DocNappers
Members-
Posts
258 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by DocNappers
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
The ordering in the Infolink panel definitely needs fixing and some of the terms could be standardised, but there's only so much that can be done with regard to the abbreviations. KSP's part windows (PAW - the one with the green sliders) scale the text within the sliders to accomodate longer strings, but the text in the AI Manager GUI is a fixed size and overlaps the sliders if it's too long, so it needs to use abbreviations and shorter terms for the same concepts. The terms used in the Infolink panel ought to be the same as those in the PAW since the PAW can be considered the primary interface (for the most part) and the AI GUI the secondary interface. Adding in some subsection headers (Evasion, Extending, etc.) to the AI GUI may help with the clarity and reduce the amount of abbreviations needed too — I'll see what I can do.- 671 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
Most likely, yeah. But it'll have to wait until I can get my hands on a copy of it and probably play it a bit to get the feel of it first. Also, the KSP devs would need to release an API (similar to https://www.kerbalspaceprogram.com/ksp/api/index.html) for mod makers.- 671 replies
-
- 1
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
The NRE spam is due to the pilot AI throwing an exception during startup and not instantiating some variables (smoothedGLoad and smoothedSinAoA) [EXC 22:12:29.627] Exception: FSM Error: Cannot switch states before starting. Please call StartFSM() before running the FSM. KerbalFSM.RunEvent (KFSMEvent evt) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) ModuleWheels.ModuleWheelDeployment.ActionToggle (KSPActionType action) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) ModuleWheels.ModuleWheelDeployment.ActionToggle (KSPActionParam kAct) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) BaseAction.Invoke (KSPActionParam param) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) ActionGroupList.ToggleGroup (KSPActionGroup group) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) ActionGroupList.SetGroup (KSPActionGroup group, System.Boolean active) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) BDArmory.Control.BDGenericAIBase.ActivatePilot () (at <ded1a0797d404d11af35d617b51bebbc>:0) BDArmory.Control.BDModulePilotAI.ActivatePilot () (at <ded1a0797d404d11af35d617b51bebbc>:0) BDArmory.Control.BDGenericAIBase.Start () (at <ded1a0797d404d11af35d617b51bebbc>:0) BDArmory.Control.BDModulePilotAI.Start () (at <ded1a0797d404d11af35d617b51bebbc>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) As to why toggling the wheel action group at that point is causing an exception in KerbalFSM, though, I've got no idea.- 671 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
It saves the position and rotation of vessels involved in a competition (those in the vessel switcher) to JSON files in GameData/BDArmory/Logs/VesselTraces/. Those can be used with the plot_vessel_traces.py script to get a matplotlib plot of the paths of the vessels during the competition. It was intended for use with Blender, but I'm told that the rotations aren't correct (possibly due to Unity using a left-handed coordinate system vs Blender's right-handed one, but this never got properly resolved).- 671 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
I'm back from my holiday, but am still catching up on everything. I normally do the releases simultaneously on github and spacedock (which CKAN picks up on) and then update this thread with the changelog, but since v1.5.6.1 and v1.5.6.2 were released by the other devs while I was away, it was probably only released on spacedock for those versions.- 671 replies
-
- 1
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
I'm on holiday for the next month, so I don't have time to look into your questions just now. Hopefully, one of the other devs (@SuicidalInsanity or @josuenos) or other members of the community can answer your questions. There is an incomplete wiki for BDA https://github.com/BrettRyland/BDArmory/wiki that may help.- 671 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
If you set "Kerbal Safety" to "full" so that kerbals try to eject from parts when they're destroyed, it'll still sometimes yeet them into orbit before they're properly instantiated in the game, then, since they're EVA kerbals, KSP will automatically try to switch the camera to them, frequently breaking the view frustrum in the process and crashing KSP. It's something I never managed to work around. "partial" safety (just deploying parachutes on existing EVA kerbals) works fine though.- 671 replies
-
- 1
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
Yep, I was talking about BDArmory. I'm sure KSP is just as bad, if not worse, though. BahamutoD's earliest commit dates back to: Fri Jul 11 20:00:40 2014 -0400, so BDArmory itself is over 8 years old. I don't really see any reason not to have it, but I'm sure SI has his reasons. We can ask him about it on discord. Randomly tweaking the reload rates would start with a synchronised salvo that slowly becomes desynchronised assuming the guns can all stay on target. I don't think that that'd give a convincing "rippling" salvo. I think what you're asking for is more like the barrage mode, but with the fire timing between the guns not equally spaced. I'll have a play with it and see what I can come up with. This is more SI's area though.- 671 replies
-
- 2
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
Well, that's just rude. BDA+ contains almost 83k lines of code and spans many years of development and many maintainers. While we try to test and fix as much as we can, there's still a lot of undocumented legacy code that can cause strange issues when we make changes. When we find issues such as the AI of the active vessel not firing (as in this case) then it's important to get out a bugfix release as quickly as possible. Lesser bugs can wait for the next release.- 671 replies
-
- 2
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
This should now be fixed in v1.5.5.1. The action group for "Fire Missile" in the WM (as opposed to the one in each missile) should only ever fire a single missile. The hotkey for firing missiles should now respect the single/ripple setting.- 671 replies
-
- 1
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
OK. It looks like I broke something. If you enable "debug lines" it should work. Something else also broke though with the AI of the active weapon not automatically firing that I'm looking into.- 671 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
That's what the green "New issue" button on the right is for https://github.com/BrettRyland/BDArmory-Extended/issues Btw, it's on the same github account (mine) as the main BDA+ to keep stuff together with BDA+, but I'm not one of the devs that add stuff to it.- 671 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
Not yet, no, but you can submit requests as "issues" on github. If they don't think it fits with the mod then they might be able to suggest better places to request the part. If the part requires extra functionality in BDA+ in order to make the it work, then we can add the support for it (if it's not super complicated), but BDA+ itself is only meant to have a couple of parts demonstrating each of the various functionalities it supports. According to the licences he used, yes, you can post his stuff without permission, but that was more of a mistake in the licensing on his part. According to others I know who were close to him, he had reasons for taking his stuff offline and was strongly opposed to others sharing it.- 671 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
BDArmory Plus v1.5.5.0 is now available on SpaceDock, GitHub and CKAN. It includes a bunch of fixes for various things and many of the above requests, except for the part requests by @Kerbal410 since (as mentioned previously) BDA+ is a framework for other mods to provide parts. I'd suggest making those part requests to the BDArmory-Extended mod instead.- 671 replies
-
- 1
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
It should automatically deploy when the missiles it contains are selected and retract otherwise. I see there is an event for doing so (the toggle button in the PAW), but not an action group. I can add an action group hook for it.- 671 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
You should definitely ask his permission (and respect whatever answer he gives) before doing something like that.- 671 replies
-
- 1
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
Ah, I see, yeah, I should be able to add an action group entry for that. If you enable Debug Lines in the debugging options, you'll see the path the rocket would be expected to take if there was no noise in it's thrusting direction.- 671 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
I think they just need to be configured as a rocket pod to be jettisonable. Rocket turrets aren't jettisonable.- 671 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
The LMB (default fire key) will fire a missile if it's selected and armed. Unguided rockets (e.g., hydra 70) in BDA+ are affected by gravity. Also, while thrusting there is an amount of Gaussian noise in their thrusting direction, after which they become ballistic. Should, eh? :-P- 671 replies
-
- 1
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
It looks like this should be possible, yes. I'll try to get it added for the next release.- 671 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
If you can bind action groups to your buttons, then you can do this already. Enable the weapon with the "Toggle Weapon" action group, then fire it with the "Fire (Hold)" action group.- 671 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
What you're asking for is known as inverse kinematics, and depending on the number of servos used, can require solving for an optimal solution of an under- or over-constrained kinematic chain (the under-constrained case would require extra constraints to make up for the excess degrees of freedom). This is far from a simple task and I expect it would be far more computationally expensive than what KSP allows for on a frame-by-frame basis. Basic turrets work since the number of degrees-of-freedom matches the constraint space (i.e., just pitch and yaw) and their axes of rotation are orthogonal.- 671 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
The module is ModuleSpaceRadar. I'm not aware of any existing part that currently uses it, but the support is there for it in BDA+. I don't have any recommendations for space-based mods, but if you're using BDA at orbital speeds, then you will need to enable "Vessel-Relative Bullet Checks" for the bullet collision checks to work properly (it's more computationally expensive than the default, but is needed at higher velocities).- 671 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
BDArmory has always been a framework with only a limited selection of parts demonstrating what's possible. For a larger selection of parts, there exists mods like AirplanePlus, Moderately Plane Related, BDArmory-Extended and numerous others, just search on spacedock for BDArmory-related mods. The drop-time, boost-time and cruise-time are all configurable parameters when designing missiles, as is their guidance types for those stages and for terminal guidance. Have a look at the various missiles provided by some of the BDArmory-related mods. Weapons, armour and radar work in space (there's even a space-radar that disables itself in atmosphere) and there exists a number of space/future/fantasy based BDArmory-related mods.- 671 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
v1.25.0 of CameraTools is now available with the following improvements / bugfixes: Add an inertial chase mode to the dogfight camera. Inertial factor provides a looseness to the camera position. Offsets are relative to the vessel frame of reference, instead of the camera frame of reference. Save / restore other AudioSource fields that get modified as part of doppler SFX in case this is part of the cause of some sound bugs (not sure if it is or not, but better safe than sorry). Rework the BDA secondary target priority to favour the vessel's target (instead of attacker) when it has recently been firing or fired a missile (requires BDA+ v1.5.4.1 or later). Add a slider to control the minimum update interval of the BDA secondary target selection after switching targets (updates occur every 0.5s after the minimum interval has elapsed).- 190 replies
-
- 4
-
- cameratools
- camera
-
(and 2 more)
Tagged with: