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[1.9.1] BDArmory Continued v1.3.4 & BDArmory Multiplayer [17/09/2021]


jrodriguez
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14 hours ago, jrodriguez said:

No it is not the same. BDA " Runway project" is a better and newer version forked from BDAC   2 years ago. The version released for 1.12.3 is just a maintenance release of BDAc.

Yes

Is their anything being added to the BDAc maintenance release for 1.12.3?

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20 hours ago, Dioso said:

HEY HELP MY BDA GUI IS IN THE BOTTOM OF THE SCREEN HOW DO I GET IT BACK UP PLEASE HELP ME !!!!!!!!!

 

First, Yelling is not necessary.  Second, if you want help, refer to the OP for information on what to provide us in order to assist you.  At the least a player.log and a screen shot of your gamedata folder would be helpful.   Please refer to the OP for information on what specifically to provide.  Finally. please refer all issues to the following thread:

All support for BDAc 1.12.3 and later will be there.

On 3/22/2022 at 10:33 PM, TheKurgan said:

After being involved with BDA for a couple years before RWP, and being part of RWP for the last 2 years, I can say that BDA for RWP keeps all that was BDAc and just builds upon it.
The additions, new capabilities, bullet balancing, bug fixes and so much more is well worth a look.
Legacy missiles ALL still work, I know this because I re-released many of Spanners without changing anything at all.
All weapons that had the own bullet defs still work perfectly fine.
Some weapons that used BDAc bullet defs may have been affected, and may need very minor updates.
No other parts, that I know of, have been broken.

Good to hear from you!  Thanks for the info.  I'm not familiar with Runway Project, so my information is second hand.  

Edited by Papa_Joe
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BDAc Bug

I have been having a issue with BDAc, when using missiles or bombs. All crafts/parts become indestructible and no damage is done to any of the craft/parts.

I have tried uninstalling and reinstalling and the bug persists. Any idea what the cause is?

 

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On 3/18/2022 at 1:45 PM, Papa_Joe said:

Good to know.  I'll look at the logic.

Thank you. Hope this issue to get cleared, since I usually build small gun-optimized jet fighter with only IR missile without radar unit. Also for some reason once IR missile able to lock with radar lock, it will have 100% lock/hit , even with target aircraft beyond usual max missile range (like >20km) and spamming flares (although I only test it with Kerbalfield and SMI Missiles and Launchers's missile part, I will try using BDA's Sidewinder later when I got time)

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I'm just now getting into modding KSP, and if this is abandoned now I might as well start with RWP. Does anyone know where can I find the latest version of RWP, it doesn't seem to have a thread on here at all.

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First I want to thank you for your great work, this mod is always at the core of my moded games, to the point where It's been a while since I did a legit interplanetary voyage, too busy launching weapon systems from the Mun.  

It's been a while since I played the game and I have been playing on 1.3 for a while because I'm lazy and don't want to find mod updates, but do addons mods still work? NKD Renewed, NAS, Fox... if yes is there anywhere I can find of all of them especially if only some of them work, like a repertoire of all working addon mods. 

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3 hours ago, Khofax said:

First I want to thank you for your great work, this mod is always at the core of my moded games, to the point where It's been a while since I did a legit interplanetary voyage, too busy launching weapon systems from the Mun.  

It's been a while since I played the game and I have been playing on 1.3 for a while because I'm lazy and don't want to find mod updates, but do addons mods still work? NKD Renewed, NAS, Fox... if yes is there anywhere I can find of all of them especially if only some of them work, like a repertoire of all working addon mods. 

BD Armory add ons

Kerbal Field - https://spacedock.info/mod/1646/KerbalField

Malfunc Weaponary - https://spacedock.info/mod/203/MalFunc Weaponry

North Kerbin Dynamics Renewed - https://spacedock.info/mod/2483/North Kerbin Dynamic Renewed

TBone’s XAGM - https://spacedock.info/mod/389/Tbone's XAGM

Modern Naval Weapon Systems - https://spacedock.info/mod/1926/[MNWS]Modern Naval Weapon System - WEAPON pack

MNWS has some issues with causing all parts to be indestructible, But has insane firepower. It adds 100+ weapons

On 4/7/2022 at 7:35 AM, Marrik said:

I'm just now getting into modding KSP, and if this is abandoned now I might as well start with RWP. Does anyone know where can I find the latest version of RWP, it doesn't seem to have a thread on here at all.

RWP is excellent, but was disappointing to a extent. Sever lag, some weapons didn’t work.

You can find it on space dock.

Edited by Kerbal Combat
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Do these weapon mods not work in Career mode? I don't seem to have any weapon systems or managers or anything in the tech tree, just a couple of seats.

Edited by Marrik
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2 hours ago, Marrik said:

Do these weapon mods not work in Career mode? I don't seem to have any weapon systems or managers or anything in the tech tree, just a couple of seats.

They don’t work in career or science modes. Only sandbox

Edited by Kerbal Combat
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  • 2 weeks later...

Hi all, I have just recently installed this mod (and all dependencies), everything seems to work fine, but I notice that I cant  attach any missiles to the Jernas Missile Turret. The little spheres do appear but when I select any missile, it just doesn't snap or attach to the hardpoints of the missile turret.  I tried every single missile, all fail to snap/attach to the hardpoints. Am I doing something wrong?

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On 4/19/2022 at 5:08 AM, BullitX said:

Hi all, I have just recently installed this mod (and all dependencies), everything seems to work fine, but I notice that I cant  attach any missiles to the Jernas Missile Turret. The little spheres do appear but when I select any missile, it just doesn't snap or attach to the hardpoints of the missile turret.  I tried every single missile, all fail to snap/attach to the hardpoints. Am I doing something wrong?

I don’t think the BDAc 1.12.3 update is fully finished, I think it’s still in the beta testing phases. 1.9.1 works perfectly until the beta is fully finished.

13 hours ago, Flyingpig123 said:

Is this mod still updated? Which has more features, bdarmory continued or bdarmory for runway project?

BDAc is being updated 1 final time to my knowledge, it being updated to be compatible with 1.12.3. 

BDAc 1.9.1  has a decent selection of missiles and bombs to choose from. But you will need other add on packs to have a fully array of missiles too choose from.

BDA Runway Project is constantly being updated and works for 1.12.3. It has a bunch of different game modes to choose. They only downside with BDA Runway project. The AI can only use missiles from BDA Runway project, it can’t use missiles from any of the add on packs, because they have not been integrated for compatibility yet.

BDAc 1.9.1 is fully functional with no issues (No being updated again, just being made compatible for 1.12.3)

BDA Runway project is updated every couple weeks.

**BDA weapon Add-ons for 1.9.1**

Kerbal Field - https://spacedock.info/mod/1646/KerbalField

Malfunc Weaponary - https://spacedock.info/mod/203/MalFunc Weaponry

North Kerbin Dynamics Renewed - https://spacedock.info/mod/2483/North Kerbin Dynamic Renewed

TBone’s XAGM - https://spacedock.info/mod/389/Tbone's XAGM

Modern Naval Weapon Systems - https://spacedock.info/mod/1926/[MNWS]Modern Naval Weapon System - WEAPON pack

MNWS has some issues with causing all parts to be indestructible, But has insane firepower. It adds 100+ weapons

Edited by Kerbal Combat
Missing Information added
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  • 1 month later...
Posted (edited)

hello, i have a problem with the adjustable missile rails not appearing in the vehicle builder. im using a lot of other mods so that might be the problem, i have stuff like interstellar and near future aeronautics 

EDIT: after rereading this, i am just wondering if the part doesn't exist anymore or if there is another mod that i need to have it.

Edited by churrotree22
clarification
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  • 2 weeks later...
On 6/11/2022 at 12:22 AM, wackman said:

does anyone know why my camera is like this? 
https://imgur.com/a/i5DS0wG

Are you using Scatterer? I am using 1.12 and had the same problem, and it seemed to go away when I uninstalled Scatterer. I was using the Runway Project fork but it might work for the 1.12 prerelease too.

I did some digging and found these on Github, which gave me the idea to try it.

https://github.com/PapaJoesSoup/BDArmory/issues/641

https://github.com/PapaJoesSoup/BDArmory/issues/564

Can't test this shot in the dark because it's late and I need to sleep, maybe a solution would be to downgrade Scatterer?  When I was checking it out I put the RWP fork for 1.12 and installed it on my old 1.9.1 KSP+BDArmory install with Scatterer 0.07<something>, and the targeting pod rendered fine. The Scatterer I am using for 1.12 that broke the TGP was 0.08<something>.

Also, posting for the first time after two years of hiatus from this forum :) Just discovered that RWP exists and sparked some old KSP interest again.

Edited by CrayzeeMonkey
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  • 1 month later...
4 hours ago, Grond said:

Hey, I wanted to ask you if you know why the bullet mechanics seem to break in orbit or when you're not on a planet's surface?

My answer will depend on one thing in particular. What is it you actually expect to happen to a bullet in space?  And what is the result that you're actually getting?

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4 hours ago, Papa_Joe said:

What is it you actually expect to happen to a bullet in space? 

At least it should fly out of the muzzle and travel in a direction it's pointing :D  At orbital speeds projectiles appear about 10 meters far away from the craft and travel in a somewhat random direction.

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Typical muzzle velocity of a bullet is 800 feet per second.  at orbital velocities, that means it is almost nothing.  Additionally, bullet mechanics expect atmosphere.  So there is a calculation for bullet drop due to gravity and drag.  In space none of that applies.  Machine guns in space are simply useless... so them going in random directions makes sense.   

The bullet speed would be considered a small delta V boost and the bullet will rise in Orbit a bit until the eventual gravity and that little drag *might* exist (assuming it is below the threshold altitude of a body that actutally has atmosphere), and then slows enough to start lowering its orbit.  It would not make it that far as bullets have a life span (Pooled object). 

Seriously.  Machine guns in orbit are not going to be workable... :D   

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7 hours ago, Papa_Joe said:

Typical muzzle velocity of a bullet is 800 feet per second.  at orbital velocities, that means it is almost nothing.  Additionally, bullet mechanics expect atmosphere.  So there is a calculation for bullet drop due to gravity and drag.  In space none of that applies.  Machine guns in space are simply useless... so them going in random directions makes sense.   

Lack of gravity and drag doesn't break BDArmory ballistics, velocity does. Guns work just fine at stationary orbits or at a low orbital velocity. Looks like not all components of  the shooting vessel's velocity are added to the projectile's velocity.

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4 minutes ago, Manul said:

Lack of gravity and drag doesn't break BDArmory ballistics, velocity does. Guns work just fine at stationary orbits or at a low orbital velocity. Looks like not all components of  the shooting vessel's velocity are added to the projectile's velocity.

You are right. Although I think laser type of weapon (non ballistic) at least in the past were working fine from orbit https://youtu.be/JveKmzM5ACg

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12 hours ago, Papa_Joe said:

I can look at how the transform's velocities are combined.

While shooting prograde or retrograde projectiles are spawned somewhere close to the gun's muzzle and move in a direction where it's pointing.
dwcHCh1.png

Shooting in ortogonal directions to prograde vector gives much more interesting results

eq9q6Jf.png

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