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BahamutoD

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Posts posted by BahamutoD

  1. I was thinking of having all of one team fly one direction for a certain distance, and the other team go the other direction, then once everyone reaches the set distance, they turn around and fight.  It wouldn't take long since the code is set up for AI to be able to override behavior by receiving commands (like the wing commander).

    As for collisions - there's already collision avoidance, but it works by firing a spherecast(basically a 30m wide raycast) on its velocity vector for something like 4 seconds worth of flight distance, and if it detects something it breaks away.  It works sometimes, but since it doesn't predict where other vessels will be in the future, crashes obviously still happen.  Not sure what to do about that.

  2. 5 minutes ago, sashan said:

    Baha, I'm trying to export my gun into game. However, when I put in on craft it stays unmoving, and targeting reticule jsut points down.
    Here's my Unity setup:

    Also, maybe I'm off topic but how do I put my animation into game? It's already present in .dae asset, but how do I put into .mu?

    Make sure the pitch and yaw transforms have local rotations of 0,0,0.

    For animations, add an animation component to the root gameobject and animate it again in unity.  Since you broke the prefab relationship, the animation from the imported model won't carry over.

    (I always just animate in unity since I know I'm going to be messing with the hierarchy after importing the model)

  3. 9 hours ago, ChemicalMonkey said:

    I got a question/issue, is the Hydra-70 Rocket Turret not supposed to have an action group to turn enable/disable it? It's rather tedious having to click it to enable it and then make sure i don't shoot myself with it when i go to shut it off lol. I've ran through the config to try and figure out what it is missing (comparing whats missing in it with the what the Goalkeeper has as an example) but for the life of me can't figure it out.

    Any help?

    As mentioned above, use the weapon manager for selecting and enabling weapons.

     

    5 hours ago, Hellbrand said:

    Was the BD armory tab omitted? I cant seem to see it in any of the editor screens :o

    No, it should be there.  If not, send logs.

     

    5 minutes ago, babbos said:

    Hello there,

    I am having some trouble enabling SAM sites. I am on OSX latest, KSP v1.0.5.1028 with BD Armory v0.10.2.1 fetched from github releases.

    I have re-installed my KSP from scratch and tried this with only the BD Armory mod installed as I was getting nuts why it didn't work...

    No matter which setup I try, the SAM sites will simply not fire any AA rocket, I've read all instructions and documents, saw the Youtube tutorial on how to setup SAM sites but no luck.

    Here's a setup using the Jernas Missile Turret:

    [snip]

    It's a simple mistake - read the part about "Guns range" here: http://bdarmory.wikia.com/wiki/Guard_Mode#Guns_Range

  4. 9 hours ago, selshas said:

    i have no idea it is a bug or something intended.. weapon manager's 'fire missile' command does not work with any missiles or bombs attached on rotary bomb/missile rail. manual fire or direct bind command key to missile works as good.

    Which fire missile command are you referring to?  Action group?

     

    6 hours ago, sashan said:

    Cloning and mirror-attaching rotating rack with bombs on it produces weird results, like 2 clipping models. Just try it, setting rain count to 6 for better view.

    Also, TOW missile stopped working. I'll test it more but it just flies unguided and crashes into terrain now. Worked just fine before. Can it me caused by 10 meters between launcher and flir ball?

    I noticed the symmetry issue too. Looking into it.

    I didn't change anything about the tow missile or targeting pod..

  5. 17 minutes ago, goldenpeach said:

    Is there a way to have multiple radars "synced".

    I mean, if we have two radars, is there an option to have both of them constantly face the opposite direction?

    No, other than timing when you turn it on.

     

    --

    I just realized I left "remote shooting" enabled in the settings on the recent releases.  Turn that off in the settings if you don't want your trigger to fire guns on other vessels.

  6. 35 minutes ago, Veskenapper said:

    This mod has added so much to KSP which I didn't even realize I was missing. Just having an AI try to fly my creations adds a lot, making it easier to spot potential for improvement in my creations. To say nothing of the option to carpet-bomb the Space Centre!

    However, there's one thing I'm really missing, being the option to RTFM. I might be blind, but I've really tried to look before spamming down the forums with "halp how do I" with no luck.

    I'm all for trying and failing, but a writeup on what the different AI settings do, like steer factor, limiter and damping, would be great. I've also tried setting up some SAM batteries, but it seems the AI won't lock with missiles...? So, uh, is there a manual somewhere?

    Unfortunately, I have yet to WriteTFM.  I noticed that there were already wiki pages for BDArmory in Japanese and Korean (awesome!), so I decided I should start one in English.  There's nothing on it yet, and this is my first time making a wiki, so any help here would be greatly appreciated.  I'll be slowly filling it out over time.

    http://bdarmory.wikia.com/

     

     

    2 minutes ago, Combatsmithen said:

    You cant manually control weapons in guard mode, if you aren't in guard mode then I don't know, prehaps re-install?

     

    Thanks Baha! now i have my UI back and can continue my youtube series!

    Not sure what caused it, but I found an NRE in ClusterBomb from your log, and fixed it, so maybe that had something to do with it.  Cheers

  7. 48 minutes ago, ferram4 said:

    There isn't.  FAR doesn't assign parts to be shielded by specific bays / anything, because there is nothing special about a cargo bay in FAR anymore.  So there's just no way to do it, and because of the method FAR uses there's no way to even try to assign those values.

    Okay that's fine.  I'll leave it as it is then.

     

    8 minutes ago, colmo said:

    Another good release. Ground units don't have any countermeasures defence against unguided or GPS bombs, I think?

    Now for a contract pack which air-spawns incoming bombers with GPS coordinates for the KSC buildings already locked in! Eh,@inigma?

    We need a guardmode activated air raid siren!

    Not other than CIWS/missiles.

    Guards still only attack vessels, not arbitrary GPS coordinates, so this wouldn't quite work yet.

  8. Update v0.10.2

    = New =
    - Adjustable Rotary bomb/missile rail
    - AI Pilot guards can select and use unguided or GPS guided bombs
    - Guards will open and close cargo bays as necessary for missiles/bombs (FAR users need to manually set 'cargo bay' missiles/bombs)

    = Changes =
    - Selecting a missile will enable all turrets containing its type, not just current missile
    - No longer render cluster bomb submunitions until they are deployed
    - Guards will take longer to forget about contacts if they have not been seen
    - Guards will reset memory lifetime of contact if they are seen again

    = Fixes =
    - Fixed targeting pod stabilizing on underwater terrain instead of surface
    - Fixed Take-off not working on Command Self if AIPilot is not activated
    - Fixed exceptions thrown by cluster bomb, targeting camera, and wing commander
    - Reduced debug log spam
     

    Notes:
    - With stock aero the guard will automatically detect which missiles/bombs are inside cargo bays and set them accordingly.  I don't know how to do this in FAR so you have to do it manually via the missile's right click menu.

    @ferram4 Any suggestions on that?

  9. 7 minutes ago, DocMop said:

    Strange problem with the Jernas and Guard Mode:

    1. When GM is OFF I can track objects with the tracking radar no problem.
    2. As soon as GM is ON it does not track. If I start the tracking manually the track is lost inmediately. Also Jernas has no interest in even attempting a track or shoot or anything.
    3. As soon as I pick up the Jernas with GM ON (with Vessel Mover v1.2) the Jernas, tracks the target and schoots it down.
    4. When I put it back on the ground, same beaviour as in (2).

    It doesn't matter where I put the Contruct. Always the same behaviour.

     

    This is the Setup:
    http://steamcommunity.com/sharedfiles/filedetails/?id=621603193

     

    This is because you set "guns range" to 10km, which means it will only use guns on any target within 10km.  If you want it to use only missiles, set guns range to 0.

  10. 12 hours ago, SpannerMonkey(smce) said:

    Hi  They wont stay  on the end of the barrel, the time it takes to initiate the effect and the time it takes to play mean that the end of the barrel has moved on quite a long way by the time the effect finishes playing, its just the same with ground vehicles although less noticeable due to lower speeds

    Also without exception you can weaponise pretty much every part in the game, although it can take some effort in things that have IVA's attached

    (amankd) You just have to uncheck "Simulate World Space" in the editor for things like muzzle flashes that you don't want trailing in the wind.  There's a bug in the KSPParticleEmitter script so in unity it looks like it's not pointing the right direction, but as long as it looks right with Simulate World Space checked, it will look right in game with in unchecked, and the particles will stay relative to the local space of the emitter.

     

    11 hours ago, bananasrawesome said:

    I cant find it. Is it generated after the game crashes? My game didn't crash when the weird thing happened.

    29 minutes ago, Combatsmithen said:

    How do I get my output log when my game doesn't crash? Also the reticle for the sidewinder appeared behind me for a brief moment, it didn't stay there, and it disapeered. When i press F2 its still not there, and when i try reloading the game, or going back to the hangars and going out again they aren't there. Quickloading doesn't fix it either

    [kspdirectory]/KSP_Data/output_log.txt

    It gets produced everytime you play.

     

    PS: 

    https://www.youtube.com/watch?v=xHn5Lppb2Gw

  11. 5 hours ago, Combatsmithen said:

    I said this before and ill say it again, in 10.1 im missing the green dot/circle for aiming bombs, guns, and missiles, ive tried re installing BD armory twice to no avail. My youtube series is ongoing right now and I need these reticles to continue it. And i dont feel like making a list of all the mods ive installed then making an entire new KSP folder and downloading and installing all the mods again.

    Quote

    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.

    If you verified you installed it in the right place and haven't renamed any folders, send your output_log.txt.

     

    Edit: I watched your video, and it looks like they do show up, but in the wrong place.  That's really odd!  Send me your output_log although I don't know how much that would help.

  12. On 2/8/2016 at 0:36 PM, graphite747 said:

    Here's my Output log:

      Reveal hidden contents

    Kerbal Space Program - 1.0.5.0 (LinuxPlayer)


    OS: Linux 3.16 Ubuntu 14.04 64bit
    CPU: Pentium(R) Dual-Core  CPU      E6500  @ 2.93GHz (2)
    RAM: 7984
    GPU: GeForce GTX 260/PCIe/SSE2 (896MB)
    SM: 30 (OpenGL 3.3 [3.3.0 NVIDIA 340.96])
    RT Formats: ARGB32, Depth, ARGBHalf, RGB565, ARGB4444, ARGB1555, Default, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8


    Log started: Mon, Feb 08, 2016 09:56:23


    *** it goes on to load up, I can't paste the full log so I'll jump to the craft launch:

    [LOG 10:33:11.197] [Pre-Flight Check]: Checking for CraftWithinPartCountLimit: PASS!
    [LOG 10:33:11.197] [Pre-Flight Check]: Checking for CraftWithinSizeLimits: PASS!
    [LOG 10:33:11.197] [Pre-Flight Check]: Checking for CraftWithinMassLimits: PASS!
    [LOG 10:33:11.199] [Pre-Flight Check]: Checking for ExperimentalPartsAvailable: PASS!
    [LOG 10:33:11.199] [Pre-Flight Check]: Checking for CanAffordLaunchTest: PASS!
    [LOG 10:33:11.199] [Pre-Flight Check]: Checking for FacilityOperational: PASS!
    [LOG 10:33:11.199] [Pre-Flight Check]: Checking for NoControlSources: PASS!
    [LOG 10:33:11.200] [Pre-Flight Check]: Checking for LaunchSiteClear: PASS!
    [LOG 10:33:11.200] [Pre-Flight Check]: All Checks Complete. Go for Launch!
    [LOG 10:33:11.210] Launching vessel from Runway. Craft file: /home/tim/BdArmory/Kerbal Space Program/KSP_Data/../saves/BDA test/Ships/SPH/Auto-Saved Ship.craft
    [LOG 10:33:11.213] Game State Saved to saves/BDA test/persistent
    [WRN 10:33:11.233] [HighLogic]: =========================== Scene Change : From EDITOR to FLIGHT (Async) =====================
    [LOG 10:33:12.801] AddonLoader: Instantiating addon 'BDArmorySettings' from assembly 'BahaTurret'
    [LOG 10:33:12.879] == BDArmory : Loading settings.cfg ==
    [WRN 10:33:12.879] File 'GameData/BDArmory/settings.cfg' does not exist
    [LOG 10:33:12.879] == BDArmory : Failed to load settings config==
    [WRN 10:33:15.750] ApplicationLauncher already exist, destroying this instance
    [LOG 10:33:15.761] AddonLoader: Instantiating addon 'NavWaypoint' from assembly 'KSP'
    [LOG 10:33:15.766] AddonLoader: Instantiating addon 'BDArmorySettings' from assembly 'BahaTurret'
    [LOG 10:33:15.766] AddonLoader: Instantiating addon 'ParticleTurbulence' from assembly 'BahaTurret'
    [LOG 10:33:15.768] AddonLoader: Instantiating addon 'BDATargetManager' from assembly 'BahaTurret'
    [LOG 10:33:15.876] ------------------- initializing flight mode... ------------------
    [LOG 10:33:15.885] Save title: BDA test (SANDBOX)
    [WRN 10:33:15.885] File 'GameData/BDArmory/gpsTargets.cfg' does not exist
    [EXC 10:33:15.887] IsolatedStorageException: Could not find a part of the path "/home/tim/Desktop/GameData/BDArmory/gpsTargets.cfg".
        System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options)
        System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share)
        System.IO.File.Open (System.String path, FileMode mode)
        ConfigNode.Save (System.String fileFullName, System.String header)
        ConfigNode.Save (System.String fileFullName)
        BahaTurret.BDATargetManager.SaveGPSTargets (.ConfigNode saveNode)
        EventData`1[ConfigNode].Fire (.ConfigNode data)
        Game.Save (.ConfigNode rootNode)
        GameBackup..ctor (.Game game)
        FlightDriver.Start ()
    [LOG 10:33:15.941] == BDArmory : Loading settings.cfg ==
    [WRN 10:33:15.941] File 'GameData/BDArmory/settings.cfg' does not exist
    [LOG 10:33:15.941] == BDArmory : Failed to load settings config==
    [EXC 10:33:15.976] NullReferenceException: Object reference not set to an instance of an object
        ResourceDisplay.CreateResourceList ()
        ResourceDisplay.Update ()
    [EXC 10:33:15.978] NullReferenceException: Object reference not set to an instance of an object
        UIPartActionController.UpdateResourceWindows ()
        UIPartActionController.UpdateFlight ()
        UIPartActionController.Update ()
    [EXC 10:33:15.990] NullReferenceException: Object reference not set to an instance of an object
        VesselAutopilotUI.LateUpdate ()
    [EXC 10:33:15.991] NullReferenceException: Object reference not set to an instance of an object
        InternalSpace.InternalToWorld (Quaternion internalSpaceRotation)
        InternalSpace.WorldToInternal (Quaternion worldSpaceRotation)
        IVASun.LateUpdate ()
    [EXC 10:33:15.999] NullReferenceException: Object reference not set to an instance of an object
        NavWaypoint.get_DirectionToWaypoint ()
        NavWaypoint.LateUpdate ()
    [EXC 10:33:16.104] NullReferenceException: Object reference not set to an instance of an object
        ResourceDisplay.CreateResourceList ()
        ResourceDisplay.Update ()
    [EXC 10:33:16.105] NullReferenceException: Object reference not set to an instance of an object
        UIPartActionController.UpdateResourceWindows ()
        UIPartActionController.UpdateFlight ()
        UIPartActionController.Update ()
    [LOG 10:33:16.114] [ScenarioDestructibles]: Loading... 0 objects registered
    [LOG 10:33:16.117] Loading Depletion Nodes
    [LOG 10:33:16.117] DepNodeCount:  0
    [LOG 10:33:16.117] Loading Biome Nodes
    [LOG 10:33:16.117] BiomeNodeCount:  0
    [LOG 10:33:16.117] Loading Planet Nodes
    [LOG 10:33:16.117] PlanetNodeCount:  0
    [EXC 10:33:16.117] NullReferenceException: Object reference not set to an instance of an object
        VesselAutopilotUI.LateUpdate ()
    [EXC 10:33:16.118] NullReferenceException: Object reference not set to an instance of an object
        InternalSpace.InternalToWorld (Quaternion internalSpaceRotation)
        InternalSpace.WorldToInternal (Quaternion worldSpaceRotation)
        IVASun.LateUpdate ()
    [EXC 10:33:16.118] NullReferenceException: Object reference not set to an instance of an object
        NavWaypoint.get_DirectionToWaypoint ()
        NavWaypoint.LateUpdate ()
    [LOG 10:33:16.119] [AsteroidSpawner]: No new objects this time. (Odds are 1:2)
    [EXC 10:33:16.130] NullReferenceException: Object reference not set to an instance of an object
        ResourceDisplay.CreateResourceList ()
        ResourceDisplay+.MoveNext ()
    [EXC 10:33:16.130] NullReferenceException: Object reference not set to an instance of an object
        ResourceDisplay.CreateResourceList ()
        ResourceDisplay.Update ()
    [EXC 10:33:16.131] NullReferenceException: Object reference not set to an instance of an object
        UIPartActionController.UpdateResourceWindows ()
        UIPartActionController.UpdateFlight ()
        UIPartActionController.Update ()
    [EXC 10:33:16.133] NullReferenceException: Object reference not set to an instance of an object
        VesselAutopilotUI.LateUpdate ()
    [EXC 10:33:16.133] NullReferenceException: Object reference not set to an instance of an object
        InternalSpace.InternalToWorld (Quaternion internalSpaceRotation)
        InternalSpace.WorldToInternal (Quaternion worldSpaceRotation)
        IVASun.LateUpdate ()
    [EXC 10:33:16.133] NullReferenceException: Object reference not set to an instance of an object
        NavWaypoint.get_DirectionToWaypoint ()
        NavWaypoint.LateUpdate ()
    [EXC 10:33:16.218] NullReferenceException: Object reference not set to an instance of an object
        ResourceDisplay.CreateResourceList ()
        ResourceDisplay.Update ()
    [EXC 10:33:16.218] NullReferenceException: Object reference not set to an instance of an object
        UIPartActionController.UpdateResourceWindows ()
        UIPartActionController.UpdateFlight ()
        UIPartActionController.Update ()
    [EXC 10:33:16.223] NullReferenceException: Object reference not set to an instance of an object
        FlightGlobals.get_ship_longitude ()
        MapView+.MoveNext ()
    [EXC 10:33:16.223] NullReferenceException: Object reference not set to an instance of an object
        VesselAutopilotUI.LateUpdate ()
    [EXC 10:33:16.223] NullReferenceException: Object reference not set to an instance of an object
        InternalSpace.InternalToWorld (Quaternion internalSpaceRotation)
        InternalSpace.WorldToInternal (Quaternion worldSpaceRotation)
        IVASun.LateUpdate ()
    [EXC 10:33:16.224] NullReferenceException: Object reference not set to an instance of an object
        NavWaypoint.get_DirectionToWaypoint ()
        NavWaypoint.LateUpdate ()
    [EXC 10:33:16.310] NullReferenceException: Object reference not set to an instance of an object
        ResourceDisplay.CreateResourceList ()
        ResourceDisplay.Update ()
    [EXC 10:33:16.310] NullReferenceException: Object reference not set to an instance of an object
        UIPartActionController.UpdateResourceWindows ()
        UIPartActionController.UpdateFlight ()
        UIPartActionController.Update ()
    [EXC 10:33:16.311] NullReferenceException: Object reference not set to an instance of an object
        VesselAutopilotUI.LateUpdate ()

     

    *** it goes on and on like that for quite a while, until I killed the KSP process.

    Let me know if you need the loading-of-BDArmory stuff too.

     

    Thank you.  It looks like the problem is it can't find the save files for the settings or the GPS targets.  Can you check to make sure you have settings.cfg and gpsTargets.cfg in your BDArmory folder?  If you do, then something else weird is going on, because it seems to be looking for the file in a GameData folder on your desktop.. I have no idea why it would do that.

     

    On 2/8/2016 at 7:55 PM, bananasrawesome said:

    This is an awesome mod,but I am having problems with it.When I launch a plane or some other thing it just shows the inside of Kerbin and the sun when in map view.I removed BahaTurret.dll only to find that I needed it.Help?If this means anything,my OS is Windows 10 and game version is 1.0.5.I also have the latest version of the mod.

    I can report bugs in this topic forum,right?

    As I said to those with similar problems in the previous page, I need to see your output_log.txt to be able to help.

     

    22 hours ago, Space Scumbag said:

    After some testing I found out it only is happening when I add new guns. Just your mod without any addionts works fine. But when I copy and modify one of your cfg, lets say for the hidden vulcan (change rof, damage etc.) and give it a new name, all guns stop shooting after one part of the other craft is destroyed. Any idea why this is happening? It's weird, this would mean that weapons from other BDA mods should also cause this bug. But I never saw any problems with them. Maybe it happens when I chnge certian values? I don't know. I can send you a cfg if you wanna try it.

    I have no idea why that would happen.  Send me your part config and I'll take a look.

  13. 13 hours ago, dcompart said:

    @BahamutoD one thing that frequently was an issue was that even though I annihilated my targets and parts flew everywhere it was nearly impossible to complete objectives because I couldn't destroy the BDWeapon Managers. I ended up dropping the crash tolerance of the weapon manager from 60 to below 30 so that I could complete missions after successful strikes, with the majority of parts having a crash tolerance under 10, 30 seemed reasonable. Not really related, but for some reason I can't get the Cruise Missiles to work in the new mode, whereas they work flawless in Legacy Targeting. Is there a new way to use them?

    Fair enough.  I can reduce the weapon manager's crash tolerance.

    As for cruise missiles - they're GPS guided, so you need to acquire GPS coordinates first using the targeting pod, then select the target from the GPS coordinator module, then fire.

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