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[1.9.1] BDArmory Continued v1.3.4 & BDArmory Multiplayer [09/04/2020]


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On 7/27/2020 at 1:26 PM, Sidestrafe2462 said:

BeardyPenguin and TAPE Gaming's Kerbol Rising? They were having the battles in geosynchronous orbits because of the problems of fighting anywhere else.

No, Vaos and his Solar Nations series. It was working for him in low minmus orbit, but he said he had to transition back to stock weapons based space combat because of similar problems to those shown in the screenshot. 

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On 7/26/2020 at 5:26 PM, Gargamel said:

This thread might answer some of your questions:

 

i Appreciate you helping me but i know how to install mods

On 7/26/2020 at 9:13 PM, Xd the great said:

That is for DLC, ignore that if you did not buy DLC.

where do i go to edit the health of any bombs?

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53 minutes ago, Xd the great said:

I suspect you cannot change it without recompiling, but you can try adding a new .cfg file in BDArmory.

ok, but now the real question is how do you keep your crafts without having to delete them all and start or over with mods?

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4 hours ago, XTeamXeno said:

Do you have a release date for BDAc for 1.10?

Don't poke the bears, it still works fine in the current version of KSP, the only real problem is that Vesselmover Continued can't spawn, but, that's it.

With that taken care of, anybody have any reliable information as far as making custom weaponry goes, that doesn't involve poking Spanner? Don't wanna' bug the guy, he's probably busy with other stuff.

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1 hour ago, DirtyVenomSteam said:

With that taken care of, anybody have any reliable information as far as making custom weaponry goes, that doesn't involve poking Spanner? Don't wanna' bug the guy, he's probably busy with other stuff.

Are yo talking about new explosion effects, new models and mesh, or just simply weapons with new stats but same model?

The former 2 is the basics for every mod with new part, and I can help do the latter.

4 hours ago, RustyVader said:

ok, but now the real question is how do you keep your crafts without having to delete them all and start or over with mods?

You can try messing with the .craft file, but always back up the file first.

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6 hours ago, epicfailure2020 said:

with modular missiles can you put two of them on your craft and have them fire one at a time?

Sure. You need to use some not used Action Groups and trigger fire action for each missile 

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56 minutes ago, KSPplayerperson said:

Is the HEKV flying off in a random direction in orbit a known bug? I swear it used to work perfectly, but just pointing at the target and spamming rockets has been more accurate than the missile that's supposed to work in vacuum.

Well, it should work in 1.9.1...

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On 7/29/2020 at 4:29 AM, Xd the great said:

Are yo talking about new explosion effects, new models and mesh, or just simply weapons with new stats but same model?

The former 2 is the basics for every mod with new part, and I can help do the latter.

You can try messing with the .craft file, but always back up the file first.

New model entirely, I want to make a custom turret, but, whenever I try to import anything to KSP, using the Blender-MU imported default BDA weapons as a base, then export to fbx and re-import through Unity itself, it doesn't seem to work at all, it allows me to select it, but, the "fire point" stays where the craft spawns and doesn't follow the muzzle.

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2 hours ago, DirtyVenomSteam said:

New model entirely, I want to make a custom turret, but, whenever I try to import anything to KSP, using the Blender-MU imported default BDA weapons as a base, then export to fbx and re-import through Unity itself, it doesn't seem to work at all, it allows me to select it, but, the "fire point" stays where the craft spawns and doesn't follow the muzzle.

Hmm. Is the .cfg properly made? You can probably ask jrodriguez for a bit of help. Or read some documentation on github and see if it helps.

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1 hour ago, Xd the great said:

Hmm. Is the .cfg properly made? You can probably ask jrodriguez for a bit of help. Or read some documentation on github and see if it helps.

I think it is, I have all of the points defined in Blender as z+ forward with the default names for firetransform and stuff of the likes but, it's possible I'm misunderstanding the documentation.

Honestly what'd be most useful for my stupid self would probably be a video tutorial documenting the process from Blender, to KSP, but, that's probably a big ask for people that're already busy.

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On 8/3/2020 at 5:06 PM, Xd the great said:

@jrodriguez I was reading through some BDAc github code, and noticed that flare temperature is based on temperature of craft emitting it.

Is there someway to change that so the plane will not be shot down by heatseekers after the AI re-ignite afterburners?

I think it has been implemented that way on purpose. The only thing that matters for heatseekers missiles is infrared emissions = heat emitted by engines . An engine with afterburner active is is emitting more heat than without.

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14 minutes ago, jrodriguez said:

I think it has been implemented that way on purpose. The only thing that matters for heatseekers missiles is infrared emissions = heat emitted by engines . An engine with afterburner active is is emitting more heat than without.

Hmm that makes sense. What about adding a check for the AI so that it will not relight afterburner until it is out of the heatseeking cone of incoming missiles?

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Hi

Random thought of mine: Shouldn't there be a way to produce more ammo, as it's considered a resource? Looking at the code it should be fairly easy to just cut some code from the convertotrons, e.g. 

Spoiler

MODULE
    {
         name = ModuleResourceConverter
         ConverterName = #autoLOC_502029 //#autoLOC_502029 = 20 mm Ammo
         StartActionName = #autoLOC_502030 //#autoLOC_502030 = Start ISRU [20 mm Ammo]
         StopActionName = #autoLOC_502031 //#autoLOC_502031 = Stop ISRU [20mm Ammo]
        AutoShutdown = true
        TemperatureModifier
        {
            key = 0 100000
            key = 750 50000
            key = 1000 10000
            key = 1250 500    
            key = 2000 50    
            key = 4000 0
        }                
        GeneratesHeat = true
        DefaultShutoffTemp = .8
        ThermalEfficiency 
        {
            key = 0 0 0 0
            key = 500 0.1 0 0
            key = 1000 1.0 0 0
            key = 1250 0.1 0 0
            key = 3000 0 0 0 
        }

        UseSpecialistBonus = true
        SpecialistEfficiencyFactor = 0.2
        SpecialistBonusBase = 0.05
        UseSpecialistHeatBonus = true
        SpecialistHeatFactor = 0.1
        ExperienceEffect = ConverterSkill
        EfficiencyBonus = 1
        resourceOutputName = #autoLOC_8012026        // #autoLOC_8012026 = Monoprop

         
         INPUT_RESOURCE
         {
            ResourceName = Ore
            Ratio = 0.5
         }
         INPUT_RESOURCE
         {
            ResourceName = ElectricCharge
            Ratio = 30
         }
         OUTPUT_RESOURCE
         {
            ResourceName = 20x102Ammo
            Ratio = 1
            DumpExcess = false
         }
    }
 

This is just copying the code to produce the LF, but sure it could be improved.

Also, I'm not a good coder, so I sorta had to just guess how this works, but I think it should work.

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21 hours ago, Jeb_Needs_A_Parachute said:

Hi

Random thought of mine: Shouldn't there be a way to produce more ammo, as it's considered a resource? Looking at the code it should be fairly easy to just cut some code from the convertotrons, e.g. 

  Reveal hidden contents

MODULE
    {
         name = ModuleResourceConverter
         ConverterName = #autoLOC_502029 //#autoLOC_502029 = 20 mm Ammo
         StartActionName = #autoLOC_502030 //#autoLOC_502030 = Start ISRU [20 mm Ammo]
         StopActionName = #autoLOC_502031 //#autoLOC_502031 = Stop ISRU [20mm Ammo]
        AutoShutdown = true
        TemperatureModifier
        {
            key = 0 100000
            key = 750 50000
            key = 1000 10000
            key = 1250 500    
            key = 2000 50    
            key = 4000 0
        }                
        GeneratesHeat = true
        DefaultShutoffTemp = .8
        ThermalEfficiency 
        {
            key = 0 0 0 0
            key = 500 0.1 0 0
            key = 1000 1.0 0 0
            key = 1250 0.1 0 0
            key = 3000 0 0 0 
        }

        UseSpecialistBonus = true
        SpecialistEfficiencyFactor = 0.2
        SpecialistBonusBase = 0.05
        UseSpecialistHeatBonus = true
        SpecialistHeatFactor = 0.1
        ExperienceEffect = ConverterSkill
        EfficiencyBonus = 1
        resourceOutputName = #autoLOC_8012026        // #autoLOC_8012026 = Monoprop

         
         INPUT_RESOURCE
         {
            ResourceName = Ore
            Ratio = 0.5
         }
         INPUT_RESOURCE
         {
            ResourceName = ElectricCharge
            Ratio = 30
         }
         OUTPUT_RESOURCE
         {
            ResourceName = 20x102Ammo
            Ratio = 1
            DumpExcess = false
         }
    }
 

This is just copying the code to produce the LF, but sure it could be improved.

Also, I'm not a good coder, so I sorta had to just guess how this works, but I think it should work.

The code if from .cfg I assume?

If so, you can add it to a new part yourself. I do not see much reason to add it.

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2 hours ago, Xd the great said:

The code if from .cfg I assume?

If so, you can add it to a new part yourself. I do not see much reason to add it.

Well, maybe this could be redone into a different part (such as a ammo factory with a texture similar to that of the science experiment storage unit) ? Also, although it is .cfg editing, it is a really easy part to add. And I thought that I wanted it to be a part of this mod, rather than just a concept. I mean, if we're going to build things like ground bases with anti-air, why not give them a way to make their own ammo? Just a thought. It's not really necessary, but an easy to implement idea.

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On 8/7/2020 at 10:13 AM, Jeb_Needs_A_Parachute said:

I mean, if we're going to build things like ground bases with anti-air, why not give them a way to make their own ammo?

Nope! The idea is good but you can't just make explosive projectiles out of rock and dust, an ammo factory should be a huge facility vulnerable to bombs and missiles and it also requires tons of various resources (ammonia, copper etc from community resource pack should fit nice) , the resource supply routes are also vulnerable to attacks ... because war is hell :D

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