense in defend mode.

Hi not enough information there or in the screenshots, have you tried right clicking on the radar PAW and selecting activate? Have you tried activating the radar using the BDA window, selecting modules and the radar/s you'd like switched on? Do you have a weapon manager fitted ? Are you running the correct version of BDA for the version of KSP you are using?

If the answer to any of those questions is yes, a  zipped copy of your ksp.log will be required to aid further diagnosis

Edited by SpannerMonkey(smce)

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Thank you for your quick reply SpannerMonkey.  Issue is resolved. I suspected a conflicting mod since boosters also  were reporting no solid fuel in game so..   I don't know which one mod was faulty but just got a few updates done on ckan and everything is fine again.   I only kept the top radar, the two others were for testing.    Now I let the ship sits near KSP and I try to sink it with different planes.  This mod is a lot of fun. !

Thank you

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Tweakscale does not seem to be changing armor HP values. I don't understand MM that well, but there's a patch in the files for that that doesn't seem to be working.

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 BDA v1.3.2 PRE 1.17 and ModuleManager, no other mods. Docking/undocking with countermeasures or radar jammers gives the same result as in previous versions

KqOFBgW.png

Scripts error after docking two crater crawlers equiped with countermeasures, when I undock them they explode

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