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Wolf123

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Everything posted by Wolf123

  1. Hi, I am encountering a bug with the latest versions of BDA. Guard mode cant fire missiles at air targets when using a missile turret on the ground. The radar locks the target and the turret follows the target but it never fires. The log is spammed with following error everytime guardmode tries to fire. [ERR 17:06:50.841] Module MissileFire threw during OnFixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object at BDArmory.Control.MissileFire.SetTarget (BDArmory.Targeting.TargetInfo target) [0x001a9] in <380f5b47ebf144abaec4a3988a7ec3e7>:0 at BDArmory.Control.MissileFire.SmartFindTarget () [0x004a9] in <380f5b47ebf144abaec4a3988a7ec3e7>:0 at BDArmory.Control.MissileFire.GuardMode () [0x002b9] in <380f5b47ebf144abaec4a3988a7ec3e7>:0 at BDArmory.Control.MissileFire.OnFixedUpdate () [0x0004b] in <380f5b47ebf144abaec4a3988a7ec3e7>:0 at Part.ModulesOnFixedUpdate () [0x000bd] in <4b449f2841f84227adfaad3149c8fdba>:0 The problem occurs in a fresh install with the latest version of BDA as well. Wondering if it is a known bug or something?
  2. @Keniamin I tried this mod and also had the same problem as @yobeeb. It seems to happen only on 'service' flights where you are only transporting a few passengers, when you are transporting a large number of passengers on a commercial contract the appropriate 'load passengers' box comes up and it seems to work. If I remember correctly I was using 1.6.1 and a re scale mod.
  3. Was the AI aiming of fixed guns fixed this update? Even with version 1.2.3.0 in ksp 1.5.1, they still cannot hit the target if it is flying straight or maneuvering slightly, the lead is always a little low.
  4. @DoctorDavinci I checked before I posted and it did not say that lmfao. 1 hour ago there was an edit (around the time i posted/you guys read my comment), wonder what that could have changed ? I love how you guys have to keep the appearance of always being right no matter what, like [snip] just admit you were wrong about something. @SpannerMonkey(smce) I'm not tryna insult you, I am just stating the fact that your forum post is cluttered. Clearly, you realised what I said about the whole SM industries installation being a little confusing for readers must have been correct because you have updated your forum post after realizing your mistake. My issue is that your acting as if its jrf fault for following YOUR instruction copy and pasted everywhere and his fault for downloading and installing your SM Industries which actually is OUTDATED/BROKEN. It's hard for me to believe your statement of 'we test out every little detail and make sure it works perfectly', when I got the exact same issue and it took me like 5 mins to realize that the standalone SM industries is broken and the one bundled is the one that works - even though, everything on the forum post points to them being identical. Evidently, you and your team did not know of the problem as you guys just demand his .log files and assumed he messed something up. The confusion is caused by you and your team in setting up all of this, the way you just blame jrf and assume it's his fault when its actually yours kinda irks me; check out the problem before demanding stuff...
  5. @SpannerMonkey(smce) Your red bold text makes it clear that you MUST download SM industries and makes it seems as if it is a separate dependency that you have to download, which leads to confusion when it is included. As problem is the fact that the separate download itself is outdated/broken, how can you say you and your team make sure everything loads if it clearly doesnt with the separate SM Industries? It's your fault that on your cluttered forum post every other sentence says "MUST DOWNLOAD SM INDUSTRIES", even though its included with each folder.
  6. @jrf @SpannerMonkey(smce) I had the problem with the T90FG parts not loading in as well, make sure to only use the SMAFV and SMIndustries or whatevers its called that is included in the download. Do not download and use the separate SM Industries as it is outdated or something idk, only use the SMindustries included in the folder for the game to load.
  7. Custom weapon mod parts don't show up in BDA tab (Aviator Arsenal specifically) because of the category refractor, is there any way to make them have their own custom category now?
  8. Is there any plan to balance cannon vs. ballistic damage for NAS turrets. Right now even a 40mm bofors deals more damage than a 5 inch ballistic gun.
  9. @Acea The torpedoes are broken in the new BDA "Naval Combat" update, they sink to the bottom of the ocean. BDA officially implemented torpedo/depth charge coding, so the NAS torpedoes are broken as off now...
  10. @Beetlecat Yeah that is what i was trying to say, same thing happens with the biplane wheels too...
  11. @blackheart612 Is there a bug with the mirroring with ww1 type fixed landing gear? When rotating it, it will automatically flips so you cant actually have it facing the way you want.
  12. @SpannerMonkey(smce) Thanks again for the lengthy response, I understand the armor concept more now. For me, (regardless of how powerful it is ie. high mass and velocity and using a high penetration bullet type) the only thing ballistic weapons mange to penetrate are stock parts. I cant get any bullet to actually pass through an armor plate and hit a fuel tank on the other side, I think my issue is already mention by someone else on the BDAC github (issue #237 "Impenetrable Armor Plates") who documented the issue clearly.
  13. @SpannerMonkey(smce) Hey, thanks for the reply. I did some testing and Im wondering if any shells or bullets can actually penetrate the armor, so far no weapon (50 cal or tank cannon) actually penetrates through the armor it simply just blows up the panel itself; is this how it is supposed to work?
  14. For the armor panels, what is the difference between "EquivalentThickness" and "outerArmorThickness"?
  15. Look in the BD armory mod folder (the one in Game Data) and open the settings.cfg, there should be option "max guard visual range". Just change that to whatever range you want.
  16. @jrodriguez Are there any tips to make an modular anti air missile more accurate, the best I can get them is to hit 50% on a target thats flying straight.
  17. When a vessel is using guard mode they cant fire any missiles further than 10km away, but as soon as their target is within 10km they shoot their missiles. However when I pilot the craft my self I can lock and fire a missile further than 10km, is this a bug?
  18. @Murican_Jeb What I meant was; is there any way to prevent landed vessels from going under the terrain by perhaps lowering the physics range to 100km etc.
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