Sidestrafe2462 Posted October 25, 2019 Share Posted October 25, 2019 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 Quote Link to comment Share on other sites More sharing options...
Manul Posted October 25, 2019 Share Posted October 25, 2019 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. Quote Link to comment Share on other sites More sharing options...
Sidestrafe2462 Posted October 30, 2019 Share Posted October 30, 2019 Hmm. Just noticed that the values set for proximity fuzes do not transfer on vessel saves. quick note, may elaborate later Quote Link to comment Share on other sites More sharing options...
Ryugi Posted November 3, 2019 Share Posted November 3, 2019 (edited) 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 November 4, 2019 by Ryugi Quote Link to comment Share on other sites More sharing options...
Xd the great Posted November 4, 2019 Share Posted November 4, 2019 Just curious, any plans for an update? Take your time. Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted November 4, 2019 Share Posted November 4, 2019 (edited) @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 November 5, 2019 by TheKurgan Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted November 4, 2019 Share Posted November 4, 2019 @Xd the great JR is working on the 1.8.1 update for BDAc. I can't tell you when it will be ready. Quote Link to comment Share on other sites More sharing options...
Ryugi Posted November 5, 2019 Share Posted November 5, 2019 @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! Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted November 5, 2019 Share Posted November 5, 2019 (edited) @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 November 5, 2019 by TheKurgan Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted November 6, 2019 Author Share Posted November 6, 2019 Stay tuned, the new release for KSP 1.8.1 will be out very very soon... Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted November 7, 2019 Author Share Posted November 7, 2019 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/23445https://bugs.kerbalspaceprogram.com/issues/23302Finally, 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. Quote Link to comment Share on other sites More sharing options...
Arclamp Posted November 10, 2019 Share Posted November 10, 2019 Is there and mods that add more content to BD like different Radomes and missiles? also what and where is the AN/APG-63V2? Quote Link to comment Share on other sites More sharing options...
Xd the great Posted November 10, 2019 Share Posted November 10, 2019 @jrodriguez Did you nerf the guns? My M1 tank guns can no longer reliably blow tank armour (150) up. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted November 10, 2019 Author Share Posted November 10, 2019 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 Quote Link to comment Share on other sites More sharing options...
Xd the great Posted November 10, 2019 Share Posted November 10, 2019 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. Quote Link to comment Share on other sites More sharing options...
WhitestWizard Posted November 10, 2019 Share Posted November 10, 2019 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 Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted November 10, 2019 Share Posted November 10, 2019 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 Quote Link to comment Share on other sites More sharing options...
Davaeron Posted November 11, 2019 Share Posted November 11, 2019 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/cgWSxSmhttps://ibb.co/Gcw9sbf Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted November 11, 2019 Share Posted November 11, 2019 (edited) 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 November 11, 2019 by SpannerMonkey(smce) Quote Link to comment Share on other sites More sharing options...
Davaeron Posted November 12, 2019 Share Posted November 12, 2019 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 Quote Link to comment Share on other sites More sharing options...
MedicRules41 Posted November 15, 2019 Share Posted November 15, 2019 Are there any extant part packs that have older artillery-style guns like from the old North Kerbin Dynamics pack? Quote Link to comment Share on other sites More sharing options...
Sidestrafe2462 Posted November 17, 2019 Share Posted November 17, 2019 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. Quote Link to comment Share on other sites More sharing options...
Manul Posted November 18, 2019 Share Posted November 18, 2019 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 Scripts error after docking two crater crawlers equiped with countermeasures, when I undock them they explode Quote Link to comment Share on other sites More sharing options...
Xd the great Posted November 18, 2019 Share Posted November 18, 2019 Does anyone know how to tune heavy bombers so they won't roll around and do somersaults? Quote Link to comment Share on other sites More sharing options...
DoctorDavinci Posted November 18, 2019 Share Posted November 18, 2019 Quote Link to comment Share on other sites More sharing options...
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