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KSP2 Release Notes
Everything posted by BahamutoD
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Update v0.3.0 -0.24 update -fixed: guns could shoot while in map view -fixed: sound effects played in editor when symmetry was on -changed tracer color default to red -reduced ABL laser damage -added tracer/laser color field in part module (R,G,B,A 0-255) -added light effects -added shell ejection -added M1 Abrams cannon -added cannon weaponType -added AIM-120 air-to-air missile -added custom bullet hit and explosion fx -added settings config file ----fire key moved to settings.cfg ----instakill moved to settings.cfg -added configurable physics range (default 15km) Some notes: -If you mess around with the physics range setting, keep in mind that setting it too high will cause distant landed vessels within the physics range to crash into the terrain and be destroyed. Set it to 0 to use KSP defaults. -The explosive force of the tank shell and missile is more likely to disassemble and scatter the parts of target vessels, as opposed to destroying everything in a radius. -Specs for the missile like thrust, turn rate, blast radius, etc aren't configurable yet, but will be in the future. -To make the missile home on a target, select a vessel to target like you normally do in KSP. -
Free camera by default
BahamutoD replied to Kethevin's topic in KSP1 Gameplay Questions and Tutorials
I have a plugin where removing auto-camera is possible. Check my signature! (Improved chase cam. You'll want to set the config for disabling auto camera mode, and disable the free chase cam by default, or else it will follow your prograde vector by default.) -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I'm adding in shell casings and light effects in the next update. I'll have to do the emissive heat stuff sometime too! -
[0.23]Baha. Parts for Extraplanetary Launchpads v1.2 (3/2/14)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
I haven't tested it yet, but it should still work. I'm gonna find time to go through all my mods this week and make sure they still work and/or update them. -
I did more testing, it turns out this only happens for crafts that have not 'launched' yet. I experienced it with crafts that I just had driving around KSC so they hadn't technically launched.
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Has no one noticed that the throttle goes to 50% when switching to vessels as well? Imagine the scenario: You land your craft on the Mun, switch to another vessel, and when you come back it will automatically throttle up and take off with out your input. I personally think there was absolutely nothing wrong with leaving throttle at 0 on start. Why did they have to change it?
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
To switch from a flying craft and a landed craft in atmosphere, I think they have to be within 500m of each other. The bullet's do fall with gravity. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I went with the M1 Abrams cannon first since I need to do more coding for a railgun. blenderman, I've seen this problem too. I'll try to fix it, but for now, try to put the ammo either on the same stack or on a parent part of the part that the gun is attached to. -
[1.1] Improved Chase Camera v1.6 (Apr 23)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
I know the issue. It's because when you rotate the camera, it set's that new position as the default position, and then it applies the rotation offset due to angle of attack. I guess this is the main bug to fix for a new version. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
About the colors: not yet. I should have that in the next update. I plan on fixing them/working on them when .24 rolls out. I have to make a pass over everything to get the prices right for the econ system as well. Agreed, it would be awesome eventually, but as you said, low priority for now. About the vulcan's sound fx: Its hard to get a sound effect to sound good at 2200 rpm (let alone 6000, which is what it's supposed to be), but if I can, I will. Sirkut and Lack, I'm just working on a shell ejection feature and deciding what gun to make next so I can make a tutorial along with it. I'm not sure why but it's not finding the transform I set for the location of the shell ejection. //nevermind I found the problem, I'm dumb -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Yeah, the laser can't point straight up since the tracking mechanism gets all glitchy (its like gimbal lock or something) so there's like a 4º deadzone cone. I haven't actually tried it with the recent version though. Try setting maxPitch to 90 in the config file. As for the map problem... eek I forgot about that. I won't have time to fix it till tomorrow. Lack, I'll make a better guide when I have time, but hopefully this will help a little: The pitchTransform and yawTransforms' local X axis points toward the front of the gun with Z pointing up. The gun model itself should point towards the global negative Z direction. edit: forgot to expand that last bit -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Calm down, but yes I can make that happen eventually. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Oops I forgot to change two of the sound file paths in the ABL config when I initially uploaded the zip, so if you downloaded 0.2.0 before this post, either re-download it, or do this: Go to BDArmory/Parts/ABL and open part.cfg. Go down the BahaTurret module, and change fireSoundPath and ChargeSoundPath to the following: fireSoundPath = BDArmory/Parts/ABL/sounds/laser chargeSoundPath = BDArmory/Parts/ABL/sounds/charge -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Update Please remove the old BDArmory folder before extracting. The folder structure has changed. v0.2.0 -added 20mm Vulcan -added "spindown animation" -added 20x102mm ammo -added another safety from shooting yourself -added autolock feature -added autoLockCapable config -added AirBorneLaser -added weaponType config (ballistic or laser) -added smoke bullet hits -fixed bug: bullet spawns far away from gun -fixed: gun could cool to infinitely negative heat -fixed: having multiple guns was quieter than having 1 gun -fixed: worked while on rails timewarp -possibly fixed: bullets and other raytraces collided with invisible stuff -changed overheat behavior -changed folder structure -reduced size and mass of .50cal turret -made unity setup a little more flexible (pitch/yaw transforms configurable) -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Hehe that is pretty cool though. Maybe I could do both? I believe anything is possible. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
That makes me sense and I should have done that, but I thought for some reason that it would be better if the mount/decoupler thingy was already attached to the rocket. I'll probably end up changing it to a regular part. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Progress report: I went with the ABL design for the laser. It's pretty much done; it just needs to be textured then I'll try to release it tomorrow along with the gatling gun tomorrow. I spent hours today and yesterday writing the guidance code for the missiles... that was incredibly difficult but it's close to being finished. There's still alot of work to do on the missiles though so it won't be in the next release. Right now, the way I wrote it isn't very modular. The missile itself is just an object that disconnects; it isn't a Part or a Vessel so you can't watch it or attach stuff to it (Collider1's idea about having the payload as a separate part isn't possible till I figure out how to spawn a separate vessel.) Anyways, here's a preview of what the first missiles will work like. I think it looks pretty cool: -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Speaking of which, I'll take suggestions for what to base the laser model on. At first I was thinking along the lines of a sci-fi type of gun, but I could also do something more realistic like the US airforce ABL: or the Navy's LaWS: Thoughts? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I added it to the todo list. btw, progress: Since the vulcan is much stronger, I'm gonna limit its pan/tilt range and make the .50cal smaller and lighter. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
In the works: -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Update v0.1.1 v0.1.1 -added overheat behavior + sound -added firing animation -added bullet drop toggle ------------- The stock overheat behavior makes the part explode when it reaches maxTemp, so I made a separate set of heat variables. Now, each shot adds "heat". When it reaches maxHeat, the gun will cease to fire until the gun cools down to 1/3 maxHeat (which is 0 on the temp gauge). maxHeat, heatLoss, and heatPerShot are configurable. I've always loved that gun, so yeah thats on the todo list. 1. Fair enough 2. Hmm.. maybe. It wouldn't be too hard but doesn't seem too important to me so it'll be low on my priority list. 3. Yeah haha.. its hard to resist when I come up with an idea of something I want to make. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I haven't tried it with x64 but I assume it does. Autotarget tracking is something I could easily add for lasers, but for ballistic guns, it'd be tricky getting it to automatically lead a moving... we'll see. Tank cannon.. yes. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Yes, it will be very easy to add lasers and make more weapons. I'll probably make guided missiles after making a couple more weapons (an energy based weapon and a minigun). -
In this thread, I'll post updates and downloads for my work-in-progress weapon systems and combat mod. BahamutoD's Armory v0.11.0.1 Download from SpaceDock Download from CurseForge Download from GitHub DISCLAIMER This mod is a work in progress. The newest update contains many new features and systems, so you will likely find issues with the new stuff, or find that things that used to work no longer work. Please kindly report issues in a thorough manner. Thanks. Installation : Copy the BDArmory folder from the zip file's GameData folder into your GameData folder. If updating, please remove your old BDArmory folder before extracting. (Source on GitHub) Do you enjoy this mod and would like to support the developer? Consider donating! Documentation BDArmory Wiki (new!) - This long overdue, but it has just been started so there are only a few pages so far. If you know some things about BDArmory and would like to help fill it out, please feel free to do so. It would be greatly appreciated! Useful Tools BDA Vessel Switcher Vessel Mover Tutorials and other videos: Features: Aim and fire turrets with your mouse Homing air-air and air-ground missiles Cruise Missiles Countermeasure flares Unguided rockets Bombs Cannons and artillery Lasers Explosions Recoil impulse calculated by projectile mass and muzzle velocity. Bullets are affected by gravity. Firing mechanism cut-off if the gun is pointed at your own vessel. Highly configurable. Configure AI guards to fight against Current damage system: == each bullet adds heat to a Part on impact depending on the bullet's mass and velocity, and the Part's impact tolerance. The part is destroyed when heat exceeds max heat. == explosions push objects and apply heat to them based on their impact tolerance and how far they are from explosion center. Parts by other members: Direct any questions about these to the respective authors, not me Naval Artillery System by Acea et al. P.E.W. by LORDPrometheus Aviator Arsenal by tetryds et al North Kerbin Dynamics by harpwner Acea's Hydra-70 resupply box Master Tech Weapons by TMasterson5 Old School Turrets FPS Weapons MalFunc Weaponry by Themorris Tbone's XAGM Let me know if you have a part pack or have updated your part pack and I'll add it to the list. Want to chat about this mod? Join the Steam group! FAQ Q: When I launch a craft, the navball is messed up and the screen is black, or I'm inside Kerbin and everything is messed up. A: This is usually caused by incorrect installation. Please check to make sure you have installed the mod in the correct folder. The BDArmory folder goes in the GameData folder of KSP. Do not put BDArmory in Squad, and do not put the zip's GameData folder in KSP's GameData. Q: I'm missing ammo boxes or other parts, or aiming reticles, or the toolbar button. What's wrong? A: This is because BDArmory can't find the textures or models, and that's because BDArmory is looking for them in a very specific location. If you installed BDArmory in the wrong place, it can't find those textures. The BDArmory folder which is inside the GameData folder of the zip file needs to be copied into the GameData folder of KSP. Don't put the GameData folder into the GameData folder... Q: How do you fire guns with action groups? I want to use my joystick to fire. A: You can't use action groups to fire guns. KSP's action groups are one-shot events, so it doesn't know whether you are holding the button down or not. This is why there's a separate key for firing guns. You can rebind that key in the settings. ( ALT-B ) Q: What's the deal with the physics range? I heard KSP now has a load range of 22.5km. A: Stock KSP has an unload distance of 22.5km for vessels that are flying only. "Unload" meaning they have to be already loaded in order to remain active to that distance - it's designed for jettisoned stages. BDArmory extends loading, unloading, packing and unpacking ranges for landed, preflight, flight, orbit, suborbit, and splashed down situations. Whatever you set the load range to, it will never overwrite the default setting if the default is higher. For example, 5km is the default for BDArmory (which can be changed in the settings ( ALT-B ) but unload distance for flying vessels is still 22.5km minimum. Without the BDArmory extension, landed pack and unpack is like 200m or 300m which is why normally you can't switch to landed vessels when flying unless you're really close. There is, however, a maximum range for landed vessels of about 9-11km. I put this limit on because beyond that distance, landed vessels that aren't put on rails will fall through the terrain and crash into the "ocean". Q: Why does the AI suck at flying my plane? It won't pitch up so it crashes into the ground. A: The current AI Pilot is a first iteration experimental release, so it will improve in the future. That being said, try setting the steer factor to about 6, and reducing the steer damper to 3. The most common problem I've seen is that the AI's inputs are over-damped. 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. Q: (x-related-guard-or-AI) isn't working. Why? A: I need you to describe exactly what you're doing. The guard and AI systems are becoming increasingly complex, and there's no way for me to guess at what is going wrong unless I can isolate and reproduce the issue. If you find a problem, find a way to reproduce it in the simplest way possible, then describe the situation in detail, the crafts involved, the settings, any related output log entries, etc. It would be extremely helpful. Thanks. Q: Does this mod work with DMP? A: The short answer is no. BDArmory doesn't explicitly synchronize any data over the network, so things like gunfire, damage, etc experienced locally won't be seen by other players. Persistent values like guard settings may be synchronized if/when DMP resynchronizes vessel information so at least it might be possible to have one player set up a guarded base, while another person attacks it. Live PvP combat will not be sufficiently synchronized. However, jediminer453 is working on a DMP compatibility patch. I have no involvement with this, so please direct multiplayer questions to that thread. License CC-BY-SA
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For future reference, that returns: [LOG 21:04:29.355] 0: Default [LOG 21:04:29.355] 1: TransparentFX [LOG 21:04:29.356] 2: Ignore Raycast [LOG 21:04:29.356] 3: [LOG 21:04:29.356] 4: Water [LOG 21:04:29.356] 5: [LOG 21:04:29.357] 6: [LOG 21:04:29.357] 7: [LOG 21:04:29.357] 8: PartsList_Icons [LOG 21:04:29.358] 9: Atmosphere [LOG 21:04:29.358] 10: Scaled Scenery [LOG 21:04:29.358] 11: UI_Culled [LOG 21:04:29.359] 12: UI_Main [LOG 21:04:29.359] 13: UI_Mask [LOG 21:04:29.359] 14: Screens [LOG 21:04:29.360] 15: Local Scenery [LOG 21:04:29.360] 16: kerbals [LOG 21:04:29.360] 17: Editor_UI [LOG 21:04:29.361] 18: SkySphere [LOG 21:04:29.361] 19: Disconnected Parts [LOG 21:04:29.361] 20: Internal Space [LOG 21:04:29.362] 21: Part Triggers [LOG 21:04:29.362] 22: KerbalInstructors [LOG 21:04:29.362] 23: ScaledSpaceSun [LOG 21:04:29.363] 24: MapFX [LOG 21:04:29.363] 25: EzGUI_UI [LOG 21:04:29.363] 26: WheelCollidersIgnore [LOG 21:04:29.364] 27: WheelColliders [LOG 21:04:29.364] 28: TerrainColliders [LOG 21:04:29.364] 29: [LOG 21:04:29.365] 30: [LOG 21:04:29.365] 31: Vectors