DirtyVenomSteam Posted February 15, 2020 Share Posted February 15, 2020 On 2/13/2020 at 1:20 AM, xD-FireStriker said: Has anyone tested this on 1.9 yet? Just tested, seems functional in 1.9 Quote Link to comment Share on other sites More sharing options...
Luriss Posted February 21, 2020 Share Posted February 21, 2020 In light of the new KSP 2 development update video I'd like to make a request for the consideration of whomever may be porting BDa to KSP 2. Please, consider revamping how BDa calculates targeting in KSP 2. From what I understand, BDa relies on a surface based method to calculate targeting. This works fine for the most part, but, it makes space to space targeting impossible. Two ships shooting each other in space cannot correctly target each other with this flaw. I have suffer no illusions, this a big ask. But with the implementation of orbital construction and planetary bases, it would be amazing to see space combat function correctly in KSP 2. Thanks for reading I guess. Have a good one! Quote Link to comment Share on other sites More sharing options...
DirtyVenomSteam Posted February 22, 2020 Share Posted February 22, 2020 22 hours ago, Luriss said: In light of the new KSP 2 development update video I'd like to make a request for the consideration of whomever may be porting BDa to KSP 2. Please, consider revamping how BDa calculates targeting in KSP 2. From what I understand, BDa relies on a surface based method to calculate targeting. This works fine for the most part, but, it makes space to space targeting impossible. Two ships shooting each other in space cannot correctly target each other with this flaw. I have suffer no illusions, this a big ask. But with the implementation of orbital construction and planetary bases, it would be amazing to see space combat function correctly in KSP 2. Thanks for reading I guess. Have a good one! With any luck, it should be possible once KSP2 is out, if not, at least we'll be able to have surface battles on new, distant worlds. Quote Link to comment Share on other sites More sharing options...
SynX Posted February 23, 2020 Share Posted February 23, 2020 (edited) I think I have installed all the dependencies of BDA... however, these weapons seems not to work. When I aim rockets and turrets at a target practice, they just pass straight through, dealing no damage at all... also the armour thickness could be adjusted any time??? Also, all of these radars cannot detect anything and lock onto anything. I'm very confused. Also for space combat, am I able to lock onto a target with some maneuverability (while not nearly as much as the missile) and hit it? how does the path predicting works? And If myself wants to make a smart projectile that can attack multiple targets by ramming straight into one, and then ram the next one and so on, what code should I write in the cfg file? Edited February 23, 2020 by SynX adding information Quote Link to comment Share on other sites More sharing options...
Xd the great Posted February 23, 2020 Share Posted February 23, 2020 8 hours ago, SynX said: I think I have installed all the dependencies of BDA... however, these weapons seems not to work. When I aim rockets and turrets at a target practice, they just pass straight through, dealing no damage at all... also the armour thickness could be adjusted any time??? Also, all of these radars cannot detect anything and lock onto anything. I'm very confused. You need module manager and physics range extender. Check that you are using the correct versions. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted February 23, 2020 Author Share Posted February 23, 2020 (edited) New release for KSP 1.9.0 is here https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.3.3 I really recommend to update to KSP 1.9.0 and to use latest BDArmory and PRE releases ASAP! KSP dev team has fixed the issue that I reported regarding the vessel sounds not fading with distance so now BDArmory is not the crazy engines sounds party as it was before . Besides the performance is better than ever Edited February 23, 2020 by jrodriguez Quote Link to comment Share on other sites More sharing options...
SynX Posted February 23, 2020 Share Posted February 23, 2020 11 hours ago, Xd the great said: You need module manager and physics range extender. Check that you are using the correct versions. I really hope the mod itself includes the compatible version of physics range extender... for module manager, I believe each version of KSP have it’s own module manager, as long as it’s a compatible version of BDA it should be fine Quote Link to comment Share on other sites More sharing options...
Xd the great Posted February 24, 2020 Share Posted February 24, 2020 8 hours ago, jrodriguez said: New release for KSP 1.9.0 is here https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.3.3 I really recommend to update to KSP 1.9.0 and to use latest BDArmory and PRE releases ASAP! KSP dev team has fixed the issue that I reported regarding the vessel sounds not fading with distance so now BDArmory is not the crazy engines sounds party as it was before . Besides the performance is better than ever Oh yeah 2 hours ago, SynX said: I really hope the mod itself includes the compatible version of physics range extender... for module manager, I believe each version of KSP have it’s own module manager, as long as it’s a compatible version of BDA it should be fine For BDAC v1.3.3, you need: PRE v 1.18 MM v 4.1.3 KSP v 1.9 Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted February 24, 2020 Author Share Posted February 24, 2020 7 hours ago, SynX said: I really hope the mod itself includes the compatible version of physics range extender... for module manager, I believe each version of KSP have it’s own module manager, as long as it’s a compatible version of BDA it should be fine Module Manager is mod itself, that means is not included by KSP. I suggest to always use CKAN to manage mods. If you try to install BDArmory with CKAN it will automatically download PRE as a dependency. Quote Link to comment Share on other sites More sharing options...
Box of Stardust Posted February 24, 2020 Share Posted February 24, 2020 (edited) Are there any specific patch notes for KSP 1.9 BDA, or was it just a recompile? Edited February 24, 2020 by Box of Stardust Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted February 25, 2020 Author Share Posted February 25, 2020 13 hours ago, Box of Stardust said: Are there any specific patch notes for KSP 1.9 BDA, or was it just a recompile? NEW FEATURES: Recompiled for KSP 1.9.0 Localization en-us and zh-cn (Thanks to tinygrox!) FIXES Some NRE here and there. Fixes to Laser accuracy (Thanks to Gedas!) Part Categories for BDArmory is now activated by default Quote Link to comment Share on other sites More sharing options...
pizzahat Posted February 26, 2020 Share Posted February 26, 2020 Whenever I install this I literally only get armor plates... Any reason why? Quote Link to comment Share on other sites More sharing options...
ssd21345 Posted February 27, 2020 Share Posted February 27, 2020 (edited) Part Categories is glitched/not align properly log: https://www.dropbox.com/s/745nrqebbhrud2s/KSP.log?dl=0 Edited February 27, 2020 by ssd21345 Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted February 27, 2020 Author Share Posted February 27, 2020 3 hours ago, ssd21345 said: Part Categories is glitched/not align properly log: https://www.dropbox.com/s/745nrqebbhrud2s/KSP.log?dl=0 Not sure if I can consider the alignment thing a bug. I didn't even realize before lol. Quote Link to comment Share on other sites More sharing options...
ssd21345 Posted February 27, 2020 Share Posted February 27, 2020 Just now, jrodriguez said: Not sure if I can consider the alignment thing a bug. I didn't even realize before lol. lol someone on /r/ksp discord keep asking how to scroll dunno how to ans him Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted February 27, 2020 Author Share Posted February 27, 2020 7 hours ago, pizzahat said: Whenever I install this I literally only get armor plates... Any reason why? Pretty sure you have done a wrong installation. You can review the Closed issues on GitHub, you are not the 1st one Just now, ssd21345 said: lol someone on /r/ksp discord keep asking how to scroll dunno how to ans him How to scroll?? Can you actually scroll the categories? Quote Link to comment Share on other sites More sharing options...
ssd21345 Posted February 27, 2020 Share Posted February 27, 2020 (edited) 1 minute ago, jrodriguez said: Pretty sure you have done a wrong installation. You can review the Closed issues on GitHub, you are not the 1st one How to scroll?? Can you actually scroll the categories? they think the misaligned catalogies are scrollable as the gun tab is cut halfway Edited February 27, 2020 by ssd21345 Quote Link to comment Share on other sites More sharing options...
Xd the great Posted February 28, 2020 Share Posted February 28, 2020 @jrodriguezIs it just me or are internal weapon bays broken? My F-22s can no longer fire missiles from the Mk-2 cargo bays. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted February 28, 2020 Author Share Posted February 28, 2020 4 hours ago, Xd the great said: @jrodriguezIs it just me or are internal weapon bays broken? My F-22s can no longer fire missiles from the Mk-2 cargo bays. Thanks for letting me know. I haven't really tested it yet. I will try to do some debugging when I have time. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted February 28, 2020 Author Share Posted February 28, 2020 (edited) 7 hours ago, Xd the great said: @jrodriguezIs it just me or are internal weapon bays broken? My F-22s can no longer fire missiles from the Mk-2 cargo bays. I just did a test and it was successful with the MK2 long cargo bay. I added 2 x AIM 120 and 2 x Sidewinder , each one placed in its own rail. Drop time increased to 1.5 seconds and In Cargo bay set to true. Also ensure that the Clearance Check is active in settings to avoid any issues . Edited February 28, 2020 by jrodriguez Quote Link to comment Share on other sites More sharing options...
Xd the great Posted February 28, 2020 Share Posted February 28, 2020 @jrodriguez Thanks. By the way why is there a "stage number" for pilot AI? Quote Link to comment Share on other sites More sharing options...
Commander Jebidiah Posted February 29, 2020 Share Posted February 29, 2020 (edited) So i'm having a slight issue, not serious as it doesnt affect how the mod works, but radar dishes rotate in 180 degree segments rather than smoothly rotating. I've had this issue a few years ago and I discovered that the Physics delta time slider fixed the issue, however it is not working this time, anyone got any idea how to sort this? I know its not a default BDA radar and its in space and BDA doesnt like space, but this happpens on the ground with the default BDA radars too. Attached is a link to a video of how the dish is behaving Thanks in advance. Edited February 29, 2020 by Commander Jebidiah Quote Link to comment Share on other sites More sharing options...
Luminous_GoL Posted March 1, 2020 Share Posted March 1, 2020 Is it possible that the team will work on getting AI to fire rocket pods? Quote Link to comment Share on other sites More sharing options...
Box of Stardust Posted March 1, 2020 Share Posted March 1, 2020 Alright, just as a BDA mechanics review, radar signature of a craft is baked in as-is when the craft is spawned in, right? So any huge bits attached to the craft will affect the RCS, even if immediately detached? Quote Link to comment Share on other sites More sharing options...
Xd the great Posted March 2, 2020 Share Posted March 2, 2020 @jrodriguez Is the modular missile function broke? It detonates the warhead after all stages are launched. Quote Link to comment Share on other sites More sharing options...
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