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Everything posted by Rakete
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
Bugreport: @SuicidalInsanity AN/AAQ42-IRST-Pod does not respect the assigned Zoom in/out-Buttonpresses. Tested through all other radoms and tracking devices. They all accept the zoom buttons except this one. (Tested in 1.5.5.1) As for the IR-Sidewinders: They work with IR-Tracking as long as you have the IRST-Pod equiped and activated. Intended Gameplay or bug? I am sorry, that I report so many bugs... But, i hope, it helps... Somehow I attract them in all mods I use. Think this is almost my maybe 50th bugreport here in the forum. Sorry for that. that's why there is the "bug detector" word in the "about me section left hand side of this post... @SuicidalInsanity A few questions to the BDModuleNuke: The effects are nice, the blastradius is also okay... but somehow the blast damage is lower than expected: See picture below. The crafts on the ground all survived. Which variable have I to tune upwards? yield? In that case, the thermal radius was set to 3500 and the yield to 150 and the fluence to 1,5 (copy pasted..., any tip for a reasonable value? Didn't know, what it does). Or is it the fluence value, that has to be adjusted? Or thermal radius? How can I make it hit harder in a wider radius, toasting the nearby vessels too? I replaced the BDExplosive Module with the nuke module. Should I have kept the explosive too and set it to 150000 ? Can you deliver a bit more information what the parameters in BDModuleNuke do - not only visually also physics-wise? Thx in advance- 667 replies
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[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
Rakete replied to jrodriguez's topic in KSP1 Mod Releases
@jrodriguez Can I somehow disable the flickering compensation screen message, that often pops up? Seems like an oversight from debugging it. Is there a parameter to disable the pop-ups of this message? -
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
Made my day Really can't stop laughing. Best sentence of the day. Wooden SSTOs... they become a finnish sauna with a liiiittle bit of smoke aroma. So i guess, the default material upon placing parts should always be aluminum, which should have the properties of the stock parts like BDA is not installed - important for legacy crafts from before the BDA install. @SuicidalInsanity where does BDA+ store its button assignments and stored gps-targets? I want to back them up, when I upgrade my bda+ installation to new version with fixed radar issues (broken in 1.5.6.0) and fixed exploding flags (also the case in my currently running 1.5.5.1). Will also do another (last) try for the IR-guided sidewinders and an IRST on board. May be it was a user fault by placing them under the belly of the plane. Will place them on the wingtips. If they don't lock on then either, then it seems to have a bug. I guess, they should not need an IRST, since they have their own seeker head, right? Funfact: I had a lot of fun last night, writing an additional parts config for the RBS-Cruise missiles to create also a nuke-version of them. Took the nuke-config from the Air-2, Increased the yield and thermal radius. kinda overpowered, but... Fun... Just for fun, not for balanced gameplay...- 667 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
What ever I do, I don't get a lock on, even if I follow a big Mk3-Shuttle size plane with 8 afterburning panther engines. The homing sound does not change - also in the reticule nothing changes, even if I keep the oponent in it in lets's say 1 - 5 km distance with in the circle. Nope,... doesn't work for me. Haven't had the issue since I play with 50% reentry heat. So I am no reference. Anyone else can confirm? But the exploding flags are evidence enough, that there might be something wrong in the mod. @SuicidalInsanity Does not work in 1.5.6.0 .... but works in 1.5.5.1- 667 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
The part informations show correct temperature values with BDA+ 1.5.5.1. installed: See here e.g. for the Mk1 Cockpit. The shown SSTO flew without having things explode - BUT: I play with only 50% reentry heat, so maybe I am not the perfect reference. Or did you mean something else - not the part informations in the editor?! But flags... They explode instantaneously... Planted one on the runway: It went kaboom within milliseconds, which they do not without BDA installed. I am currently trying to reconfigure the Sidewinder and the AIR-2 to be Radar guided, since the infrared locking does not work. Can anyone please confirm?- 667 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
Tested with 1.5.5.1: Radar guided missiles work! Per manual lock using scan mode, also using bore sight. Also by clicking (for groundbased radars). @SuicidalInsanity But the AIM-9 Sidewinder and the AIR-2 does not lock on. You can have the missile active, and ready to launch, the homing sound doesn't change equal how near you are to the target and how many hot engines it has. The same bug as in BDAc. confirmed. Flags expode instantaneously on kerbin. Confirmed for BDA+ 1.5.5.1- 667 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
iirc: As for the clicking: I tried clicking on a groundradar-display: It works in BDAc. Will do another try tomorrow and verify it to be sure. There you simply click on the detected air vehicle to get a lock on your ground radar. Will also test 1.5.5.1 of BDA+ to lock on automaticly via boresight and via cursor and hitting the lock key. Hopefully they'll work. I will try to rebuild the craft that caused the NFEs and check the console. As soon as they happen, I will upload the craft. Unfortunately it's late in the evening here in central europe so I will do my testing tomorrow. But: I will use Version 1.5.5.1 as you say, there is the radar functioning.- 667 replies
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[KSP 1.12.2] VesselMover Continued (Sep, 2021)
Rakete replied to jrodriguez's topic in KSP1 Mod Releases
Is this Mod compatible with folders for the vessels? Since 1.11 (i guess) you can sort your vessels in folder. Can it browse theough them? -
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
Hello and good morning. Thanks for your efforts in explaining. This helps much. Here the two pure stock crafts: https://www.filemail.com/d/expstjnbvkzkrcv They are only available for 7 days (free-of-charge filehoster limits the hosting time to 7 days). Just slap on weapon controller, AI controller on the back, the inline radom behind the cockpit and one or two radar guided AMRAAM missiles under the belly. Unfortunately I don't have them ready to use in armed variants, since they were only auto-saved crafts - but the issues are reproducable. They are stock vehicles (maybe you get the message, that Waterfall is missing, but you can ignore it upon loading, as Waterfall is just a visual mod). I also tried this with really big vessel like MK3-Shuttle-Size plane as target circling around - also pure stock. I compared the behavior of BDA+ and BDAc on the same KSP-Install last night, and I think, I detected a bug in the mod: Sooo yeah, let's make a full bug report ticket of this post: Speculative bug report: Type: gameplay, Severity: high BDAc BDA+ Plane Radar signature gets visible on the radar display on scan and boresight mode Radar signature can be locked in boresight mode Radar signature can also be captured in scan mode using the cursor and hitting the assigned lock-button or clicking in it Firing a rocket leads it into the target KSP - console: no Nulref-spam Ground radar with missile launcher attached to it: Radar signature gets visible on the radar display Radar signature can be locked by clicking on it Firing a rocket leads it into the target KSP - console: no Nulref-spam Plane Radar signature gets visible on the radar display on scan and boresight mode - but it is seemingly a bit more tricky, to get the signature to show up (maybe the radar cross section code was overhauled...). Radar signature can NOT be locked in boresight mode - neither automaticly nor by clicking on a radar echo. Nothing happens when I click on the signature blip on the radar Radar signature can NOT be captured in scan mode using the cursor and hitting the assigned lock-button. The cursor works, but upon hitting the assigned locked button nothing happens (no lock!). Also clicking on the signature blib on the radar doesn't do anything. Firing the rocket leads it to nowhere, since there is no lock - plausible KSP - console: Nulref-spam Ground radar with missile launcher attached to it: Radar signature gets visible on the radar display Radar signature can NOT be locked by clicking on it. Nothing happens when I click on the signature on the radar Firing the rocket leads it to nowhere, since there is no lock - plausible KSP - console: Nulref-spam According to this comparison I assume something has as bug in the current BDA+ release, since the functions seem to work in BDAc, which is kinda outdated (but is okay for now). I'd like to switch to BDA+ as soon as possible. Here is also my complete modlist: The comparison was performed with all mods installed and also on a fresh KSP Install without mods - same result. KSP-Version 1.12.3 yesterdays logfiles: https://www.filemail.com/d/skmgzvpczoaacqt- 667 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
As for point 8: this does not happen with BDA continued, which I tried as an alternative. So it seems to be am incompatibility or bug. In BDAc the radar things work for me but in BDA+ they don't ... the nullrefs in the logs may help you / your dev colleages Please download the provided logs within the next 7 days, since the free-of-charge filehoster does not provide hosting for more than a week. Have a nice holiday season and a good start into 2023 !- 667 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
@DocNappers I've got questions about BDA+. I am new to this mod. Can I somewhere look up all the features and functions of BDA+? I found some Youtube tutorials, but they use outdated versions of this mod or different forks. Example: Older Mod tutorials don't have those M and A buttons. what do they do? 1. G, T and P are somehow clear - but the rest ?! Some up-to-date-infos would be useful. 2. Same for the #-Button in the weapons manager - what do they do? 3. Also: Can I somewhere look up all the Stock-BDA+-Weapons and their properties 4. Another question: When the trigger is disabled, why do turrets like the vulcan fire if selected, when I click the left mouse button? I thought the button disables the trigger ? 5. And another question: Are there also missiles that work in space (by stearing the engine exhaust, and not by control surfaces)? 6. Can I assign the Trigger activation to a certain button? I found options to map the cycling through weapons in the setting, but not for the trigger enabling, e.g. for bombs 7. What does all the buttons on the side of the target camera thing to. Lock is logical... but the rest of them? 8. What am I doing wrong here: Have a vessel with inline AN/APG-radom and radar guided missiles AIM 120 - I somehow don't get a lock on: Even if I somehow (How?) to get an radar echo, I can not lock on - not on boresight nor on scan mode. A youtube tutorial says, I should click on the radar echo - but nothing happens... Help!?!?!?! Same for the groundradar... There I get a signature, but can not click on it. It does not lock to the radar echo when I click it. tried to reinstall BD-Armory Plus without effect. So I guess the error sits in front of the screen. How can I log on to a radar echo on the radar screen? Nothing happens, if I click on the radar echo with the 2 on the radar screen.... My KSP-Console is also of Nullref-Errors - therefore my Logfiles, which hasn't been the case before Installment of BD-Armory. https://www.filemail.com/d/skmgzvpczoaacqt- 667 replies
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[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
Rakete replied to jrodriguez's topic in KSP1 Mod Releases
---obsolete post--- -
Today the Siren Mk I was put into service: A sub-orbital-ballistic-trajectory-passenger-plane (not an SSTO, as it does not reach stable orbit). It fills the gap between my real-SSTO-space plane fleet and my supersonic airplanes. It accelerates in atmosphere to a suborbital trajectory and can reach a Pe of 300k km. On an ideal ballistic trajectory it can get from KSC to Tundra Space Center and vice versa in under 30 minutes - half around Kerbin. The challenge was to NOT overengineer the plane, so that it can go half around kerbin on a ballistic trajectory but is NOT an SSTO (by not having huge fuel or oxidizer reserves to circularize but right enough to land the jet). The target of this project was exactly one ballistic trajectory from airport to airport. Construction was pretty much straight forward and was kinda more fun than expected :D Needs to have the trajectories mod, to aim for an airport.
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@linuxgurugamer Here the requested files: https://www.filemail.com/d/sghyktehsomogor
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Unfortunately I am not a programmer, just an electrical R&D engineer in RL. So algorithms aren't rocket science to me in general - but as of KSP I don't know anything about its internals and the way the things you stick together in the VAB are represented in the code and the objects in the memory, nor about the programming language. That's why I can't tell you, if the destruct algorithm can be optimized to circumvent the residuals problem or not. My coding skills are very very limited. I can just give an idea how it could work better algorithmwise, but can't implement it and can't tell if my proposal idea is worse than that what is already implemented by someone waaaay more skilled than me. For what I noticed for the complete selfdestruction mode: I seems to make a difference in the detonation order, where you place the Selfdestruct part. Maybe this contributes to the behavior? Did I place the charge a the far end of the rocket residuals were left. Did i place it very very (parent/childpart-wise) close to the rootpart, it seems to be not an issue.
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What happend was the following: 1. Deleted the old config, installed ksp_partvolumes and its dependencies, started ksp 2. Pop-up: New parts found, restart needed. Restart executed 3. No pop-up, edited the options of ksp_part volumes to include all parts, without part limits. Restart needed. Restart executed 4. Pop-up: new parts found, restart needed. Restart executed. 5. No pop-up anymore. Unfortunately I then uninstalled the mod and the dependencies and just kept the config, as I don't need i running on every KSP Play session. Will provide the MM Cache as soon as I am back on the computer (right know writing via tablet from my couch) because it's already late in the evening here in central europe. Maybe tomorrow after work...
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Ah those options are known since I read the OP. I just used the complete destruction method, because I had no use for the other options yet. Are there some tricks to prevent left behinds? E.g. by placing the box near the root part or other methods. Does this influence the destruction chain? How can this happen? I guess, KSP saves vessels as a chain of parts. When the destruction is started, I'd assume, that the destruction chain starts at the opposite end of the chain than the root part closing in to the root part. How can links of later to be destructed parts break? (Just a question because of technical interest, not a complaint) In my imagination every vessel is a part tree. There every part has a parent part, to which it is attached. The chain to destroy is to destroy all "daughter parts" before destroying a parent part. So if every part (i) is checked to be destructed, it needs to be checked for all n remaining parts, if there are parts that have part (i) as parent part. If so, they must be destroyed first... or do I think in a wrong way... no clomplaint, just technical interest.
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New Version installed. It took 2 restarts (even with deleting the old config), but then no pop-up came up again, so I guess the config was created correctly.
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All of them except Limit size.
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What options do you mean? Can I do something about it by setting variables in the config? After playing around I noticed, that it kinda depends, where you place the charge. Far away (part-chain-wise) from rootpart makes it more likely to leave debris
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@linuxgurugamer Bugreport: TAC Selfdestruct sometimes does leave debris in orbit: Steps to reproduce: 1. Download this vehicle (available for 7 days: free-of-charge file hoster) https://www.filemail.com/d/rgikmhqpthrmxra (Needs Near & Far future & Stationparts Expansion redux mods by Nertea - unfortunately... But it happens at this vehicle 100% reproduceable, that's why I'll provide it anyway for your debugging ability. Will check if I can manage to find a pure stock vehicle, that does so also, but most of my crafts have unfortunately modded parts). 2. teleport the whole rocket to orbit to ensure that there is no gravitational side effects 3. activate self destruct. 4. check map view after explosions: Debris: not detonated parts. Maybe the detonation shocks make parts fall apart before being killed by the self destruct mechanism ?! In the vehicle provided above rather big engines survive the whole thing reproduceable (the big Far-Future-tech-Anti-Matter-Engines)
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Uninstalled the mod, but kept the created config. Hope it was built correctly. Please download the logs soon, as they are only hosted for a limited amount of time.
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@linuxgurugamer I have the problem, that KSP_Partvolumes keeps telling me on every (!) load up, that there were new parts detected and I need to restart. Did 4 restarts without changing options. How can I fix this? have turned process manipulable-parts on. Logs here: Available for 7 days, since the file hoster is free of charge: https://www.filemail.com/d/tddnddpzktqksga Here also the generated config for you to check if it correctly processed also the manipulable-only parts correctly or broke the creation loop: https://www.filemail.com/d/xffahlratmndeqp