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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23


BahamutoD

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Check the logs for errors. If it's running the same method but with a different outcome, it's likely an error pops up in the middle which stops it from reading the rest of the code in the method.

Hey BahamutoD to I have to make changes to my missiles or am I ok with update 9.6

There aren't any missile changes between 0.9.5 and 0.9.6.

I did receive a PM from someone about one of your missiles though. I'll just forward it to you.

Edited by BahamutoD
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Sounds like a plan.

EDIT: There's nothing in the log files, and on closer inspection it turns out drop time does indeed work - it's just the decoupling speed that appears to be 0 when the missile is fired by the guard mode.

Edited by Yski
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So, it appears the missile gets the correct decoupling speed, but somehow loses it by the time I observe it in game.

[FONT=Monospace][COLOR=#009695]if[/COLOR][COLOR=#333333]([/COLOR][COLOR=#333333]decoupleForward[/COLOR][COLOR=#333333])[/COLOR]
[COLOR=#333333]{[/COLOR]
[COLOR=#333333]part[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]rb[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]velocity[/COLOR][COLOR=#333333]+=[/COLOR][COLOR=#333333]decoupleSpeed[/COLOR][COLOR=#333333]*[/COLOR][COLOR=#333333]part[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]transform[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]forward[/COLOR][COLOR=#333333];[/COLOR]
[COLOR=#333333]}[/COLOR]
[COLOR=#009695]else[/COLOR]
[COLOR=#333333]{[/COLOR]
[COLOR=#3364a4]Debug[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]Log[/COLOR][COLOR=#333333]([/COLOR][COLOR=#f57d00]"[/COLOR][COLOR=#f57d00]Pre[/COLOR][COLOR=#f57d00]-[/COLOR][COLOR=#f57d00]addition[/COLOR][COLOR=#f57d00]velocity[/COLOR][COLOR=#f57d00]:[/COLOR][COLOR=#f57d00]"[/COLOR][COLOR=#333333]+[/COLOR][COLOR=#333333]part[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]rb[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]velocity[/COLOR][COLOR=#333333])[/COLOR][COLOR=#333333];[/COLOR]
[COLOR=#3364a4]Debug[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]Log[/COLOR][COLOR=#333333]([/COLOR][COLOR=#f57d00]"[/COLOR][COLOR=#f57d00]decoupleSpeed[/COLOR][COLOR=#f57d00]:[/COLOR][COLOR=#f57d00]"[/COLOR][COLOR=#333333]+[/COLOR][COLOR=#333333]decoupleSpeed[/COLOR][COLOR=#333333])[/COLOR][COLOR=#333333];[/COLOR]
[COLOR=#3364a4]Debug[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]Log[/COLOR][COLOR=#333333]([/COLOR][COLOR=#f57d00]"[/COLOR][COLOR=#f57d00]part[/COLOR][COLOR=#f57d00].[/COLOR][COLOR=#f57d00]transform[/COLOR][COLOR=#f57d00].[/COLOR][COLOR=#f57d00]up[/COLOR][COLOR=#f57d00]:[/COLOR][COLOR=#f57d00]"[/COLOR][COLOR=#333333]+[/COLOR][COLOR=#333333]part[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]transform[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]up[/COLOR][COLOR=#333333])[/COLOR][COLOR=#333333];[/COLOR]
[COLOR=#333333]part[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]rb[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]velocity[/COLOR][COLOR=#333333]+=[/COLOR][COLOR=#333333]decoupleSpeed[/COLOR][COLOR=#333333]*[/COLOR][COLOR=#333333]-[/COLOR][COLOR=#333333]part[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]transform[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]up[/COLOR][COLOR=#333333];[/COLOR]
[COLOR=#3364a4]Debug[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]Log[/COLOR][COLOR=#333333]([/COLOR][COLOR=#f57d00]"[/COLOR][COLOR=#f57d00]Post[/COLOR][COLOR=#f57d00]-[/COLOR][COLOR=#f57d00]addition[/COLOR][COLOR=#f57d00]velocity[/COLOR][COLOR=#f57d00]:[/COLOR][COLOR=#f57d00]"[/COLOR][COLOR=#333333]+[/COLOR][COLOR=#333333]part[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]rb[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]velocity[/COLOR][COLOR=#333333])[/COLOR][COLOR=#333333];[/COLOR]
[COLOR=#333333]}[/COLOR][/FONT]

Pre-addition velocity: (0.0, 0.0, 0.0)

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

decoupleSpeed: 10

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

part.transform.up: (0.6, -0.8, 0.2)

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Post-addition velocity: (-5.7, 8.0, -1.9)

====================================

Pre-addition velocity: (0.0, 0.0, 0.0)

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

decoupleSpeed: 10

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

part.transform.up: (0.6, -0.8, 0.2)

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Post-addition velocity: (-5.6, 8.0, -1.9)

The first missile happily zooms towards the target thanks to it actually getting the advertised decouple speed, the second one hits the launch pad and kills Jeb.

Edited by Yski
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Would it be possible to change the maxTorque 'ramp up' of guided missiles to a non hard-coded value?

In the missileLauncher code, the maximum torque of a missile is:

finalMaxTorque = Mathf.Clamp((timeIndex-dropTime)*30, 0, maxTorque)

The maximum torque of a missile is zero when it is launched, and increases by 30 each second until it reaches the maxTorque value.

I'm having issues with missiles taking too long to reach maxTorque. I created an SA-2 Guideline SAM, but because it weighs 2.4 tonnes, it requires a high maxTorque value of 300. Unfortunately, it takes 10 seconds to fully reach this maxTorque value at which point the missile is already way off target. ;.;

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Would it be possible to change the maxTorque 'ramp up' of guided missiles to a non hard-coded value?

;.;

Do what I do - change it yourself, shove your one line fix at Baha via github and proceed to feel good about your great contribution :wink:

..I never actually asked if that's the prefered way to do things, but hey, if nothing else you get to run your custom dll while waiting for the official patch.

EDIT: Actually, I did it for you. How does this look? Let me know if it does what you were looking for and I'll send it over to BahamutoD.

Edited by Yski
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Baha, would it be possible to make debris and crafts without weapo visible on radar? Cause this situation simply looks weird (look at all that debris and clear radar screen). It would also make it difficult to target enemy that is mehind such cloud.

ubQ8zmV.png

Don't worry, Jeb has parachute. :P

- - - Updated - - -

Just found a mod that fixes editor icons. IMO must have. [1.0.x] Part Icon Fixer & Tweaks - I remember you had problems with targeting pod and had to use a dirty workaround.

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Hey Baha, harpwner made amazing looking nuke. How about you make a nuke finally? To make it easier, you could ask him for the mushroom cloud, and make it more like your explosions, model a nuke, then we would officially have ourselves a BDA nuke.

By the way, here's the link to harpwner's pack.

Http:// forum.kerbalspaceprogram.com/threads/131779-WIP-1-0-4-North-Kerbin-Dynamics-Heavy-Ordnance-Pack-(and-other-things)-0-2

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Hey Baha, harpwner made amazing looking nuke. How about you make a nuke finally? To make it easier, you could ask him for the mushroom cloud, and make it more like your explosions, model a nuke, then we would officially have ourselves a BDA nuke.

By the way, here's the link to harpwner's pack.

Http:// forum.kerbalspaceprogram.com/threads/131779-WIP-1-0-4-North-Kerbin-Dynamics-Heavy-Ordnance-Pack-(and-other-things)-0-2

He has said that he doesn't want to make a nuke.

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Q: Why don't you respond to my feature request?

A: I get many, many feature requests daily, and I don't want to say yes or no to any of them (except nukes. There will be no nukes). There's already a lot of experimental and unfinished features that I want to bring to a more acceptable state before even considering what to do next. When I do get to a point where I want to add new stuff though, I do look back at all the requests.

1st page, Frequently Asked Questions.

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Hey Baha, harpwner made amazing looking nuke. How about you make a nuke finally? To make it easier, you could ask him for the mushroom cloud, and make it more like your explosions, model a nuke, then we would officially have ourselves a BDA nuke.

By the way, here's the link to harpwner's pack.

Http:// forum.kerbalspaceprogram.com/threads/131779-WIP-1-0-4-North-Kerbin-Dynamics-Heavy-Ordnance-Pack-(and-other-things)-0-2

My pack is actually on the front page, I asked Baha to put it up there... thanks for raising some attention though :P

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That fixed it. I'm still not sure whether you are a genius or a wizard.

Good! I'm just used to Unity.

Do what I do - change it yourself, shove your one line fix at Baha via github and proceed to feel good about your great contribution :wink:

..I never actually asked if that's the prefered way to do things, but hey, if nothing else you get to run your custom dll while waiting for the official patch.

EDIT: Actually, I did it for you. How does this look? Let me know if it does what you were looking for and I'll send it over to BahamutoD.

Well? Send the PR! :)

Anything that makes it easy for me is welcome.

Baha, would it be possible to make debris and crafts without weapo visible on radar? Cause this situation simply looks weird (look at all that debris and clear radar screen). It would also make it difficult to target enemy that is mehind such cloud.

The radar should already be picking up debris. It may be that the pieces you see are too small and too far for it to detect.


I'm working on the settings menu, and an input binding page!

fa67a6d808.png

Edited by BahamutoD
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Since I updated to 0.9.x, I've been having a problem where the weapons manager tab in the toolbar cannot detect that a weapons manager is on the craft until the craft is in some way reloaded (e.g. revert to launch, or switch to another craft and back.)

I have also not been able to get anything to appear on radar of any type, although I may just be doing it wrong. Can someone help?

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I take it everything is working out?

Yessir. I've also looked at the new features and while I'm not using them in my current project I had to take a break and play with the new stuff for a while because it's just too cool.

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Could someone explain to me how the HARM missiles work? I activated the radar of the target plane but the missile doesn't lock on.

They are for attacking ground RADARs. You need to have a Weapon Manager, and select the radar with it.

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So many questions! :P

What are the actual radar ranges? They all say 20km but my space radome didn't find another spacecraft at under 5km. The other craft was whizzing past at about 500m/s though... :)

Edited by volcanicshrimp
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