Xd the great Posted April 11, 2020 Share Posted April 11, 2020 Merely curious @jrodriguez how will BDAC multiplayer work? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted April 11, 2020 Author Share Posted April 11, 2020 3 minutes ago, Xd the great said: Merely curious @jrodriguez how will BDAC multiplayer work? You should check some videos I uploaded to my YouTube account sometime ago. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted April 11, 2020 Author Share Posted April 11, 2020 New BDAMultiplayer beta version 0.3 is here to download, read the README of the repository for installation instructions. https://github.com/jrodrigv/BDAMultiplayer/releases/tag/0.3 Quote Link to comment Share on other sites More sharing options...
Arctifire Posted April 13, 2020 Share Posted April 13, 2020 On the Beta BDA MP patch the guns sometimes do not detect the ammo Quote Link to comment Share on other sites More sharing options...
Box of Stardust Posted April 13, 2020 Share Posted April 13, 2020 @jrodriguez Does BDA MP still require Physics Range Extender or no? Just making sure what we're doing using PRE is the right thing to do, and not the wrong thing. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted April 14, 2020 Author Share Posted April 14, 2020 6 hours ago, Box of Stardust said: @jrodriguez Does BDA MP still require Physics Range Extender or no? Just making sure what we're doing using PRE is the right thing to do, and not the wrong thing. Yes. It is required. I suggest to disable the terrain extender option in the PRE settings file (inside PRE mod folder) Quote Link to comment Share on other sites More sharing options...
RYU AZUKU99 Posted April 15, 2020 Share Posted April 15, 2020 (edited) Is anyone else having issues with not being able to link radar between craft?? KSP Version 1.9.1 Output_log.txt: https://drive.google.com/file/d/1qVFPKw_4Bh0Az1H3z5KANauf_dAipcD6/view?usp=sharing Screenshots: https://imgur.com/a/xknIGYQ The problem is that I can't link radar between two different craft, whenever I click the radar link button nothing happens/I cant select the radar truck. Both craft are on the same team, the receiving craft has the radar receiver part. Mod List: clickthrough blocker, toolbar controller, bdarmory, heat control, hullcam vds, knes, mechjeb2, nasa countdown clock, modular launchpads, all of the nearfuture mods, physics range extender, scatterer, tweakscale, vaporvent mod The data link menu opens to the left of the main radar tab, meaning if you have the radar tab all the way on the left side of the screen you cant see the datalink options Edited April 15, 2020 by RYU AZUKU99 Ugh Quote Link to comment Share on other sites More sharing options...
bonyetty Posted April 16, 2020 Share Posted April 16, 2020 "Module manager is missing." message in red when I right click on the weapons Manager part and click the Open GUI button. My specific issue is the big red text and the bullet collisions do not seem be working, all else appears to be working from what I can tell. I have places sarbian's ModualManager folder from out of the ModuleManager-master folder https://github.com/sarbian/ModuleManager into the GameData folder with the BDArmory and PhysicsRangeExtender and the 2 squad folders. I cant find any reference or links to what ModualManagers to install or where or how to locate the correct one if there are multiple or a specific version needed. Any assistance would be appreciated. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted April 16, 2020 Author Share Posted April 16, 2020 2 hours ago, bonyetty said: "Module manager is missing." message in red when I right click on the weapons Manager part and click the Open GUI button. My specific issue is the big red text and the bullet collisions do not seem be working, all else appears to be working from what I can tell. I have places sarbian's ModualManager folder from out of the ModuleManager-master folder https://github.com/sarbian/ModuleManager into the GameData folder with the BDArmory and PhysicsRangeExtender and the 2 squad folders. I cant find any reference or links to what ModualManagers to install or where or how to locate the correct one if there are multiple or a specific version needed. Any assistance would be appreciated. Remove everything and install everything again but using CKAN. I'm pretty sure you have done a wrong installation of module Manager by downloading the master branch Quote Link to comment Share on other sites More sharing options...
bonyetty Posted April 16, 2020 Share Posted April 16, 2020 (edited) 1 hour ago, jrodriguez said: Remove everything and install everything again but using CKAN. I'm pretty sure you have done a wrong installation of module Manager by downloading the master branch Ok I’ll try that again. Thanks edit fresh download of the ksp zip and installing from it then the same procedure got the same result? Edited April 16, 2020 by bonyetty Quote Link to comment Share on other sites More sharing options...
bonyetty Posted April 16, 2020 Share Posted April 16, 2020 "ModuleManager-master.zip" is the file that downloads from GitHub - sarbian/ModuleManager. When I unzip it, I get a Modulemanager-master file. Inside the ModuleManager-master is a file called ModuleManager. I pasted this ModuleManager file into GameData. GameData file now has BDArmory, ModuleManager, PhysicsRangeExtender, Squad, and SquadExpansion folders in there. I'll have a look at CKAN I haven't used it before does it have a compatible Module manager folder to go along side of BDArmory in GameData? Quote Link to comment Share on other sites More sharing options...
kcs123 Posted April 16, 2020 Share Posted April 16, 2020 8 hours ago, bonyetty said: fresh download of the ksp zip and installing from it then the same procedure got the same result? For either, manual install or trough CKAN it is still important to understand how mods in KSP work. This article is worth to read, even for veteran KSP players: You may also read this post as well, that I wrote as further clarification: CKAN is not perfect, but humans are prone to make mistakes too, it is easy to overlook something with so many mods around. Quote Link to comment Share on other sites More sharing options...
Peter Griffin Posted April 16, 2020 Share Posted April 16, 2020 Speaking of bd armory. Turns out i had all of spanner monkeys stuff on my old computer. SM Missiles SM Navy SM Armory All of it. Would anyone like a copy? If so message me I'll send you a link to Google drive. (Also yeah I read his post on his user page. Unless he personally asks me I'm still doing this) Quote Link to comment Share on other sites More sharing options...
Xd the great Posted April 16, 2020 Share Posted April 16, 2020 (edited) 15 hours ago, bonyetty said: "ModuleManager-master.zip" is the file that downloads from GitHub - sarbian/ModuleManager. When I unzip it, I get a Modulemanager-master file. Inside the ModuleManager-master is a file called ModuleManager. I pasted this ModuleManager file into GameData. GameData file now has BDArmory, ModuleManager, PhysicsRangeExtender, Squad, and SquadExpansion folders in there. I'll have a look at CKAN I haven't used it before does it have a compatible Module manager folder to go along side of BDArmory in GameData? Module manager is not a folder. Check this: There should be a download link somewhere on the first post. Male sure you got the correct version. Oh, and the file location is Gamedata/ModuleManager, same with Gamedata/BDArmory or Gamedata/physicsRangeExtender Edited April 16, 2020 by Xd the great Quote Link to comment Share on other sites More sharing options...
bonyetty Posted April 17, 2020 Share Posted April 17, 2020 1 hour ago, Xd the great said: Module manager is not a folder. Check this: There should be a download link somewhere on the first post. Male sure you got the correct version. Oh, and the file location is Gamedata/ModuleManager, same with Gamedata/BDArmory or Gamedata/physicsRangeExtender x.x.x.dll yes thank you this is what i was getting wrong. Copy and past the thing called ModuleManager.x.x.x.dill for BDarmory into GameData to function not ModuleManager. For KSP1.9.1 GameData/ModuleManager.4.1.3.dll this works for me. GameData/ModuleManager does not for me no matter how many times i try. Quote Link to comment Share on other sites More sharing options...
Manul Posted April 17, 2020 Share Posted April 17, 2020 (edited) If any weapon is activated manually (not through Weapon Manager interface) it is deactivated after each explosion caused by it's fire. I first encountered this in 1.7 so it's not version specific I think. Does anybody else have this problem? Steps to reproduce: 1) Arm Crater Crawler with 30mm turret (ammo and WeaponManager also required) 2) Activate turret with action group or toggle button in part action window 3) Blow up another Crater Crawler 4) The turret will be deactivated And i've just found something new: stock wheels can not be damaged by projectiles or explosions. KSPWheel based wheels explode as per usual. KSP 1.9.1 BDA v1.3.4 Here ia a log https://drive.google.com/file/d/1HIk79y_89mEG686OdldpmdagWFiDUEXJ/view?usp=sharing Edited April 17, 2020 by Manul Quote Link to comment Share on other sites More sharing options...
Xd the great Posted April 17, 2020 Share Posted April 17, 2020 12 hours ago, bonyetty said: x.x.x.dll yes thank you this is what i was getting wrong. Copy and past the thing called ModuleManager.x.x.x.dill for BDarmory into GameData to function not ModuleManager. For KSP1.9.1 GameData/ModuleManager.4.1.3.dll this works for me. GameData/ModuleManager does not for me no matter how many times i try. Ok. Double check it is Gamedata/ModuleManager, not Gamedata/gamedata/ModuleManager. Same for BDAc and PRE. Also where did you download the dll? 7 hours ago, Manul said: And i've just found something new: stock wheels can not be damaged by projectiles or explosions. KSPWheel based wheels explode as per usual. KSP 1.9.1 BDA v1.3.4 Here ia a log https://drive.google.com/file/d/1HIk79y_89mEG686OdldpmdagWFiDUEXJ/view?usp=sharing This is something old. Because of, erm, wheel physics in KSP, they are indestructable. Quote Link to comment Share on other sites More sharing options...
bonyetty Posted April 17, 2020 Share Posted April 17, 2020 (edited) 4x4cheesecske helped with this link to it. It works fine for me using it. No didn’t have GameData/GameData for BDArmory, the range extender or for the ModuleManager folder I was trying to use. Now with BD, range and ModuleManager.4.1.3.dll as I said it’s working great. I said fine but really it’s working great thanks for you help https://ksp.sarbian.com/jenkins/job/ModuleManager/157/artifact/ModuleManager.4.1.3.dll Edited April 17, 2020 by bonyetty Quote Link to comment Share on other sites More sharing options...
Manul Posted April 17, 2020 Share Posted April 17, 2020 (edited) 9 hours ago, Xd the great said: This is something old. Because of, erm, wheel physics in KSP, they are indestructable. I don't remember such log records before: [LOG 10:46:18.045] [F: 34124]: [wheelMed] Collision Enhancer Punch Through - vel: 14.02327 This is what happens when wheel's parent part explodes. Looks like wheel physics has been changed again. And I could not destroy the KSC using reasonable firepower with building damage multiplier set to 1. Round fueltanks near the VAB resist 120mm projectiles, the VAB itself looks nearly indestructible. Dual 203mm howitzer and a railgun from NED fixed this with a few shots This is not what I call "reasonable firepower" Edited April 17, 2020 by Manul Quote Link to comment Share on other sites More sharing options...
Box of Stardust Posted April 18, 2020 Share Posted April 18, 2020 Got some amusing news for this thread: Quote Link to comment Share on other sites More sharing options...
Xd the great Posted April 18, 2020 Share Posted April 18, 2020 9 hours ago, Manul said: And I could not destroy the KSC using reasonable firepower with building damage multiplier set to 1. Round fueltanks near the VAB resist 120mm projectiles, the VAB itself looks nearly indestructible. Dual 203mm howitzer and a railgun from NED fixed this with a few shots This is not what I call "reasonable firepower" A couple bombs should be more than enough to destroy any buildings. Quote Link to comment Share on other sites More sharing options...
Manul Posted April 18, 2020 Share Posted April 18, 2020 (edited) 5 hours ago, Xd the great said: A couple bombs should be more than enough to destroy any buildings. Bombing the VAB is scheduled for tomorrow, today we are testing guns. P.S. in 1.3-1.7 days the VAB used to fall apart from a few 120mm projectiles and fuel tanks used to blow up after 30mm burst. Edited April 18, 2020 by Manul Quote Link to comment Share on other sites More sharing options...
VoidCosmos Posted April 18, 2020 Share Posted April 18, 2020 4 minutes ago, Manul said: Bombing the VAB is scheduled for tomorrow, today we are testing guns. All the best! Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted April 18, 2020 Share Posted April 18, 2020 15 hours ago, Manul said: the VAB itself looks nearly indestructible. Yeah even my railgun from KTech takes 3 or 4 shots to destroy the VAB. Quote Link to comment Share on other sites More sharing options...
Manul Posted April 18, 2020 Share Posted April 18, 2020 (edited) 1 hour ago, TheKurgan said: Yeah even my railgun from KTech takes 3 or 4 shots to destroy the VAB. In 1.7.3 this K-10 could annihilate the whole KSC within seconds. Spoiler You can never have too much BRRRRRRT Edited April 18, 2020 by Manul Quote Link to comment Share on other sites More sharing options...
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