somepotatoinspace Posted June 3, 2021 Share Posted June 3, 2021 @Manuland @Jeb_Needs_A_Parachute, My computer only has 7.2 Gigabytes of memory. Quote Link to comment Share on other sites More sharing options...
Jeb_Needs_A_Parachute Posted June 4, 2021 Share Posted June 4, 2021 @somepotatoinspace, 7.2 gb is fine. So long as you play with either small crafts or less mods or have ssd storage (assuming you want fast loading, of course). However, slow oading times are fine. 7.2 Gigabytes could be improved, if you have a pc, for cheap (about 50 dollars i think since 16gb is $130 {Sorry, I am Using AUSTRALIAN dollars since that is where I live} ) Otherwise, if a laptop, not much you can do (unless you have one of the fancy interchangeable ones, but unlikely if you only have 7.2Gb). Quote Link to comment Share on other sites More sharing options...
somepotatoinspace Posted June 4, 2021 Share Posted June 4, 2021 Also, the weapon manager window (not the formation/commanding one) is off to the side. How do I move it? Quote Link to comment Share on other sites More sharing options...
Sidestrafe2462 Posted June 4, 2021 Share Posted June 4, 2021 2 hours ago, somepotatoinspace said: Also, the weapon manager window (not the formation/commanding one) is off to the side. How do I move it? Click and drag on the top of the window should suffice, unless you are talking about the sidebar. Quote Link to comment Share on other sites More sharing options...
Neros7 Posted June 8, 2021 Share Posted June 8, 2021 What do "HITPOINT_MULTIPLIER = 1.5 DMG_MULTIPLIER = 120 BALLISTIC_DMG_FACTOR = 1.55 EXP_DMG_MOD_BALLISTIC = 1.125 EXP_DMG_MOD_MISSILE = 6.75 EXP_IMP_MOD = 0.25" do exactly? Quote Link to comment Share on other sites More sharing options...
Jeb_Needs_A_Parachute Posted June 10, 2021 Share Posted June 10, 2021 Ok, @Neros7, I will try and explain it. Prepare for nerding session: Hitpoint_Multiplier is basically how much damage it should do above a particular valu. DMG_Multiplier is then the same except for damage (Hitpoints are the number of times something can be hit before breaking, and damage is how much damage it can take before breaking. If, say, a missile hits you wing, it does 1 hitpoint as it only hit you once, but does lots of damage, where as a round from one of the guns will do less damage but then you can fire lots to do hitpoint kills.). BALLISTIC_DMG_FACTOR is then damage it does against armour - ballistics is just a fancy word for a bullet. Think of it as a penetration factor. Nerding ended. Please don't take this as 100% accurate, these are just my thinking. I may well be wrong. Also, sorry but I don't know what the other 3 ones are. Quote Link to comment Share on other sites More sharing options...
Neros7 Posted June 10, 2021 Share Posted June 10, 2021 Second unrelated question: What bdarmory is better for helicopters and ground striking? runway or this one? Quote Link to comment Share on other sites More sharing options...
QAM00 Posted June 10, 2021 Share Posted June 10, 2021 (edited) Would in the future you guys want to add bomb/missle racks with multiple hardpoints? I would be cool to have a rail and a bomb rack in one. Edited June 10, 2021 by QAM00 Quote Link to comment Share on other sites More sharing options...
Sidestrafe2462 Posted June 11, 2021 Share Posted June 11, 2021 (edited) 22 hours ago, QAM00 said: Would in the future you guys want to add bomb/missle racks with multiple hardpoints? I would be cool to have a rail and a bomb rack in one. That's purely a visual thing- make your own! The current basic hardpoint can fit whatever you please on. Another rack to make a quad rail, two bombs and a missile, two missiles and a bomb, etc. Turreted racks are missile only, and the rotary rack it's best to keep with one type of weapon only. Edited June 11, 2021 by Sidestrafe2462 Quote Link to comment Share on other sites More sharing options...
W.V Kerman Posted June 12, 2021 Share Posted June 12, 2021 Hello There! Do I Need Regular BDAc For BDAc Multiplayer To Work? I Have All The Dependencies For BDAc Multiplayer So Why Is It Not Working? Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted June 13, 2021 Share Posted June 13, 2021 On 6/12/2021 at 4:30 PM, The Kerman said: Hello There! Do I Need Regular BDAc For BDAc Multiplayer To Work? I Have All The Dependencies For BDAc Multiplayer So Why Is It Not Working? if it doesn't work, then download BDAc and look if it works Quote Link to comment Share on other sites More sharing options...
The_Stinky_Broccoli Posted June 18, 2021 Share Posted June 18, 2021 just a question, but do bda extension mods work with the multiplayer version? Quote Link to comment Share on other sites More sharing options...
QAM00 Posted June 19, 2021 Share Posted June 19, 2021 On 6/11/2021 at 11:35 AM, Sidestrafe2462 said: That's purely a visual thing- make your own! The current basic hardpoint can fit whatever you please on. Another rack to make a quad rail, two bombs and a missile, two missiles and a bomb, etc. Turreted racks are missile only, and the rotary rack it's best to keep with one type of weapon only. Ah alright, Thanks! Quote Link to comment Share on other sites More sharing options...
Natso Posted June 21, 2021 Share Posted June 21, 2021 (edited) The Anti Phalanx Gun can shot my toperdo underwater .... it not true in real life Edited June 21, 2021 by Natso Quote Link to comment Share on other sites More sharing options...
kcs123 Posted June 21, 2021 Share Posted June 21, 2021 (edited) 20 hours ago, Natso said: The Anti Phalanx Gun can shot my toperdo underwater .... it not true in real life It is not possible to use jet engine underwater too, but it works in KSP. Considering that stock game never planed any of BDA features, it is amazing how BDA performs in KSP. Edited June 22, 2021 by kcs123 typo Quote Link to comment Share on other sites More sharing options...
Xd the great Posted June 25, 2021 Share Posted June 25, 2021 On 6/21/2021 at 7:55 PM, Natso said: The Anti Phalanx Gun can shot my toperdo underwater .... it not true in real life If I am not mistaken, the gun can be set to not engage SLW, or torpedoes. Quote Link to comment Share on other sites More sharing options...
Miniwave Posted June 30, 2021 Share Posted June 30, 2021 Will the multiplayer mod be updated for KSP v1.12 and LMP v0.28? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted June 30, 2021 Author Share Posted June 30, 2021 12 hours ago, Miniwave said: Will the multiplayer mod be updated for KSP v1.12 and LMP v0.28? I might do it, not now but maybe during this summer. I prefer to wait until all the KSP 1.12 hotfixes are released :) Quote Link to comment Share on other sites More sharing options...
Kev1n8088 Posted July 1, 2021 Share Posted July 1, 2021 Hi, I'm trying to modify the HEKV missile to be useful in space warfare. However, for some reason, the missile swerves off target right before impact, instead of going in for the kill. My current config file is below: PART { // Kerbal Space Program - Part Config // // // --- general parameters --- name = bahaHEKV1 module = Part author = BahamutoD // --- asset parameters --- mesh = model.mu rescaleFactor = 1 // --- node definitions --- node_attach = 0.0, 0.1232686, -0.3764487, 0, 1, 0, 0 node_stack_top = 0.0, 0.1232686, 0.0, 0, 1, 0, 0 // --- editor parameters --- TechRequired = precisionEngineering entryCost = 2100 cost = 4000 category = none bdacategory = Missiles subcategory = 0 bulkheadProfiles = srf title = HE-KV-1 Missile manufacturer = Kerman Dynamics description = The HE-KV-1 is a radar guided high explosive missile designed for space warfare. It has very strong RCS thrusters to guide it toward it's target, however it is vulnerable to PDC fire as it's rudimentary computer system means it flies in a predictable path that makes it easy to intercept. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,0,0,1 // --- standard part parameters --- mass = 0.14 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 2 crashTolerance = 5 maxTemp = 3600 MODULE { name = MissileLauncher shortName = HEKV thrust = 10 cruiseThrust = 2.5 dropTime = 1 boostTime = 4 cruiseTime = 120 maxTurnRateDPS = 360 //degrees per second decoupleSpeed = 5 decoupleForward = true hasRCS = true rcsThrust = 60 audioClipPath = BDArmory/Sounds/jet guidanceActive = true //missile has guidanceActive homingType = RCS targetingType = radar missileType = missile DetonationDistance = 1 activeRadarRange = 100000 maxOffBoresight = 180 lockedSensorFOV = 2 radarLOAL = true minStaticLaunchRange = 5000 maxStaticLaunchRange = 100000 engageAir = true engageMissile = true engageGround = false engageSLW = false } MODULE { name = BDExplosivePart tntMass = 300 } } Could someone who is familiar with missiles help me with this? Thanks a lot! Quote Link to comment Share on other sites More sharing options...
obnox twin Posted July 7, 2021 Share Posted July 7, 2021 Hello I'm really confused is this BDarmory updated or do I need to install the runway project I am really confused. Quote Link to comment Share on other sites More sharing options...
Miniwave Posted July 11, 2021 Share Posted July 11, 2021 On 7/7/2021 at 8:59 AM, obnox twin said: Hello I'm really confused is this BDarmory updated or do I need to install the runway project I am really confused. I think for now you need to install runway since some of the features from this version of BDA doesn't work properly in the latest ksp release. The developer of this mod said he might update it during the summer but I'm not sure when Quote Link to comment Share on other sites More sharing options...
Admiral Fluffy Posted July 13, 2021 Share Posted July 13, 2021 On 5/1/2019 at 4:21 PM, jrodriguez said: Also, to correctly install BDAc, first download the latest release from the BDAc releases link posted below (not the source download) and then extract the BDArmory folder contained within the zip file and place it into your KSP/Gamedata folder ... Do not, I repeat, do not place the Gamedata folder contained within the BDAc zip into your Gamedata folder as this will cause umpteen million conflicts to arise as the BahaTurret pickle looks for textures, configs and whatnot in specific places Can someone please explain this to me? Quote Link to comment Share on other sites More sharing options...
somepotatoinspace Posted July 16, 2021 Share Posted July 16, 2021 On 7/10/2021 at 10:08 PM, Miniwave said: I think for now you need to install runway since some of the features from this version of BDA doesn't work properly in the latest ksp release. What is runway? On 7/13/2021 at 8:42 AM, Admiral Fluffy said: Can someone please explain this to me? Download the add-on from GitHub, unzip the .zip file, open the gamedata folder in the .zip file, copy the BD Armory file, and paste it in the ksp game data file. Quote Link to comment Share on other sites More sharing options...
somepotatoinspace Posted July 16, 2021 Share Posted July 16, 2021 The bd armory parts category seems to be missing from 1.12 . Is this just me? Quote Link to comment Share on other sites More sharing options...
kcs123 Posted July 16, 2021 Share Posted July 16, 2021 2 hours ago, somepotatoinspace said: The bd armory parts category seems to be missing from 1.12 . Is this just me? Do you also have Filter extension mod installed ? I have seen few similar reports from other users where they miss parts/category in VAB/SPH with Filter extension mod installed. I don't know if it is issue how mods are installed or some wierd conflict between mods or issue within Filter extension mod. But, if you use it, it is first mod to remove, to see if it is issue or not. Quote Link to comment Share on other sites More sharing options...
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