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jrodriguez

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Everything posted by jrodriguez

  1. If you want to leave a track of your feature request, I would recommend to add it here: https://github.com/PapaJoesSoup/BDArmory/issues . However, we already have like literally dozens of feature request and enhancements which will not get implemented unless a new full team of developers suddenly decide to join BDA team .
  2. Hi all, I have published a new release for KSP 1.6. You can find it here: https://github.com/jrodrigv/PhysicsRangeExtender/releases/tag/1.9.0
  3. I like proactive people . The problem can be fixed by a Modular Manager cfg patch to override HP values of these AP+ parts. (This the easiest way to fix it) The code fix I will include will be basically protecting the HP calculations from other mods with unexpected model boundaries. So in case there is other mod with the same problem this will not happen again.
  4. Yes, AirPlane plus has a bug. I will release a fix soon. We don't know where @Papa_Joe is....I might need to create a new thread if he doesn't show up . BTW I just want to let you know that I'm working on a future multiplayer version of BDArmory based on LMP.
  5. I'm glad you like it guys . That is the main purpose of this mod, to support multi-vessel scenarios
  6. Umm it will require some development work but it might be feasible . I will consider it in the future. I'm currently focus on the multiplayer development for BDA.
  7. BDArmory is just a military framework. I don't think we will add any more weapons to the mod. The idea is that other modders can create their weapons using the functionally that BDA provides to support this. Usually when a new feature is implemented, we add a new part to show how it works and how the cfg looks like.
  8. This a code example of the Quad 40 Bofors from SMArmory You need this properties on the weapon cfg to make it air detonation on proximity. airDetonation = true airDetonationTiming = true maxEffectiveDistance = 7150 defaultAirDetonationRange = 3200 maxAirDetonationRange = 7150
  9. To be honest at the moment it is just me doing some active development on BDA. Currently, I will just do maintenance of BDA to make it work in future versions of KSP and features that I'm really interested on like missile guidances and modular missiles, etc.
  10. Hi all, I'm glad to announce a new release of BDAc for KSP 1.5.1! https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.2.3.0 v1.2.3: Thanks to SpannerMoneky, Gedas-S, DoctorDavinci, Kergan, Gomker, PapaJoesSoup, TheDogKSP, Duck1998, and Fitiales for their work on this release! * NEW FEATURES: * Recompiled for KSP 1.5.1 * EC per shot for energy weapons like Rail guns. #486 * EMP Weapons logic. * Modular Missiles: Min speed before guidance trigger, time between stages. * New High Explosive resource for missiles. * New smoke model. * Autopilot: Orbiting direction can be set. * ENHANCEMENTS: * Explosive blast forces increased. * Hitpoints rounding reduced to 100. #432 * Missiles can be jettisoned using action group #539 * Max detonation range for air explosive bullets increased from 3500m to 8000m. * Autopilot improvements: pitchKi has saner values, also steering added. * Guard mode: Better calculation of missiles away. * Better bullet distribution. * FX performance improved limiting number of parallel animations. * Better checks for missile detonations. * FIXES * HE bullets now do less kinetic damage after substracting HE mass. * HitPoints calculations: values remain the same between scenes. * HitPoints calculations: bigger vessels now have more sensible HP values. #477 * Stop explosions moving across the ground. * Fixed detonation on collision. #566 * CSV parts export now show all parts. * Fixed weapons category due to localization issues. #580 * Stage icons fixed for KSP 1.5.1 * Some exceptions controlled. * Heat missiles will not lock friendly vessels. #586 * Fixed issue where modular missiles were detecting themselves as enemy vessels and detonating. * Modular Missiles: roll correction fixed. * BALANCE * Bullet mass rebalance for lower calibers. #515 * No damage reductions for lower calibers. #515 * 120mm bullet improvements. @Papa_Joe Would you mind to update the OP? Thanks!
  11. Maybe is because the Unity assets budle has not been compiled for it? It would very useful to have dx11 support because actually most part of RSS players never use dx9 due to the crazy memory consumption. Dx11 uses less memory and the performance is better.
  12. @The White Guardian there are several problems that I have seen trying to use this mod. When using this mod with the default config (dx11 forced) I see this errors. [EXC 13:26:25.037] NullReferenceException: Object reference not set to an instance of an object KS3P.Shaders.EyeAdaptationComponent.Prepare (UnityEngine.RenderTexture source, UnityEngine.Material uberMaterial) KS3P.Shaders.PostProcessingBehaviour.OnRenderImage (UnityEngine.RenderTexture source, UnityEngine.RenderTexture destination) Besides, the current code in Github doesn't corresponds with the binaries inside the Spacedock release. Would you mind to update github with the lastest code?
  13. Hi @Esesel This is the place for request https://github.com/PapaJoesSoup/BDArmory/issues Thanks for the description of your request. A new version for KSP 1.5.1 will be released soon.
  14. Hi all, I just published a new version recompiled for KSP 1.5.1. Destroy safe! https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.9.0
  15. I have this working with FAR in KSP 1.5.1. I don't have problems. Usually I disable aerodynamic failures in FAR to avoid RUD
  16. Hi all, I just released a new version of CameraTools recompiled for KSP 1.5.1. You can find it here: https://github.com/jrodrigv/CameraTools/releases/tag/v1.11.0 Hi @SuicidalInsanity improvements are always welcome, If you do a PR in Dev branch we will review the code to see wheter it make sense to integrate it or not. Thanks
  17. Hi all, I just released a new version recompiled for KSP 1.5.1. You can find it here: https://github.com/jrodrigv/CameraTools/releases/tag/v1.11.0
  18. I would need the KSP.log file that is inside the KSP folder for troubleshooting
  19. Your English is ok. But not sure if you have a problem with mod or not
  20. Hi all, I was thinking that maybe I can use this thread as a closed beta testing group for the next release of BDArmory for KSP 1.5.1? https://1drv.ms/u/s!AixZLrjtqp-Rgr4ksM3Yg_1MLvWy-g Here you can find a bundle of BDA, PRE, VesselMover and DestructionEffects ready to be used for KSP 1.5.1 This beta includes several fixed regarding: - Better aiming calculations - Now missiles with 0 detonationDistance are only detonating on collision with the target (this improve the effectiveness of a AGM missiles) - Better FX performance limiting the number of parallel animations. - Safer checks to avoid missiles detonating when fired. - Avoid friendly lock of heat missiles. If the feedback from you is ok, I will be releasing this officially.
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