computercat04 Posted January 17, 2021 Share Posted January 17, 2021 5 hours ago, Katzecha said: Well somehow when I installed the mod manager the guns broke and none of them will fire even with all types of ammo loaded. The reticle just points at the ground below center mass of my plane and won't allow any guns to fire. What KSP version are you using? Quote Link to comment Share on other sites More sharing options...
Xd the great Posted January 17, 2021 Share Posted January 17, 2021 6 hours ago, Katzecha said: Well somehow when I installed the mod manager the guns broke and none of them will fire even with all types of ammo loaded. The reticle just points at the ground below center mass of my plane and won't allow any guns to fire. 1. You have a wrong version installed (could be module manager, could be BDAc, could be physics range extender) 2. You installed a wrong thing/at the wrong place. I may be able to point that out if you can upload a link to a screenshot of your KSP/Gamedata folder 3. You forgot to put a weapons manager on your craft/forgot to open the in flight menu and enable the trigger/something is blocking your guns. A screenshot of your craft in flight with the GUI opened would be helpful. Quote Link to comment Share on other sites More sharing options...
/not/pol/ Posted January 18, 2021 Share Posted January 18, 2021 (edited) Kindof similar issue, on KSP 1.9 i can get bombs to work, but AIM-9s do not lock, do fire tho. oop, nevermind, a reload fixed it. Edited January 18, 2021 by /not/pol/ Quote Link to comment Share on other sites More sharing options...
Alexis9827 Posted January 18, 2021 Share Posted January 18, 2021 (edited) Is it possible to add the x-51 waverider missile? Edited January 18, 2021 by Alexis9827 Quote Link to comment Share on other sites More sharing options...
MadReaper 213 Posted January 18, 2021 Share Posted January 18, 2021 On 1/6/2021 at 7:08 AM, Xd the great said: Is the bombrack placed correctly and the missiles attached correctly? The weapons manager will prevent you fron firing a missile if it will hit your plane. I placed all parts correctly. The module manager does prevent me from firing the missile, but when the missile is attached to the ActionGroup it doesn´t. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted January 18, 2021 Share Posted January 18, 2021 5 hours ago, MadReaper 213 said: I placed all parts correctly. The module manager does prevent me from firing the missile, but when the missile is attached to the ActionGroup it doesn´t. I need a screenshot of the craft and one where you try to fire it. Quote Link to comment Share on other sites More sharing options...
Capt. James T. Kirman Posted January 19, 2021 Share Posted January 19, 2021 Hi, I'm using KSP 1.8.1, and after even reverting the mod itself to the version compatible with 1.8.1 I still have this issue. For some reason, 95% of the parts are not appearing. This is all I get. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted January 19, 2021 Share Posted January 19, 2021 1 hour ago, Capt. James T. Kirman said: Hi, I'm using KSP 1.8.1, and after even reverting the mod itself to the version compatible with 1.8.1 I still have this issue. For some reason, 95% of the parts are not appearing. This is all I get. You don't have to revert mod to 1.8.1, you just have to go to github/spacedock for the 1.8.1 version. Double check that you have module manager and PRE, and have them installed in the correct place. Quote Link to comment Share on other sites More sharing options...
Capt. James T. Kirman Posted January 19, 2021 Share Posted January 19, 2021 4 hours ago, Xd the great said: You don't have to revert mod to 1.8.1, you just have to go to github/spacedock for the 1.8.1 version. Double check that you have module manager and PRE, and have them installed in the correct place. triple checked. Even just went ahead and updated to KSP 1.10, and still have the issue. What correct place would they be in? Module manager in the game data folder and the PRE folder also in there as well, correct? Quote Link to comment Share on other sites More sharing options...
Xd the great Posted January 20, 2021 Share Posted January 20, 2021 22 hours ago, Capt. James T. Kirman said: triple checked. Even just went ahead and updated to KSP 1.10, and still have the issue. What correct place would they be in? Module manager in the game data folder and the PRE folder also in there as well, correct? Everything should be in KSP/Gamedata. Unless something went wrong with your install, which means I would need a screenshot of your gamedata folder. Or upload a ksp.log here. Quote Link to comment Share on other sites More sharing options...
Capt. James T. Kirman Posted January 21, 2021 Share Posted January 21, 2021 18 hours ago, Xd the great said: Everything should be in KSP/Gamedata. Unless something went wrong with your install, which means I would need a screenshot of your gamedata folder. Or upload a ksp.log here. okay so, just did a clean install of KSP (used 1.9.1 this time) because my main install has tons of mods (and I don't think that's an issue because they all work, BDA is the only one with issues). The majority of BDA parts STILL don't show up! Quote Link to comment Share on other sites More sharing options...
Xd the great Posted January 21, 2021 Share Posted January 21, 2021 (edited) 7 hours ago, Capt. James T. Kirman said: Can you try clicking on the BDArmory tab on the leftmost? Should be under all the utilities and science tab. Don't use the janitor's closet. Also, double check that your install is KSP/Gamedata/BDArmory/(part, models, there are a bunch of folders and files), not KSP/Gamedata/BDArmory/Gamedata/BDArmory/(insert files here). Edited January 21, 2021 by Xd the great Quote Link to comment Share on other sites More sharing options...
Capt. James T. Kirman Posted January 21, 2021 Share Posted January 21, 2021 6 hours ago, Xd the great said: Can you try clicking on the BDArmory tab on the leftmost? Should be under all the utilities and science tab. Don't use the janitor's closet. Also, double check that your install is KSP/Gamedata/BDArmory/(part, models, there are a bunch of folders and files), not KSP/Gamedata/BDArmory/Gamedata/BDArmory/(insert files here). ooooh, going to the bd armory tab shows it's been loaded. It's weird though, weapon manager never showed up in search yet it was there the entire time? Quote Link to comment Share on other sites More sharing options...
Xd the great Posted January 22, 2021 Share Posted January 22, 2021 16 hours ago, Capt. James T. Kirman said: ooooh, going to the bd armory tab shows it's been loaded. It's weird though, weapon manager never showed up in search yet it was there the entire time? ...Yes Quote Link to comment Share on other sites More sharing options...
The_Stinky_Broccoli Posted February 13, 2021 Share Posted February 13, 2021 So im thinking of making a BDA expansion mod, and i was wondering if missiles could split up into multiple missiles. What i mean by that is you have one missile that is radar guided to an aircraft, but when it gets close it splits into many smaller heat seeking missiles. Quote Link to comment Share on other sites More sharing options...
Jeb_Needs_A_Parachute Posted February 13, 2021 Share Posted February 13, 2021 Would be cool, but you can make custom missiles that do that already with the Missile control part. Quote Link to comment Share on other sites More sharing options...
The_Stinky_Broccoli Posted February 24, 2021 Share Posted February 24, 2021 i dont think you can and i was thinking of using this idea for a mod im making Quote Link to comment Share on other sites More sharing options...
The-Grim-Sleeper Posted March 5, 2021 Share Posted March 5, 2021 (edited) Are there any example craft or prefab targets to test if the combat craft I'm designing are actually any good? Is there an easy way to prevent hostile targets from blowing up a craft on the runway? Or some way to set up a testing zone a short flight away from the KSC? Edited March 5, 2021 by The-Grim-Sleeper Quote Link to comment Share on other sites More sharing options...
Xd the great Posted March 6, 2021 Share Posted March 6, 2021 18 hours ago, The-Grim-Sleeper said: Are there any example craft or prefab targets to test if the combat craft I'm designing are actually any good? Is there an easy way to prevent hostile targets from blowing up a craft on the runway? Or some way to set up a testing zone a short flight away from the KSC? Example craft is in the BDArmory/craft folder. Warning: those craft are test craft only, they suck in combat Prevent hostile targets rom attacking: open the menu and switch off guard mode of hostile target I don't think a "no conflict zone" is possible, but you can reduce the max visual range so they don't see you. Quote Link to comment Share on other sites More sharing options...
Neros7 Posted March 8, 2021 Share Posted March 8, 2021 Another idea would be to use the airfield on the island as starting point and turning down the visual range Quote Link to comment Share on other sites More sharing options...
The-Grim-Sleeper Posted March 9, 2021 Share Posted March 9, 2021 I've seen people engage AI-flown craft. Is that hard to set up? Quote Link to comment Share on other sites More sharing options...
RavenCarci Posted March 10, 2021 Share Posted March 10, 2021 On 3/5/2021 at 2:50 AM, The-Grim-Sleeper said: Are there any example craft or prefab targets to test if the combat craft I'm designing are actually any good? Is there an easy way to prevent hostile targets from blowing up a craft on the runway? Or some way to set up a testing zone a short flight away from the KSC? There is an option in the weapons manager settings window called "peace mode" that stops all guard-moded vessels from engaging Quote Link to comment Share on other sites More sharing options...
kcs123 Posted March 10, 2021 Share Posted March 10, 2021 On 3/9/2021 at 11:35 AM, The-Grim-Sleeper said: I've seen people engage AI-flown craft. Is that hard to set up? There some threads in challanges forum regarding BDArmoury and various setups (WW2 era crafts, generation 5 fighter crafts etc.). IIRC, in those there was detailed description how to setup AI vs AI combats for validate challange. It should worth to look in some of those threads. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted March 14, 2021 Share Posted March 14, 2021 (edited) On 3/9/2021 at 6:35 PM, The-Grim-Sleeper said: I've seen people engage AI-flown craft. Is that hard to set up? No, but using KSP to play war thunder can be hard. Build some good fighters, have one of the fighters controlled by full AI (P and G pressed in vessel switcher), you open the menu on the other fighter, switch it to a different team, and do the dogfight. Oh and use vessel mover for making spawning craft easier Edited March 14, 2021 by Xd the great Quote Link to comment Share on other sites More sharing options...
DirtyVenomSteam Posted March 16, 2021 Share Posted March 16, 2021 Okay so, hey! Quick question for anyone that actually knows how in the hell to make custom weapons for BDA, How do I set up particles in unity with the KSP particle emitter? I had a muzzle flash working perfectly fine until I tried to swap to the KSP particle emitter, then everything broke, and I'm on the verge of bloodlust because I just want something to work. Quote Link to comment Share on other sites More sharing options...
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