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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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Please show a screenshot of your GameData folder and a screenshot of the open BDA folder
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Re this tried it , don't see the point, it gets you no more than switching on the other radar unit, because each face has to have named transform driven by a separate radar module that you have to switch on as well, and if you try and have two, identical named transforms( unity game objects) driven by one module it simply does not produce the desired result. At this point in time you are much better off just firing up one of the many other radar units that should be fitted ( of course only if you wish to defend against missiles traveling at 1.5km/s) If it was of any benefit then maybe it could be a thing , but as it's not i doubt i'll add it as an enhancement , as it isn't
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Hi there are tubes in SM Marine, and the tube in question is constructed and specifically cfg'd for Modular Missiles, it is not cfg'd as a missile launcher. This is because modular missiles uses a different method to launch the missile than BDAc does and the part requirements are different. What this means for the user is, that while BDA can use this to launch missiles it does not recognize it as anything but a plain node, so BDA is unable to do anything else, such as open the missile cap, which has to be opened manually or locked open when using with Mod Mis. I'm currently finishing a batch a SLBM's that use the normal BDA code and there will be a launcher supplied , as well as submarine appropriate parts. I've PM'd JR about this particular part and i think he'll be including it with MM shortly
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node coverup, invisible-non-existant part
SpannerMonkey(smce) replied to KerbMav's topic in KSP1 Mods Discussions
I think there's a couple of mods, rocket parts with complicated assembly, that already supply such a part, so it must be useful for certain things. I doubt it's enough in itself to make a mod from though, as it could be achieved using an existing part and a MM cfg for a cfg and texture change -
Hi almost all the equipment with notable exceptions is from SM Industries, Rotors are KRX, various flight control plugins etc. All the ships and weapons are either SMA or SMM, the helis are part of a developing project , and awful lot of stuff there
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AND? Mine does and the CK will get some also . but it doesn't have to if, regardless of the fact that you play the game with little green men, your belief is just too stretched by the Type 45 having torpedo launchers
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PS i think it's a great idea , and we have joked about doing an SM BDA overhaul version as SMA SMM etc each have more parts now than the base game, if it wasn't for the aviation hole I'd be very tempted.
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Hi, I'm currently in possession of full permission to take over and develop this mod and that has started, I'd wait for tweaking as it's all about to change especially with regard to weapons, as BDA has come on leaps and bounds recently and the included weapons are very tired.
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Certain things are being / have been created recently along similar lines
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BDArmory radar
SpannerMonkey(smce) replied to Natso's topic in KSP1 Technical Support (PC, modded installs)
Hi if you are running latest version of BDA for 1.3 your maximum range should be 40KM. It is not possible to extend the range past this point. 40KM is a long way over the horizon meaning that ground radar simply shows empty if target is beyond horizon, not checked recently but that was around 19km . For aircraft radar operating at that range. the radar return at that distance or greater is minute, and a special radar cfg is required in order to operate reliably. -
There probably will be craft files when the Typhoon and all the other related parts are released.
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Well fair enough, I've really never noticed, but then i spend more time devising ways to shoot aircraft down than flying them, most aircraft get an AI enough attention to get it airborne .and left to it's own devices . If it works it works, why would it not be included?. ( bit of an attitude problem?) Just take a look at the github pull /commit history to see how many people have and do contribute.
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Hi, just checked in case I'd missed something, but there's no facility for the radar to display any color apart from green. Not sure what you're seeing there. Thats the way the radar has always worked. Radar sees the world as black and white , craft being white, radar return is calculated from the number of black pixels obscured by white pixels. so there are various positions relative to radar in which the target craft is blocking very few pixels, and therefore has a much diminished return
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Please note that not all parts seen in screenshots may be available for download at this time, they all will eventually
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BDArmory radar
SpannerMonkey(smce) replied to Natso's topic in KSP1 Technical Support (PC, modded installs)
HI there are 3 mods in that video Modular Missiles Physics Range Extender and RBDA Real BDArmory. Modular Missiles provides the multistage missile and RBDA enhances BDA to full scale combat, and PRE extends the physics range to 200km . This particular package is intended to be used alongside RSS. To get the best from such a setup a good deal of experience with BDA and the other mods. RBDA is highly experimental and extends KSP much further than Squad intended . The current version of BDA has Radar ranges up top 40km and gps ranges up to 100km, plus a multitude of other enhancements, I'd strongly advise using the current 1.3 release version rather than the complicated to install full RBDA package BD Armory for KSP 1.3 https://github.com/PapaJoesSoup/BDArmory/releases/download/v0.2.1.2/BDArmory.0.2.1.2_06172017.zip Modular Missiles for KSP 1.3 https://github.com/jrodrigv/BDModularMissileParts/releases/download/v1.0/BDModularMissileParts.1.0_09022017.zip Physics Range Extender for KSP 1.3 https://github.com/jrodrigv/PhysicsRangeExtender/releases/download/1.4.0/PhysicsRangeExtender.1.4_28052017.zip Real BDArmory for KSP 1.3. Please try the normal version before this one , and do not install both at the same time. https://github.com/jrodrigv/BDArmory/releases/download/dev_07142017/RBDA_DEV_KSP13_07142017.zip -
Hi Can I see a copy of your KSP.log (none of the others) and a screenshot of your GameData folder. Also version of KSP and version of BDA you are trying to use. However try this first, load game go to bda category, switch to search by mass, and the weapon manger, if you have only BDA installed will be two or three items from the top. If it's not there exit game and supply the items requested. Do note that ALL weapons require that a weapon manager module be present on the craft . Only one weapon manger is required per craft, do not fit more than one.
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Hi, No it's not possible to reload Torpedoes or missiles in the flight scene. There is no facility in BDA to enable such a function. Torpedoes and Missiles are attached by nodes, and once a node is broken it is destroyed, there is no way to reactivate and utilise a broken node. A missile or Torpedo has to be attached to a launcher in either SPH or VAB in order for the Weapon Manager system to register the device as a valid munition. However it should be noted that this is fairly realistic as for the vast majority of real world Torpedoes and Missiles cannot be reloaded except back at base. It would I suppose, be possible to create a torpedo launcher based around the rotary rack mechanism , that could place torpedoes in a launch position, , BUT it would only be a facsimile of reloading as once the mag is empty it's empty.
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Hi you will find just the thing you need in SM Marine. Until all the old models are replaced it's very unlikely that any new craft will be added to LBP.
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Hi sounds very much like you are much too close, at range appropriate distances I find the armor can be penetrated and over penetrated. Though as mentioned there's a lot more going on than there used to be. I've mentioned previously that as it goes an armor plate is only any real use as part of a structure, single plates can be killed a lot easier than a plate, for example protecting the COM area of a ship, as the attached plate can transfer energy and heat away into the main craft, something that a single ( attached by an edge) plate really sucks at. In earlier incarnations the only difference between a canon and a ballistic type was the cannon shell exploded, the damage was pretty much the same regardless. It's not that simple anymore. and the two types are now distinctly different in how they work and what they do. There's a lot of new factors to consider when setting up a turret. and in the behavior that can be expected . The legacy cannon, that is M1 howitzer and assorted smaller BDA weaponry does most of it's damage through heat, . that is not to say that there is no Kinetic element with cannons, there is. though it is equaled in heat output. Cannons/ explosive shells have a large push force over a fairly wide area. Penetrating cfg'd or ballistic weapons ( no explosion) provide a greater shove but over a much smaller area. It is now possible of course with the right cfg to alter a cannons behavior from explosive damage to kinetic penetrating damage , and there are examples in the BDA bullet definitions. As an analogy, consider throwing a nice big fat bloke in a swimming pool compared to throwing a javelin in the same pool. Very similar energies at the contact point though the results are very different, one empties the pool and the the other enters without a ripple and cracks the tiles at the bottom of the pool. Most smaller cannons up to 110 ish have considerably less chance of penetrating than either a similar sized ballistic weapon or a cannon cfg'd to be a perpetrator. There is a damage modifier available for cannons though to my mind after 30x165 it becomes irrelevant and fanciful , and you still would not be penetrating as cannons don't ( anymore) . They smash things up. Admittedly this changes the way many have used BDA, as there s a little more than plain old bang bang your dead, . There's now a valid reason to choose X over Y rather than just because you like the noise it makes. To my mind it's a huge step forward ( and given the huge amount of effort it took to get it all working i can't see us going back( and certainly not for free ) ) and i like the results i've had from the very start of dev, but then, I've been making BDA stuff for a long time. (that got long)
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Hi the outer armor thickness is part of the armor system that has yet to be fully developed, ( and may yet prove superfluous) From an incoming shells point of view the only relevant value is the equivalent thickness, BUT, there's more to it than that , as angling the armor creates an added increase in apparent thickness, so the value is based purely on flat vertical panels. The BDA panels were set to a value that would provide decent service across the usage range, providing good protection without a massive weight penalty. There's plenty of dev room left for custom armors for specific tasks.
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Hi, some of the armor code is already in 1.22 and the actual armor will work in 1.22 . The other enhancements that go along with the 1.3 updates touched on many systems, and while you could dig through the now well organised code and find all the dozens of changes, you would, imo be better off simply upgrading to 1.3. as there's a big difference between the way things work 1.2x compared to 1.3.