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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.6.11.0 [2024-02-22]


DocNappers

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thanks! just one more thing: the Patriot Missile Launcher is missing a bit on the bottom, I don't know how to get Steam screenshots on here, so I can't get a picture to show you what I mean

Edited by Kerbal410
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  • 2 weeks later...

is it cool to post questions about Modular Missile Parts here?
I'm having several problems with the mod, those being missiles sometimes randomly self detonating, even when they are still more than 20 km away from their target, sometimes they detonate before even getting far enough from the plane not to completely blow it up. And  also when I switch vessels, around 4-5 seconds after switching they are almost guaranteed to self destruct (for some reasons this only happens when I launch a long-range missile???), the list goes on.

Edited by bruh_moment
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13 hours ago, bruh_moment said:

is it cool to post questions about Modular Missile Parts here?

You can ask, but I can't guarantee that I'll know the answer.

13 hours ago, bruh_moment said:

I'm having several problems with the mod, those being missiles sometimes randomly self detonating, even when they are still more than 20 km away from their target, sometimes they detonate before even getting far enough from the plane not to completely blow it up. And  also when I switch vessels, around 4-5 seconds after switching they are almost guaranteed to self destruct (for some reasons this only happens when I launch a long-range missile???), the list goes on.

First, however, make sure you're using the latest version of the mod. The missiles detonating a few seconds after switching vessels was due to floating origin shifts and was fixed in v1.5.1.0.

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8 hours ago, DocNappers said:

First, however, make sure you're using the latest version of the mod. The missiles detonating a few seconds after switching vessels was due to floating origin shifts and was fixed in v1.5.1.0.

I had an older version earlier as I just started playing again after a hiatus, I did update it thinking it would fix it yesterday already, but of course, update one mod, 2 others break. I didn't have a real opportunity to test it yet, thanks a lot though!
(also it seemed like a small part of the reason some missiles self destructed was cause I set them to cruise at a high alt, and up there they went so fast
they MAY have gotten a little crispy...)

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On 9/21/2022 at 1:49 PM, DocNappers said:

I just saw this now since the edit didn't trigger a notification... anyway, what's missing from the patriot missile launcher? (If you can't post a pic, maybe upload the pic somewhere else like imgur and just link to it?)

https://imgur.com/a/XiC9ovt the Hydra turret has the same problem, I just noticed.

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5 hours ago, Motokid600 said:

Is destruction effects included?

No, Destruction Effects is a different mod. However, BDA+ has a number of similar FX for fires, smoke and fuel leaks that are enabled when Battle Damage is enabled (BDA Settings → Game Modes → Battle Damage enables the Battle Damage section of the settings where it can be customised).

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11 hours ago, Kerbal410 said:

https://imgur.com/a/XiC9ovt the Hydra turret has the same problem, I just noticed.

... and now imgur is having issues loading :wacko:. I'll check again later.

 

Edit: OK, imgur is working again... So, again, what's actually missing?

Also, you appear to be using an older version of BDA+. The hydraulics on the Chaingun, Hydra Turret and Patriot Launcher models were fixed in v1.5.0.0.

Edited by DocNappers
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On 7/23/2022 at 2:53 PM, DocNappers said:

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

  • v1.5.2.0
  Reveal hidden contents

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
  Reveal hidden contents

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
  Reveal hidden contents

Fixes

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

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
  Reveal hidden contents

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

 

I am having trouble getting rid of a large error on my attempts for quite a while now I am sure that I have the most recent module manager and physic range extender in the game data file of my KSP game with the folders extracted accordingly yet no matter how many configurations I try nothing works.

PLEASE HELP I've been trying to get this working for hours 

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14 hours ago, flyguy661 said:

I am having trouble getting rid of a large error on my attempts for quite a while now I am sure that I have the most recent module manager and physic range extender in the game data file of my KSP game with the folders extracted accordingly yet no matter how many configurations I try nothing works.

PLEASE HELP I've been trying to get this working for hours 

The easiest method for installing and maintaining mods is to use CKAN 

If you're installing mods manually, then each mod (other than ModuleManager) should be in its own folder below the KSP/GameData folder, e.g., KSP/GameData/BDArmory on Linux/Mac or KSP\GameData\BDArmory on Windows. ModuleManager goes directly in the KSP/GameData folder.

Also, it's important that you only have one copy of each mod installed, otherwise there will be conflicts between the DLLs and KSP will either crash or give lots of exceptions. Note that some mods (mostly mod-packs) are packaged with other mods' DLLs which can cause issues.

For debugging broken installs, look in the file KSP/KSP.log that KSP produces every time it is run. In particular, look in the "Mod DLLs found:" section for duplicate DLLs and any lines starting with [EXC <timestamp>].

Edited by DocNappers
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47 minutes ago, Relitto said:

When launching missiles from aircraft, my fps drops to single digits. I'm not sure what mod/mods are causing it. I am unable to find other posts with the same issue.
I am using latest version on CKAN of PRE and BDA+ with KSP 1.12.2

Usually sudden unexpected framerate drops (i.e., not when a bunch of stuff is exploding, in which case the fps drop is expected) are due to a bunch of exceptions being thrown. Look in the KSP.log file for entries starting with [EXC <timestamp>], e.g.,

[EXC 20:20:21.331] NullReferenceException: This is an example of an null reference exception.
        BDArmory.UI.BDArmorySetup.WindowSettings (System.Int32 windowID) (at /storage/github/BDArmory/BDArmory/UI/BDArmorySetup.cs:2497)
        UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <e617217aa15744b7b9ef96dc4ee58c67>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

The stacktrace (the indented lines here) will tell you which function in which mod is the cause of the exceptions. (Mine has line numbers because I'm running a debug build of BDA+, the release version won't give line numbers.)

Edited by DocNappers
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15 minutes ago, BronzeShoe20968 said:

PLEASE HELP!! I Just got the Breaking ground DLC and the BDArmory tab just broke and isnt there anymore! I dont know if this has to do with anything important!

Breaking Ground DLC doesn't affect BDArmory. If the tab is broken, then there will be errors or exceptions in the KSP.log file (see the messages above), most likely due to duplicate or badly installed mods.

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I've got a question about making custom weapons (not as in making them from scratch, I mostly just use existing weapons and change their configs), and I was able to figure how to do it myself, however when I tried starting to make custom ammunition, the reticle for weapons just gets stuck at the spot the vessel spawned at, I'm sure that i'm missing some part of the process, but I can't find it anywhere.
Disregard this, I found out why it didn't work.

Edited by bruh_moment
Problem resolved.
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Another problem, one that has been around for a while but it's really getting to me now, ALL heat seeking missiles (BDArmory stock and custom ones) refuse to lock on by themselves, they always need assistance either from guard mode or a radar, it's probably being caused by Modular Missile parts (this started happening when i first installed the mod way back when) but uninstalling it also doesnt seem to fix it.

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