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[1.9.x - 1.12.x] BDArmory Plus (BDA+) [2022-09-01]


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Please note that Physics Range Extender and Module Manager are required dependencies for BDArmory Plus

Also be advised that using the World Stabilizer mod will cause problems with PRE as it has its own world stabilization code we refer to as Black Spell ... Only solution to this is to not use the World Stabilizer mod

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BDA+ Release Links:

Github: https://github.com/BrettRyland/BDArmory/releases

Spacedock: https://spacedock.info/mod/2487/BDArmory%20Plus

Issues link: https://github.com/BrettRyland/BDArmory/issues

Wiki: https://github.com/BrettRyland/BDArmory/wiki

Physics Range Extender (REQUIRED): https://github.com/jrodrigv/PhysicsRangeExtender/releases

Module Manager (REQUIRED): https://forum.kerbalspaceprogram.com/index.php?/topic/50533-18x-112x-module-manager-422-june-18th-2022-the-heatwave-edition/

Supported Mods: BDA+ has been made compatible with the following to allow integration with these mods:

Weapon Packs for BDA+:

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Overview

BDArmory Plus (BDA+) is the release of two-plus years continuous development of BDA off of BDArmory Continued. Previously this development effort was released under BDArmory for Runway Project, but going forward it will be released under the BDArmory Plus (BDA+) name.

BDA+ has numerous features and bugfixes over BDAc: Performance optimizations, tournament/autospawn tools, AI improvements, overhauled weaponry, hull material options and armor mechanics, battle damage, racing/waypoints and other game modes, and loads more. See the changelog for the full list of improvements and fixes.

BDA+ also maintains compatibility with existing BDAc part mods and will continue to do so in the future.

 

The BDA+ team consists of @DocNappers, @SuicidalInsanity, @josuenos and many contributors from the Runway Project community and beyond, including: Aubranium, Scott Manley (@illectro), Stardust (@Box of Stardust), Kurgan (@TheKurgan), Kaz (@Ryugi), CeruleanEyes, Fluffy, Cl0by, Concodroid, BillNyeTheIE, EzBro.

Previous maintainers of BDArmory are @Papa_Joe@jrodriguez@SpannerMonkey(smce)@gomker@TheDog@DoctorDavinci and @BahamutoD.

 

Changelog

  • v1.5.2.0
Spoiler

Improvements / Fixes

  • General:
    • Fix packaging issue in recent releases that contain incorrect capitalisation of certain files and folders.
    • Adjust capitalization of "sounds" folders for parts to be consistent.
    • Fix memory leaks caught by KSPCF.
    • Make wheels susceptible to bullets and explosions too.
    • Fix off-centered arrow on inline radome texture  Git Issue #409
    • Re-fix lead issue on Apple Silicon.
    • Adds optional adjustable Logarithmic HP clamp, replacing the Proc Part Max HP slider.
    • Adds optional toggle to disable lift from colliderless PWing edges for better balance with stock wings/prevent pwing abuse.
    • Apply the gapless particle emitter option to 'DecalGaplessParticleEmitter's too.
    • Add Attachnode to the Ordinance bay to fix issues with Breaking Ground Robotics.
    • Adds debugging messages to assist with making custom weapons.
    • Adds MM patch to add liftless Proc Structural Panel if B9 Pwings installed.
    • Reduce frequency (hopefully to none) of null FX object pool entries by catching unloading events too and triggering OnJustAboutToBeDestroyed before recovering vessels.
    • Allow use of the combat seat as the root part.
  • UI:
    • Fix exception when resetting colours in Team Icons.
    • Prevent the kill timer from showing in the Loaded Vessel Switcher window for surface vessels.
    • Updated German localization by EzBro.
    • Adds Accuracy readout to the Weapon Debugging telemetry.
    • Setting the Armor Type to 'None' now disables the armor thickness slider; fixes PAW issue in KSP 1.9.1 installs.
  • Competition:
    • Fix exception in auto-resuming tournaments when SpawnProbe.craft isn't found.
    • Fix incorrect Kill Steal attribution from 1v1 fights.
    • Abort competition if a team leader still isn't ready to engage (airborne for pilot AI) by the time the start-competition-now timer runs out.
    • Fixes AI/WM not attached to Root Part warning messages on competition start when using combat seats as the root part in RWP.
    • Add option to start competitions despite failures occuring. For tournaments, this only applies after the third attempt fails.
  • Spawning:
    • Wait until after vessels are unpacked before reverting the spawn camera - fixes an exception with EVA kerbals and KSPCF.
    • Fix freezing when vessel removal throws an exception.
    • Account for wheels protruding into the ground during instant lowering of vessels.
  • GameModes:
    • Space Combat Tools:
      • Better implement SpaceFriction initialization at round start.
      • Fix AI sometimes limiting to idle speed instead of max speed in space.
      • Add limits to prevent G/AoA limiter returning infinity values in space.
    • Battle Damage:
      • Add selfsealing options to Monoprop tanks.
      • Tanks using B9PartSwitcher for fuel switching now get selfsealing options.
  • AI:
    • Fix incorrect inputField for off-target dynamic roll damping.
    • Fix RippleIndex Errors from weapons overheating/reloading.
    • Fix AI ignoring max missiles per target setting for GPS missiles
    • Spaceborne pilotAIs will now dodge via RCS translation.
    • Craft with guard mode enabled now automatically receive radar contacts via the datalink from friendlies if they have an onboard radar that can receive radar data (canReceiveRadarData = true in part).
    • Corrections to aiming at orbital speeds and long distances (for deep space combat).
      • Caveats:
        • There is a discontinuity in the way KSP handles floating origin/Krakensbane adjustments at 100km above each world that can adversely affect trans-100km orbit aiming slightly (high bullet speeds mostly negates this).
        • KSP won't load surface vessels when the current vessel is over ~90km (on Kerbin) for some unknown reason despite a sufficient PRE range, so orbital bombardment only works from LKO.
        • The targeting reticle currently isn't being correctly placed when manually aiming at closeby targets (will be fixed later).
  • Detectors:
    • Fix IRST preventing Radar GUI close.
    • Fix NRE in targeting camera when the camera parent transform is null.
    • Re-work IR occlusion to look at engine and engine plume heat for non-prop engines, weight parts by mass and proximity to heat source for occlusion, and incorporate occlusion from the engine outside of a 50 deg angle of the engine exhaust.
    • Correct spelling of "receive" (and variants) and adjust BDA parts that use "canRecieveRadarData" to use "canReceiveRadarData" instead ("canRecieveRadarData" is retained for compatibility, but other mods should make this adjustment!).
  • ECM
    • Radar missile position distortion due to chaff now relies on the ratio of ECM jammer strength to craft signature with RCS reduction to bias the position distortion from chaff to further behind the craft. Net effect is craft with jammers, and especially low RCS craft with jammers, will have an easier time evading radar missiles.
    • Lockbreak from jammers now affects RCS with RCS reduction instead of base RCS. Craft can now mix RCS reduction parts and jammers to break locks without worrying about them conflicting.
    • Incorporate stand-off jamming effects. Friendly craft with jammers now result in your craft being harder to detect and lock. Strength of this effect is determined by the lockBreakerStrength of the friendly jammers, relative distance of friendly jammers (friendly jammers closer to enemy will have a stronger effect), and if the jammers are close in field of view for the enemy (friendly jammers in same field of view will have a stronger effect). Debug readout is available by enabling the Detectors debug option.
    • AI no longer will turn off jammers automatically if they were manually enabled prior to being turned on by the AI.
  • Weapons:
    • Fix FXLookAtConstraint modules on various turrets.
    • Fix incorrect charge sound path for lasers.
    • Make the ABL use proper looping audio and add a cool-down sound.
    • Fix the ABL laser beam continuing to show while overheated when used manually.
    • Fix for NRE when heatseeker is manually selected prior to activating guard mode.
    • Fix Weapon manager PAW engagement options not affecting AI weapon selection in flight.
    • Missiles and nukes will now properly play their explosion sound effects.
    • AI controlled turrets will no longer return to rest position when overheated/reloading.
    • Fix terminal heat guidance for missiles, including not being decoyed by flares.
    • Improve consistency of anti-radiation distance target check.
    • Add paramater gpsUpdates for GPS guided missiles. gpsUpdates >= 0 in the missile config will allow the missile to get position updates of the target from the craft that launched the missile (if it can still see the target) every gpsUpdates seconds.
    • Corrections to tracer placement and alignment at orbital speeds (for deep space combat).
      • Note: Enable "Vessel-Relative Bullet Checks" when at these speeds for correct collision checks between bullets and vessels. Disable it at lower speeds as it can be a CPU hog.
    • Fix delay/penetrating fuze rounds sometimes not detonating.
    • Penetrating rounds now register damage to all parts they hit, not just first.
    • Fix 'Weapon requires EC' message spam if active vessel is not the one with the weapon in question.
    • Weapons using ECPerShot now only drain ElectricCharge if the vessel has sufficient EC to fire the weapon.
    • Use the explosion models and sounds given in MissileLauncher if none are specified in BDAExplosivePart.
    • Adds Active Protection System implementation.
      • Adds new fields: 'isAPS = T/F', 'APSType = [ballistic, missile,omni]'.
      • Adds new Settings.cfg field 'APS_THRESHOLD = n' to set threshold bullet/rocket size for interception.
  • Armor:
    • Adjusted post-penetration behavior of high velocity rounds, rounds now erode instead of slowing down at high velocities.
      • Multi-plate armor schemes now behave more realistically and will require more careful material selection and configuration.
      • Whipple shields for hypervelocity rounds are now viable and desirable. This behavior is however still very crude and does not qualitative match realistic behavior.
    • Adjusted stats for S-Glass and Kevlar materials to have realistic RHA equivalency.
      • Re-implemented Tate-Alekseevksy equation for low-ductility materials.
    • Added debug console output for armor penetration behavior. Now when Debug -> Armor is on, console will output armor penetration parameters.
       
  • v1.5.1.2
Spoiler

Fixes

  • Fix adjustable armor unclamped scaling.
  • Loosen distance checks for anti-radiation missiles fired at fast-moving targets (fixes instances when AI would not fire anti-radiation missiles at fast-moving targets).
  • Fixes for some issues occuring on KSP 1.9.
  • v1.5.1.1
Spoiler

Fixes

  • Fix AI not firing anti-radiation missiles at targets detected via RWR.
  • Fix KeyNotFoundException error in weapon selection code.
  • v1.5.1.0
Spoiler

Improvements/Fixes

  • General:
    • Remove the "-pre" from the version string, fix some typos.
  • AI:
    • Allow a vessel that's lost parts after launch to still be auto-tuned.
    • Don't reset the assigned fly-to position when arriving at an orbiting point so that planes actually orbit the targeted point.
    • Resume various pilot commands if interrupted once the cause of the interruption is removed.
    • Adjust the fly-to point's altitude closer to the default altitude when at longer ranges so planes with higher default altitudes will attack from above and vice-versa.
    • Reduce the half-life of the velocity smoothing for the turn radius calculation to allow faster updates for terrain avoidance.
    • AI can now fire antirad missiles at targets detected via RWR.
    • Fix AI not firing heatseekers.
    • Fix launch authorisation check throwing an NRE for modular missiles.
    • Further fix to bombs ignoring max missiles/tge.
  • Competition:
    • Calculate the proper separation between teams for starting a competition - fixes the competitions not starting bug.
    • Set the number of teams to 0 in one-at-a-time waypoint mode tournaments so spawning works correctly.
    • Ignore modular missile engines when activating all engines during spawning.
    • Fix the waypoint altitude slider to actually apply to waypoints when starting a waypoint run.
  • Weapons:
    • Add pro-nav gain parameter as tunable parameter for missile parts (pronavGain), set pro-nav gain to 3 by default.
    • Anti-rad missiles now continue to target the last known GPS point instead of disabling guidance.
    • Fix ShapedCharge warheads doing no damage.
    • Activate modular missile engines directly instead of using staging (which sometimes doesn't work).
    • Apply Floating Origin/Krakensbane corrections to missile guidances - fixes missiles detonating partway to target due to miss checks.
    • Fix for infrequent error related to ripple fire.
  • Armor:
    • Fix ProcArmor max scalar clamp not appearing.
    • Add Yield and YoungModulus fields to armour for reflection - fixes armour definitions without these properties not loading properly.
    • Tweak penetration calcs for ultra-low ductility armor materials.
  • UI:
    • Missile names now linked to launching craft teamcolor.
    • Set the AI GUI window rect in Start, not Awake, to guarantee that BDArmorySettings values have been read - fixes the 0-height AI GUI window.
  • v1.5.0.0
Spoiler

Bugfixes

  • Fix 'resizeSquare' texture not being loaded sometimes (due to a race condition?).
  • Clean up log spam from ExplosionFX.
  • Fix Ammo Selection Tool GUI when selecting a weapon using legacy ammo definitions.
  • Fix ATG missiles not respecting maxMissilesPerTarget.
  • Fixes Procwing HP and Armor calcs when using FAR.
  • Fix ProcParts not updating HP/Armor volume.
  • Adds missing FFAR rocket ammo to universal ammo boxes.
  • Fixes TOW missile FX.
  • Fixes Proc Armor bugs.
  • Fixes broken hydraulics on Chaingun, Hydra Turret and Patriot Launcher models.
  • Fixes custom armor volumes in .cfgs being ignored.
  • Fix some EMP weapon Selection logic.
  • EMP AMRAAM and EMP Hellfire missiles now have different names to differentiate them from vanilla variants.
  • Fixes Armor explosion resistance.
  • Armor panels no longer indestructible.
  • VTOL AI no longer toggles off guard mode in competitions.
  • Fixes Debris icons not appearing when Team Icons enabled.
  • Fixes Chaingun/Rocketpod Rounds Per Minute slider values when reverting to VAB/SPH.
  • Fixes ripplefire issue with weapons with different rates of fire in one weapongroup.
  • Fix for issue where AI was not leading target when KSP was running on M1 Macs (Apple Silicon).
  • Fixes JDAM inaccuracy issue.

Improvements

  • General:
    • Rebranded as "BDArmory Plus" (BDA+) on SpaceDock/CKAN (from "BDArmory for Runway Project") and forum thread created.
    • Major internal refactor to better organise code.
    • Switch to a single DLL release.
    • Add missing HP rounding to some parts.
    • Stop continuous single spawn when running a tournament.
    • Optimise the PartExploderSystem to minimise creation of new vessels.
    • CM Flares optimized, now have much reduced performance hit.
    • Add a toggle to the UI settings section to disable flare smoke.
    • Add a toggle to the UI settings section to disable gapless particle emitters (mostly used for engine trails).
    • Debug labels now organized by type for easier debug tracking.
    • Refactor the debug settings to be more specific and to have an on-screen only debug labels.
    • Adds SelfSealingTanks/Firebottle options to Proc Part Tanks.
    • Bullets/explosions/etc now ignore flags.
    • Adds new CameraTools switching modes, right click the cameraTools button [A] on the VesselSwitcherGUI.
      • S - Camera will autoswitch to vessel with highest score.
      • D - Camera will switch to furthest vessel from dogfight centroid.
    • Restore the precision of Vector2d persistent fields.
    • Update the continuous spawning log parsing script.
    • Add some extra layer masks (internal kerbals are 1<<16, wheels are 1<<26).
    • Add a BodyUtils.GetTerrainAltitudeAtPos function.
    • Adds optional setting to clamp proc part/proc wing max HP to a configurable maximum when Runway Project enabled.
    • Adds UI Icon team color reset button.
    • Adds missile names to missile warning icons when vessel names enabled.
    • Add a config option for the maximum time scaling.
    • Add a new logarithmic float range PAW slider type.
  • AI:
    • Add a 5° deadzone around being on target for dynamic damping to avoid feed-back loop in PID.
    • Add a check for requested extending already being satisfied.
    • Add terrain awareness to the pilot AI's waypoint fly-to direction.
    • Add a 'Waypoint Terrain Avoidance' slider to the pilot AI to control the range and strength of the waypoint terrain avoidance reaction.
    • Fixes AI GUI slider increments to match AI PAW.
    • Adds Dynamic Damping P/Y/R readouts to AI GUI.
    • Fix AI takeoff behavior.
    • Add Store/Restore option to save control surface configs in Pilot AI.
    • Add extend angle to AI to clamp climb/dive angle when doing Air-to-air extending.
    • Add Air/Ground target preference weighting to Target Priorities.
    • Make the extend toggle apply to air-to-air missiles as well as air-to-air guns.
    • Update the AI GUI help text for the current extending settings.
    • Make the AI GUI vertically resizable.
    • AI will now head to target's last known position if contact lost (out of sight range/angle/radar detection), with accuracy of predicted position decaying over time.
    • AI will now enable radars when guard mode enabled.
    • Add an altitude steer limiter to the pilot AI.
    • Apply user-defined steer limiters to roll.
    • Force VTOL AI to aim towards targets when trying to fire missiles (if it can't already fire the missile).
    • Add a PID auto-tuning mode:
      • The AI will use gradient descent to optimize the plane's ability to turn to a range of headings and stabilize in those directions.
      • The loss being minimized is ∫f(x,θ)dθ over the range θ ∈ (30°,120°) (using the midpoint Riemann sum), where f(x,θ) is ∫(δp²·(α+t²)/θ² + γ·δr²·(α+t)/100/θ)dt for the current PID values (x) and heading change (θ), where δp is the pointing error, δr is the roll error, α is the fast response relevance and γ is the roll relevance (which is automatically adjusted over time to balance the contribution from the pointing and roll errors).
      • Usage: Once the plane is airborne (and not in combat), enable auto-tuning and set the sliders to the desired values (the defaults are reasonable starting points and can be preset in the SPH; adjusting some of the sliders will restart the auto-tuning), then allow the auto-tuning to run until it stops automatically when the learning rate (LR) decreases to below 1e-3. The PID values will revert to those giving the lowest loss and these will be stored so they can be restored in the SPH.
      • Recommendations:
        1. Set the auto-tuning altitude and speed to those expected to be used in combat.
        2. Use 5-10x time-scaling.
        3. Avoid mountainous terrain.
        4. Tune without dynamic damping first and use the result as the starting point for dynamic damping with all the damping values set to the tuned static damping value and the dynamic damping factors set to 1.
        5. Since the PID values are (currently) being optimized for flying to fixed points, the tuned I value may not be optimal for moving targets in combat and a slightly larger I may be desirable.
  • GameModes:
    • Waypoints:
      • Add support for multiple waypoint gate models.
      • Add waypoint scaling from 50-1000m.
      • Altitude overrides for S4R10.
      • Remember the previously used HoSTag.
      • Add right click to 'Run waypoints' to spawn with the vessel spawner coordinates instead of the hard-coded ones.
      • Add multiple courses and a selection UI.
      • Convert Waypoints from hardcoded courses to a config based implementation.
      • Add support for unique Waypoint names.
      • Add support for independently scaling (model and approach threshold) individual waypoints.
      • Add support for independently setting individual waypoint altitudes.
      • Waypoint Scale and Waypoint Altitude are now global overrides that will set all WPs to the specified value if not set to default; else will use values from the course data.
      • Adds support for off-world waypoint courses both locally and API-run competitions.
      • Add a slider for activating guard mode when passing a waypoint.
      • Allow multiple laps for waypoints.
  • Weapons:
    • Use min of missile drop time or 2 sec instead of fixed two second period for check target will be within missile maxOffBoresight at future time.
    • Sidam Turret retextured (thanks Concodroid!).
    • Allow turrets to fire outside of visual range if they have a radar lock.
    • Issue 348; weapons will no longer manually fire if mouse cursor is over Weapon Manager GUI.
    • APBulletMod now implemented for sabot rounds.
    • Adjusted Sabot depth calculation, should no longer overpenetrate quite so much.
    • Sabots now recognized as AP ammo in ammo labels.
    • Weapons and explosions no longer cause armor damage/shrapnel/spalling damage in paintball mode.
    • Add charge-up mechanic for weapons.
      • Adds new .cfg fields: ChargeTime = n; ChargeEachShot = T/F; hasChargeAnimation = T/F; chargeAnimName = animName.
    • Weapon debug lines now account for frame velocity and flight integrator delay.
    • Rockets now support beehive/nuclear warhead options.
    • EMP weapons fired at targets with AI/ WM off will not cause them to activate when target reboots.
    • Bullets now support shaped charge HE fillers (for HEAT rounds and similar):
      • Bullet.cfg 'explosive =' field no longer true/false, now select from 'Standard' or 'Shaped' in place of explosive = true, or 'None' in place of explosive = false.
    • Missiles:
      • Adds Missile multi-targeting.
      • Adds new Max Missile Tgts setting in WM to set max targets to engage with missiles.
      • Adds incoming missile alert.
      • Shift some missile targeting code from OnUpdate to OnFixedUpdate.
      • Prevent heat-seeking missiles from targeting debris.
      • Remove restrictions on heat-seeking missiles attacking ground targets.
      • Prioritize anti-rad missiles first in using missiles against ground targets with active radars.
      • Adjust DLZ calculation to allow for better missile usage at close ranges, small angles to target.
      • Possibly fixed the 'Radar Stuck' bug.
      • Add option to display distances on the RWR logarithmically.
      • AI will now break off and extend away from target when firing nukes if within projected blast radius.
      • Continuous Rod warhead missiles now target a point a few meters above their target to better take advantage of planar AoE.
      • Missiles no longer prematurely detonate if DetonateAtMinimumDistance is enabled.
      • Fix HARMs ignoring max missiles on target.
      • Add chaffEffectivity parameter to missile configs. See AIM-120 config for more details.
      • Modular Missile ActiveRadarRange can now be set to 0.
      • Deprecate allAspect parameter, missile modders should now use uncagedLock instead (old missiles will automatically have the uncagedLock parameter value set to the value of allAspect.
      • Implemented Proportional Navigation and Augmented Proportional Navigation as missile guidance options for missile parts and modular missiles. For missile parts, set:
        • homingType = pronav [for Pro-Nav].
        • homingType = augpronav [for Augmented Pro-Nav].
  • Armor:
    • Adds Oblique Triangle Proc Armor panel.
    • Proc Armor nodes on triangular panels now orient themselves to current angle of panel edge.
    • Proc Armor max scale can now be set in .cfg, unclamped in SPH/VAB.
    • Armor penetration formula now uses the Tate/Alekseevskii formula. Penetration depths should be similar in most cases for modded ammos, but may need recalibration of their apBulletMod.
    • Add Lift Visualization, Total Lift, and Wing Loading readouts (stock only, disabled when using FAR) to the BDA Armor Tool.
  • Detectors
    • Adds IRST implementation for thermal detection alternative to radar.
      • Adds thermal occlusion mechanic; heat sources hidden behind other parts will be harder to detect by IRST.
    • Adds support for optic/thermal cloaking countermeasures.
    • Adds new AN/AAQ-42 IRST Pod part.
    • Radars must now be capable of detecting a target before it can be locked.
  • Spawning:
    • Refactor spawning into more modular coroutines for use with the spawn and orchestration strategies.
    • Add an 'instant' lowering mode for vessel easing after spawn (VESSEL_SPAWN_EASE_IN_SPEED = 0).
    • Add a test for spawning a vessel into an active competition using the SingleVesselSpawning class (debug build only).
    • Randomise team spawn order (similar to random FFA ordering).
    • Switch the camera to a random plane after spawning instead of the last plane spawned.
  • RWP:
    • Hall of Shame now supports multiple craft.
    • Add HoS support to Waypoint mode.
  • For older changes dating back to when the BDArmory Plus (BDArmory for Runway Project) forked from BDArmory Continued, see the changelog on SpaceDock.

License

BD Armory was originally developed by Paolo Encarnacion (BahamutoD), and later maintained and distributed by the BDAc team under the license CC-BY-SA 2.0. 

This mod is now called BD Armory Plus, and is being maintained by the BDA+ team.  It continues to be distributed under the license CC-BY-SA 2.0.

Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/ before attempting to modify and redistribute it.

 

BD Armory Plus contains un-modified code originating from BDArmory Continued based off of Aircraft Carrier Accessories that was used with permission (https://forum.kerbalspaceprogram.com/index.php?/topic/152916-14xaircraft-carrier-accessories/) ... Courtesy of @flywlyx

BD Armory Plus also contains code based off of Firespitter. To comply with the requirements of Firespitters' license, the following permission notice, applicable to those parts of the code only, is included below:

License: You may reuse code and textures from this mod, as long as you give credit in the download file and on the download post/page. Reuse of models with permission. No reselling. No redistribution of the whole pack without permission.
UV map texture guides are included so you can re-skin to your liking.
For reuse of the plugin, please either direct people to download the dll from my official release, OR recompile the wanted partmodule/class with a new class name to avoid conflicts.  https://github.com/snjo/Firespitter

 

Edited by DocNappers
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If you are interested in checking out some videos using BDA+, check out the following creator and this video which shows off all the improvements in AI (terrain avoidance, better aiming, better evasion, and more) and missile combat (improved missiles, re-worked flares, and more)!
 



 

Edited by josuenos
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Hi, hello KSP community. Speaking for myself here, but I hope it'll be welcome words by the rest of the team.

While I've many words to say about the current team's fantastic work on BDA+ and the interesting story behind it all, for now I'd like to partially apologize for the continuous delay of getting this "officially" out on the forums. I do hope Scott Manley's Runway Project series has gotten enough word out about the existence of this version of BDA  for the past uhhhh 2 years.

Anyways, do enjoy the greatly improved explosive combat experience brought to everyone by our excellent team behind BDA+, and know that the current state of the mod and the dev team is such that it will continue receiving updates and new features for the forseeable future.

Do also visit a number of active BDA communities if you're interested also, the mod is still very alive and well.

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!! Installation Notes !!
Users upgrading from BDAc will want to delete their prior BDA install from /GameData, not just copy-pasting the new version over the old install.
Users who have the BDA Team Icons mod installed will want to uninstall it; Team Icons has been integrated into BDA+

Edited by SuicidalInsanity
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Glad to see this version of BDA finally being trotted out "officially", separate from Runway Project.

It's such a huge set of major and minor improvements and feature-additions from old BDAc, and hopefully now more people will enjoy them.

:)

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2 hours ago, DocNappers said:

lLkr94C.png

...

...

License

BD Armory was originally developed by Paolo Encarnacion (BahamutoD), and later maintained and distributed by the BDAc team under the license CC-BY-SA 2.0. 

This mod is now called BD Armory Plus, and is being maintained by the BDA+ team.  It continues to be distributed under the license CC-BY-SA 2.0.

Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/ before attempting to modify and redistribute it.

 

BD Armory Plus contains un-modified code originating from BDArmory Continued based off of Aircraft Carrier Accessories that was used with permission (https://forum.kerbalspaceprogram.com/index.php?/topic/152916-14xaircraft-carrier-accessories/) ... Courtesy of @flywlyx

BD Armory Plus also contains code based off of Firespitter. To comply with the requirements of Firespitters' license, the following permission notice, applicable to those parts of the code only, is included below:

License: You may reuse code and textures from this mod, as long as you give credit in the download file and on the download post/page. Reuse of models with permission. No reselling. No redistribution of the whole pack without permission.
UV map texture guides are included so you can re-skin to your liking.
For reuse of the plugin, please either direct people to download the dll from my official release, OR recompile the wanted partmodule/class with a new class name to avoid conflicts.  https://github.com/snjo/Firespitter

 

Congrats on the Post!  Good to see you here, and it helps the community understand all the hard work that has been continued off of BDAc and the Runway Project work.  My current work with BDAc is only to maintain compatibility with KSP, and it is doubtful that additional features will be added.   I will definitely dive into the code base.  If there is anything I can do to assist, let me know, though it certainly looks like your team has things well in hand.  :D 

 

I will update my OP with a proper redirect to this thread.

Edited by Papa_Joe
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Nice to see an official forum post for the new improvements to BDA; as someone who spent a lot of time designing crafts in the "old" BDA, the improvements here are quite welcome!

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And now, for the first question: I want to reduce sympathetic detonations on ballistic missiles and bombs, but MM patches to increase their health are nonfunctional. The patches seem to be applying in KSP.log and they’re tagged with FINAL, but are not going through. I assume HP for them is hard capped somewhere? 

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7 hours ago, Sidestrafe2462 said:

And now, for the first question: I want to reduce sympathetic detonations on ballistic missiles and bombs, but MM patches to increase their health are nonfunctional. The patches seem to be applying in KSP.log and they’re tagged with FINAL, but are not going through. I assume HP for them is hard capped somewhere? 

Yeah, missiles (including bombs and torpedoes) are fixed at 5HP and 2 armour in HitpointTracker.cs.

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8 hours ago, ShuttleCSidemount said:

Hey I'm kind of new to this mod but any tips on getting the AI to fire at you/each other?  They lock on just fine with missiles, but neither party fires until I manually do so.  Thanks.

Well, first I'd recommend joining a discord server of one of the communities that uses BDArmory a lot (like Runway Project, discord link in the description, season 5 shouldn't be too far away now; there are other communities, but I don't have links for them) and asking for help there to get more real-time and detailed responses for this type of question. Also, the wiki may be helpful.

There are many tunable settings for configuring how your plane will use its weapons, but generally, with guard mode (the 'G' in the vessel switcher window) enabled the AI will prefer to use more damaging missiles over guns when it can but will switch to firing guns when they're within range, aiming correctly and it considers them a better option. For fixed weapons (i.e., not turrets or missiles) you'll want to make sure that they're fairly closely aligned with the direction your plane flies (use F2 in the SPH to check this).

 

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请问关于新版BDA我们有没有相应的教程啊?比如说新BDA更新了目标指示UI导致我在使用其他载具时会在画面上看见黄色目标方向指示条,这个功能该怎么关闭啊?我只想在空战的时候用而不是发射火箭的时候看见。

Do we have any corresponding tutorials for the new version of BDA? For example, the new BDA has updated the target indication UI, so that when I use other vehicles, I will see a yellow target direction indicator bar on the screen. How to turn off this function? I only want to see it in air combat, not when launching rockets.

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13 minutes ago, Aaron11 said:

请问关于新版BDA我们有没有相应的教程啊?比如说新BDA更新了目标指示UI导致我在使用其他载具时会在画面上看见黄色目标方向指示条,这个功能该怎么关闭啊?我只想在空战的时候用而不是发射火箭的时候看见。

Do we have any corresponding tutorials for the new version of BDA? For example, the new BDA has updated the target indication UI, so that when I use other vehicles, I will see a yellow target direction indicator bar on the screen. How to turn off this function? I only want to see it in air combat, not when launching rockets.

Those indicators are from Team Icons, which got merged into BDA+ a while ago. The menu icon looks like this: Icon.png and the bars are the "Offscreen Icon Pointers".

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31 minutes ago, DocNappers said:

Those indicators are from Team Icons, which got merged into BDA+ a while ago. The menu icon looks like this: Icon.png and the bars are the "Offscreen Icon Pointers".

Thanks~

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11 hours ago, DocNappers said:

Well, first I'd recommend joining a discord server of one of the communities that uses BDArmory a lot (like Runway Project, discord link in the description, season 5 shouldn't be too far away now; there are other communities, but I don't have links for them) and asking for help there to get more real-time and detailed responses for this type of question. Also, the wiki may be helpful.

There are many tunable settings for configuring how your plane will use its weapons, but generally, with guard mode (the 'G' in the vessel switcher window) enabled the AI will prefer to use more damaging missiles over guns when it can but will switch to firing guns when they're within range, aiming correctly and it considers them a better option. For fixed weapons (i.e., not turrets or missiles) you'll want to make sure that they're fairly closely aligned with the direction your plane flies (use F2 in the SPH to check this).

 

Thanks.  

I do have another problem now, though.  I was flying a pair of fighter jets from one airbase to another, and halfway there,  KSP suddenly switched to the "enemy" jets.  I tried to switch back to the original planes but they had disappeared.  The "enemy" jets also spawned 20 kilometers into the air.  

Any tips?

 

g2hcs4q.png

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Just now, ShuttleCSidemount said:

Thanks.  

I do have another problem now, though.  I was flying a pair of fighter jets from one airbase to another, and halfway there,  KSP suddenly switched to the "enemy" jets.  I tried to switch back to the original planes but they had disappeared.  The "enemy" jets also spawned 20 kilometers into the air.  

Any tips?

If a vessel flies beyond the range of what's set in the PRE from the active vessel then KSP unloads it, or conversely if something flies into that range from outside it, KSP will load it and often switch to that vessel. Basically the PRE distance needs to be set to the largest range you're going to be operating on, but be aware that the larger it is, the more work KSP has to do.

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14 hours ago, Plutron said:

I was wondering if there was a tutorial somewhere on how to do the waypoint gamemode? My plane always seems to fail to spawn.

There's currently a couple of bugs for waypoint mode that'll be fixed in the next release.

  1. The teams slider in the spawning options needs to be set to FFA to pick the right vessels (which is probably the issue you're having).
  2. The waypoint altitude slider isn't affecting the waypoint altitudes (so it's using whatever is in BDArmory/PluginData/Waypoint_locations.cfg, 3rd value in each tuple).

Additionally, if you're running more than a single craft at a time, then you'll want the "Spawning Distance" to be fairly small so they start out close together.

There isn't any tutorial, but this video should give you a reasonable idea on how to use it.

 

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7 hours ago, DocNappers said:

There's currently a couple of bugs for waypoint mode that'll be fixed in the next release.

  1. The teams slider in the spawning options needs to be set to FFA to pick the right vessels (which is probably the issue you're having).
  2. The waypoint altitude slider isn't affecting the waypoint altitudes (so it's using whatever is in BDArmory/PluginData/Waypoint_locations.cfg, 3rd value in each tuple).

Additionally, if you're running more than a single craft at a time, then you'll want the "Spawning Distance" to be fairly small so they start out close together.

There isn't any tutorial, but this video should give you a reasonable idea on how to use it.

 

Thanks for the help! Unfortunately it still doesn't work. It teleports my camera to the canyon and says it is spawning a craft at 1000m but it always ends with "failed to spawn [craft name]". I'm gonna experiment some more and see if I can get it working

 

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