Jump to content

[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.5.5.1 [2022-11-27]


Recommended Posts

lLkr94C.png

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

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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+:

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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

  • v1.5.5.1
Spoiler
  • Fix NRE in trajectory sim.
  • Fix active vessel not firing under AI control.
  • Fix firing of missiles via hotkey not respecting ripple/single setting.
  • v1.5.5.0
Spoiler
  • General:
    • Add a --tsv option to the n-choose-k parsing script to output a TSV file instead of a CSV file.
    • Tweaks to scroll-zoom prevention.
    • Exclude weapons from the bounds calculations as they sometimes give weird values (e.g., lasers when firing).
  • UI:
    • Add an option in the UI settings for disabling scroll-zoom prevention when over BDA windows.
    • Add version watermark to Competition UI and Vessel Switcher window.
  • AI / WM:
    • Fixes for Stationary surface vessel mode.
      • No longer panics, even if airborne (allows for floating/free-fall turrets).
      • Attitude control (using RCS and reaction wheels) is applied when an enemy is within the engagement range.
    • Add 'Target Damage' Target Priority setting.
    • Add keybindings for "Next Weapon", "Prev Weapon" and "Fire Missile" in the WM (keybindings for firing guns are on the weapons).
  • Detectors
    • Some optimizations to the ECMJammer code.
    • Active jammers now appear on Radar Warning Receivers.
  • Armor:
    • Fix stack overflow in ToggleScaleClamp for symmetric parts.
    • Further fixes for post-penetration bugs.
  • Weapons:
    • Remove the extra delay from dropping the final countermeasure in a sequence.
    • Fix non-damaging lasers not scoring.
    • Tightened up firing angle when using subsystem targeting; AI will now fire when subsystem part is within angle, not entire vessel.
    • Fix missing NukeFX Flash.
    • Fix the targeting reticle placement at very short range.
    • Add a custom fire keybinding to weapons that can be used to temporarily enable and fire weapons with keys other than the main firing key.
      • Click the toggle on the weapon PAW, then press the desired button. Left click to cancel, escape to clear.
    • Add an action group for jettisoning rocket pods and toggle deployable rails.
    • Fix the trajectory simulation and targeting reticle placement for rockets.
  • Spawning:
    • Allow a specific list of observers to be excluded from being removed during spawning and competitions.
    • Allow spawning custom templates with only 1 team if not immediately starting a competition.
    • Allow spawning non-valid craft via the custom spawn templates if not immediately starting a competition.
  • RWP:
    • Fixes for remote orchestration.  
    • Improvements to Spacehacks repulsor code; will no longer shred landed ships.
      • Landing gear will now serve as repulsors when Repulsor mode is enabled instead of effect propagating through CoM, should result in more stable hovercraft.
  • v1.5.4.1
Spoiler
  • General:
    • Fix a crash-to-desktop due to firing missiles with action groups but without a WM.
    • Add a 'recentlyFiring' property for CameraTools that checks all guns for having fired recently (instead of just the current one) and for having fired a missile recently. Make the camera vessel selection use this too.
    • Internal fixes for hull/armour/HP setup logic.
    • Fix Rocket and 25mm Ammo box HP.
  • AI / WM:
    • Fix not finding the AI in the SPH for the AI GUI.
  • Weapons:
    • Don't activate all engines on modular missiles when firing them, leave it up to the configured action groups.
    • 0 damage beam lasers will no longer cause battledamage.
    • Adjusts post-penetration calculations to prevent non-physical penetration/bullet mass adjustments. 
  • Spawning:
    • Spawner will now spawn craft facing inwards if spawn distance is larger than competition distance.
  • Armor/Hull:
    • Armor Tool Hull Visualizer now displays all materials, not just Wood/Al/Steel.
    • Aluminium armor plates now register their mass for Total Armor cost/mass in the Armor tool.
    • Fix issue with parts using custom materials with greater than stock maxTemps still exploding at stock maxtemp.
    • Add crashTolerance modifier to hull materials.
    • Fix Hull Material modifiers not applying in Flight.
    • Add user-customizable exclusion list (BDArmory/PluginData/PartMaterialsBlacklist.cfg) for IgnoredParts/parts that shouldn't have material options. 
    • Fires from incendiary rounds igniting flammable parts now generates heat if BD FIRE_HEATDMG enabled.
  • RWP 
    • Add Min Altitude Increases on Death game-mode.
  • v1.5.4.0
Spoiler
  • General
    • Fix Structural Pwing causing vessels to explode in flight.
    • Fix Structural Pwing still shifting CoL sphere in SHP/VAB.
    • Structural Pwing moved to structural tab.
    • Rework the BDGUIComboBox.
  • Armor/Hull:
    • Setting material to wood and then back to Al/steel now properly resets maxTemp to default.
    • Expanded Hull material functionality; users can now implement custom hull materials, similar to how the current armor system works.
      • Adds new BD_Materials.cfg
    • LEGACY_ARMOR toggle now properly sets armor panels back to having BDAc-era HP amounts.
  • AI / WM:
    • Allow kamikaze ramming of ground targets by overriding terrain avoidance and min alt behaviour when on final approach.
  • Spawning:
    • Custom Spawn Templates
      • Set up your desired template by spawning vessels with VesselMover (or otherwise) and assigning teams.
      • Create a new template from the current configuration or save over the current one.
      • Edit the templates directly in BDArmory/PluginData/spawn_templates.cfg to adjust headings, etc.
      • Load/delete existing templates.
      • Assign vessels and specific kerbals to the template's slots, then spawn and start a competition without having to muck around with VesselMover or the "turning bug".
  • Radar    
    • Fix Radar GUI display range for datalinked radars.
    • Fix IRST being unable to activate VRD without a radar enabled.
  • UI:
    • Fix the internal GUI rects being updated properly and add option to disable their visibility to the mouse.
    • Scroll-zoom prevention while the mouse is over BDA+ windows.
    • Fix various Armor Tool functionalities.
    • Fix accuracy readout when Telemetry debug option enabled.
  • Weapons:
    • Add a penetration depth stat to weapons' partmenu infocards.    
    • Adjustments to post-penetration for high-velocity projectiles near L/D = 1.
    • Fix Barrage rate of Fire for multi-barrel weapons with a singe fire animation.
    • Fix Gravity gun (and other 0 damage lasers) annhilating their target/crashing the game.
    • Weapons that only use ECPerShot (requestResourceAmount = 0) now properly fire again.
    • Adds new field to bullet definitions [subProjectileDispersion] to allow setting custom dispersion cone for shotgun/beehive ammunition.
    • Beehive ammo explosive submunitions are now properly explosive.
    • Fix weapons nulling current target and throwing off lead offset calcs on vessels with long TargetScanIntervals.
    • Missiles:
      • Missiles/bombs in a salvo no longer fratricide each other when the first one detonates.
      • Add launch offset param to MultiMissileLauncher.
      • Fix MMLs unable to fire if using salvos smaller than total launcher count.
      • MML salvoes now add one missile away per target fired on, not just primary target.
      • MML missiles no longer labeled as [vesselname] debris when using Missile icons and Vessel Label UI Icon options.
      • Fix mass for MultiMissilelauncher rails.
  • v1.5.3.1
Spoiler
  • Spawning:
    • Only spawn SpawnProbe for dead current vessel if spawning is aborted.
  • AI / WM:
    • Fix AoA limits above 90° not behaving as expected by only limiting the AoA if the limit is below 90°.
    • Add an Afterburner Override Threshold slider (force AB active below this speed threshold if at full throttle).
    • Add a post-stall AoA threshold for switching flight-mode when beyond this threshold.
  • Weapons:
    • Fix weapons with startup/shutdown animations getting stuck, preventing them from firing.
  • v1.5.3.0
Spoiler

Improvements / Fixes

  • General:
    • Use an alternative method of calculating vessel bounds to get the vessel radius. — Fixes some weird results with parasite fighters from KSP's internal function for this.
    • Missile and countermeasure settings are now accessible in the Gameplay Settings section of the BDA Settings menu.
    • Animate animations in the physics update so that they work with time-scaling.
    • Lots of optimisations.
    • Add Notes.md for devs with notes on optimisation and the current branches.
    • Add caching for all AudioClips to reduce GC.
    • Optimised access to Krakensbane and FloatingOrigin adjustments.
    • Fix proc structural panel, now properly no longer has lift.
    • HP log scaling now on by default when RUNWAY_PROJECT is enabled.
  • UI:
    • Localisation corrections/updates.
    • Updated German localization by EzBro.
  • Competition:
    • Add option to automatically disable the HUD on tournament start.
    • Fixes nukes causing hit craft to be reported as 'Crashed and Burned' in competitions.
  • Spawning:
    • Fix spawning breakage due to PRE not being enabled and enable PRE checks and warnings during spawning.
    • Recover KSP's camera after spawning failure.
  • Damage:
    • Fix the bug preventing explosive damage applying to buildings.
    • Rework how damage is applied to buildings and how they regenerate.
    • Add a building damage multiplier.
    • Fix reverse raycasts that were using the wrong rays.
    • Fix detonate direction in BDExplosive part, missiles/rockets with ContinuousRod/ShapedCharge warheads should now have properly oriented AoEs.
    • EMP warheads can now be set to be hard/soft EMP in their configs.
  • AI / WM:
    • Add a "Debug Extending" button when AI debugging is enabled that prints extending debug info when clicked if the active vessel is extending.
    • Fix GPS missiles not obeying max missile per target setting when the target is traveling at high speeds.
    • Add an Extend Abort Time slider to the AI, where the AI will abort extending if it fails to gain distance for this amount of time. (Note: this isn't a pure timer; while not gaining distance the timer increases, but will otherwise reduce to 0 at half the rate.)
    • Add a 5s cooldown on extending if the Extend Abort Time is triggered (overriden for various extend requests, e.g., dropping bombs/nukes).
    • Dynamically update the extend distance for launching a missile while extending.
    • Limit the DLZ calculation for the extend distance for firing missiles to being maxOffBoresight off-target - avoids extreme extending distances.
    • Expand the WM's Self-Destruct AG to arm and detonate all explosive parts too.
    • Adjust the smoothing for the AoA and G-load limiting from a moving window (with a ~0.6s delay) to double exponential smoothing (with a ~0.1 delay compensated for by a 0.1s ahead prediction).
      • Note: this doesn't fix AoA/G-load limiting, it just improves the response time of its calculations.
  • Detectors:
    • Random position noise due to chaff no longer scales with RCS, is instead fixed to a random number between 16 and 256.
  • ECM:
    • ECM Jammer and Cloaking devices now can specify resource used when operating (default is EC).
  • Weapons:
    • Fixed bug where the target velocity and acceleration was not being reset once a target was no longer tracked which resulted in lead being erroneously compensated for while mouse aiming.
    • Added ability to manually aim guns using GPS coordinates, primarily for artillery. This behavior is not a functionality in Guard Mode, however when a GPS target is manually selected, turrets will now aim to attempt to hit said target.
    • Improved shaped charge warhead behavior, now armor penetration and beyond-armor effect is much more realistic.
      • Warheads now approximately match real-world penetration performance, given the warhead size and caliber are accurate. Dual-purpose and other multi-function warheads will overperform as the equations assume all of the warhead is a shaped charge. Older and larger warheads may also overperform due to modelling being based on modern warheads.
    • Fixed issue with missile and rocket warheads where direction of blasts were not along the directions of their warheads.
    • Added "caliber" field to the BDExplosivePart module, it's an optional field for shaped charge projectiles which influences its effectiveness.
    • apBulletMod now influences shaped charge projectile penetration, modifying this allows for the penetration of shaped charge shells to be tweaked.
    • Added optional "apMod" field to the BDExplosivePart module, it's functions the same way as apBulletMod for bullets and its primary purpose is to allow users to create dual-purpose shaped charge warheads, where part of the tntMass of the warhead isn't going into the shaped charge effect, reducing penetration.
    • Added optional "apMod" field to rocket configuration file. This allows tweaking of rocket penetration, functioning the same way as apBulletMod for bullets, affecting physical armor penetration as well as shaped charge armor penetration if the rocket is equipped with a shaped charge warhead.
    • Armor protection against explosions is now influenced by angling, angling armor now makes it more difficult for the blast to punch through the armor plate.
    • Added global setting that allows for tweaking of armor effectiveness against explosion blast penetration. The higher the setting, the harder to damage parts behind armor plates via blast damage.
    • Tweaked several missiles, bullets and rockets to reflect the new shaped charge mechanics:
      • RBS-15 and RBS-15AL have had their warheads decreased from 300 kg to 200 kg to reflect their real counterparts. Added caliber field, set at 500 mm.
      • AGM-114R Hellfire missile has had its warhead decreased from 12 kg to 8 kg, with a 172 mm caliber to reflect performance estimates of earlier known models of the Hellfire. Warhead may not match -114R performance.
      • AGM-65 Maverick missile is set to have a 305 mm caliber and an apMod field added with performance set to 950 mm of penetration. No good estimates of the warhead penetration were found so an approximate estimate based on a 27 kg charge was used.
      • BGM-71 TOW missile has had its warhead decreased from 10 kg to 3.9 kg and has a 152 mm caliber to be around TOW/ITOW performance.
      • Hydra-70 has had its penetration tweaked with apMod to match estimates of the M151 HEDP warhead penetration performance.
      • AGM-86 now has caliber field, set to 620 mm.
      • Adjusted 120 mm HEAT and AP rounds to have around the same amount of penetration, balanced for gameplay (210 mm / 216 mm). Realistic configs also exist under the names "120mmBulletHEAT" and "120mmBulletSabot", a commented out line in m1Abrams.cfg can be uncommented in order to use these.
    • Offset beam-riding missile laser to the right and up from the targeting camera to mitigate issues of the camera locking on to its own missiles when on CoMLock mode, causing the targeting camera to drive missiles into the ground. Mostly affected Guard Mode behavior.
    • Fixed missile behavior with Detonation Distance set to 0, missiles should no longer phase through armor.
    • Reworks ModuleMissileRearm, now works, integrated with WM, etc.
    • Missiles with a ModuleMissileRearm can now have reloads, be affected by Infinite Ammo.
    • Adds MultiMissileLauncher module.
    • Adds new Infinite Ordinance toggle, for missiles with ModuleMissileRearm/MultiMissileLauncher.
    • Fixes NRE with APS missile interception.
    • Inaccurate or multi-shot APS (CIWS rotary cannon, etc) no longer guaranteed to kill incoming projectiles with first shot.
    • Fixes Max Turret Targets not targeting more than 2 vessels.
    • Fix Gravity gun and other impulse/gravitic laser weapons dealing damage.
    • Fix manual rocket turret aiming.
  • Armor:
    • Improved hypervelocity projectile post-penetration effects. Now Whipple shields should work properly, the more spacing between the armor plates the better the performance against hypervelocity rounds.
    • Modified behavior of penetration formula below a projectile L/D ratio of 1 so penetration values are more consistent.
    • Re-added temperature effects to armor protection levels, if the armor reaches its max safe temperature or goes above said temperature, performance is degraded.
    • Added new Armor Aluminium material, based on Aluminium 7039 to provide a larger variety of armor materials to select from.
    • Adds Armor Mass Mult slider to allow tweaking armor weight in-game.
    • Armor Type "none" now disabled armor thickness slider, should fix PAW issue with 1.9.1 installs.
    • Armor Tools now displays total wing srf. area, and wingloading kg/m2.
    • Fix Armor tools mass/cost readout giving incorrect values when using global armor type.
  • v1.5.2.1
Spoiler

Improvements / Fixes

  • Fix a variety of exceptions in pre-1.11.1 KSP due to missing API functions.
  • Allow deploying to multiple KSP instances when compiling in Linux (add the extra KSP locations as lines in the ksp_dir.txt file).
  • 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
Update changelogs
Link to comment
Share on other sites

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
Link to comment
Share on other sites

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.

Link to comment
Share on other sites

!! 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
Link to comment
Share on other sites

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.

:)

Link to comment
Share on other sites

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
Link to comment
Share on other sites

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!

Link to comment
Share on other sites

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? 

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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).

 

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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".

Link to comment
Share on other sites

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~

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

 

Link to comment
Share on other sites

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

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...