DoctorDavinci Posted January 14, 2017 Share Posted January 14, 2017 (edited) PLEASE BE ADVISED THAT I WILL NO LONGER BE MAINTAINING THIS THREAD ... [snip by moderator], I'M DONE Please note that Physics Range Extender and Module Manager are required dependencies for BD Armory Continued Also be advised that using the World Stabilizer mod will cause problems with PRE as it has it's own world stabilization code we refer to as Black Spell ... Only solution to this is to not use the World Stabilizer mod Quote PUBLIC SERVICE ANNOUNCEMENT: Importing craft that are armed into the new BDAc is going to mess with the weapons as the craft file that has been saved will have values in it that are no longer in BDAc as well as not having the new variables that are in BDAc Updating to BDAc v1.2.x from previous BDAc versions will be craft breaking if the craft have BDAc parts or BDAc Addon Parts on it TL;DR - DO NOT IMPORT OLDER CRAFT WITH WEAPONS ON THEM FROM VERSIONS OF BDAc PRIOR TO THE ONE YOU ARE INSTALLING ..... REMOVE ALL BDAc AND BDAc ADDON PARTS AND THEN IMPORT YOUR CRAFT See spoilers below for release notes, videos, Github issues and download links The BDAc family of mods were all created by @BahamutoD, and in his absence, we have taken it upon ourselves to keep the explosions flowing For anything related to BDAc or mods in the BDAc family, I refer you to the Github link for Papa Joe's Soup (Slightly Over Used Parts) where there is listed download links for the mods in question ... If you have questions or concerns, feel free to post here and the team will do our best to assist you I also refer you to our in game KSPedia where you will find a wealth of information on the operation of BDAc Be aware that forcing opengl will result in many shaders showing as pink ... the only solution is DO NOT force opengl If you think you have come across a gremlin or a bug with BDAc or any of the mods we maintain, feel free to post here, however we ask that you also take a look at the issues list on Github to see if your problem has been addressed. We use the built in Github issues tracker to keep record of bugs, enhancements and feature requests as it is difficult to keep track of bug reports and all the great ideas that the community have come up with on the forum (things can get buried and lost under newer posts) Please note that only the most recent version of BDAc is supported at this time and that BDA needs PhysicsRangeExtender to work properly: https://github.com/jrodrigv/PhysicsRangeExtender/releases Also, to correctly install BDAc, first download the latest release from the BDAc releases link posted below (not the source download) and then extract the BDArmory folder contained within the zip file and place it into your KSP/Gamedata folder ... Do not, I repeat, do not place the Gamedata folder contained within the BDAc zip into your Gamedata folder as this will cause umpteen million conflicts to arise as the BahaTurret pickle looks for textures, configs and whatnot in specific places In regards to CKAN ... It is our policy not to provide support for CKAN as we have no control over the process beyond listing when deploying to SpaceDock. If you are having issues with CKAN we request that you take it up with CKAN, otherwise follow the clear instructions posted above and if your issue continues then feel free to ask the team for assistance In regards to support, KSP.log please (Found in the same directory as the KSP executable ... this file is overwritten each time you start KSP ... upload this file to a filesharing site such as dropbox and post the link so the team can take a look) ... I also refer you to the following thread where it describes in detail everything else that is required for us to help you: Best Regards, The BDAc Team @Papa_Joe@jrodriguez@SpannerMonkey(smce)@gomker@TheDog@DoctorDavinci@Eidahlil@TheKurgan BD Armory wiki: http://bdarmory.wikia.com/wiki/BDArmory_Wikia BDAc Release Links: Releases link: https://github.com/PapaJoesSoup/BDArmory/releases Issues link: https://github.com/PapaJoesSoup/BDArmory/issues Physics Range Extender (REQUIRED): https://github.com/jrodrigv/PhysicsRangeExtender/releases Papa Joe's Soup Github link: https://github.com/PapaJoesSoup?tab=repositories BDAc Release Notes: BDAc Development Notes: BDAc Family Mod links: Spoiler BDMk22 Plugin Releases link: https://github.com/PapaJoesSoup/BDMk22Plugin/releases Issues link: https://github.com/PapaJoesSoup/BDMk22Plugin/issues Burn Together Releases link: https://github.com/PapaJoesSoup/BurnTogether/releases Issues link: https://github.com/PapaJoesSoup/BurnTogether/issues Camera Tools Releases link: https://github.com/jrodrigv/CameraTools/releases Issues link: https://github.com/jrodrigv/CameraTools/issues Destruction Effects Forum link: http://forum.kerbalspaceprogram.com/index.php?/topic/154379-12x-destruction-effects-v130-010217/&page=1 Releases link: https://github.com/jrodrigv/DestructionEffects/releases Issues link: https://github.com/jrodrigv/DestructionEffects/issues Improved Chase Camera Forum link : https://forum.kerbalspaceprogram.com/index.php?/topic/173436-14x-improved-chase-camera-v162-apr-02-2018/ Releases link: https://github.com/PapaJoesSoup/ImprovedChaseCamera/releases Issues link: https://github.com/PapaJoesSoup/ImprovedChaseCamera/issues Vessel Mover Continued Forum link: http://forum.kerbalspaceprogram.com/index.php?/topic/144421-12-vesselmover-continued-v1513/& Releases link: https://github.com/PapaJoesSoup/VesselMover/releases Issues link: https://github.com/PapaJoesSoup/VesselMover/issues Vessel Switcher has been incorporated into BD Armory Continued In regards to Adjustable Landing Gear, please consult the Kerbal Foundries Continued thread where @Shadowmage has taken it upon himself to maintain an ALG-like addition to KF Continued ... his thread can be found at the following link: http://forum.kerbalspaceprogram.com/index.php?/topic/155056-122-kerbal-foundries-continued-tracks-wheels-and-gear-02-05-17/&page=1 Videos: Spoiler Physic Range Extender: Guard Mode and Wing Commander: Modular Missiles: Sonar and Torpedoes: Missiles - Cruise and Terminal Guidance BD Armory Continued was originally developed by Paolo Encarnacion (BahamutoD) and distributed under the license CC-BY-SA 2.0. This mod is now being maintained in BahamutoD's absence by Joe Korinek (Papa_Joe) and continues to be distributed under the license CC-BY-SA 2.0. Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/before attempting to modify and redistribute it BD Armory Continued contains code based off of Aircraft Carrier Accessories and is used with permission (https://forum.kerbalspaceprogram.com/index.php?/topic/152916-14xaircraft-carrier-accessories/) ... Courtesy of @flywlyx BD Armory Continued also contains code based off of Firespitter. To comply with the requirements of Firespitters' license, the following permission notice, applicable to those parts of the code only, is included below: License: You may reuse code and textures from this mod, as long as you give credit in the download file and on the download post/page. Reuse of models with permission. No reselling. No redistribution of the whole pack without permission. UV map texture guides are included so you can re-skin to your liking. For reuse of the plugin, please either direct people to download the dll from my official release, OR recompile the wanted partmodule/class with a new class name to avoid conflicts https://github.com/snjo/Firespitter Edited September 6, 2018 by Deddly Link to comment Share on other sites More sharing options...
MrSnappyTurtles Posted January 14, 2017 Share Posted January 14, 2017 any news on Adjustable Landing Gear Link to comment Share on other sites More sharing options...
DoctorDavinci Posted January 14, 2017 Author Share Posted January 14, 2017 Just now, Trem Fantasma said: any news on Adjustable Landing Gear No .. ALG has no news other than that it needs to be recreated from scratch (and do you really need to post in a large script?) So it is a hurry up and wait situation as we have none of the original models which makes for a seriously complicated deal of importing the .mu files into various programs in order to just have them compatible with the Unity version that KSP was updated to ... Then the parts need to be imported into Unity (after many hours/days/weeks of screwing around with each part) and configured to work with KSP as it stands now So don't expect any headway in regards to ALG in the near future ... And please, to all, stop asking (the more you ask, the longer it will take) Link to comment Share on other sites More sharing options...
MrSnappyTurtles Posted January 15, 2017 Share Posted January 15, 2017 45 minutes ago, DoctorDavinci said: No .. ALG has no news other than that it needs to be recreated from scratch (and do you really need to post in a large script?) So it is a hurry up and wait situation as we have none of the original models which makes for a seriously complicated deal of importing the .mu files into various programs in order to just have them compatible with the Unity version that KSP was updated to ... Then the parts need to be imported into Unity (after many hours/days/weeks of screwing around with each part) and configured to work with KSP as it stands now So don't expect any headway in regards to ALG in the near future ... And please, to all, stop asking (the more you ask, the longer it will take) Sorry for the large font Thank you for the fast answer Link to comment Share on other sites More sharing options...
gomker Posted January 15, 2017 Share Posted January 15, 2017 In the interest of keeping everyone from asking about ALG, this is part of the latest research in fixing the wheels Quote I'll take a closer look at the updated animation modules, sadly I don't think they'll be workable as from a brief look they still reference the U5 wheel-collider class. Additionally the models and the animation modules driving them are so closely linked together, there is no way to get those parts to be functional without those animation modules; and as the animation modules use the stock-wheel collider (which won't actually work with those parts the way they are rigged due to limitations/restrictions in the Unity/PhysX code regarding rigidbody+suspension orientation), there is zero chance of getting those parts working properly even with the updated animation modules. If the original modeling files for those parts are available somewhere I could (in time... lots of time) re-rig them, write some additional custom part-modules for them, and re-release them under the new KF banner once that end of things is up and running again. (Of course, only with proper permissions and if licensing allows). I love the concept of configurable and adjustable landing gear, it is something that KSP aircraft need very badly. So even if the existing 'Adjustable Landing Gear' mod/models aren't updated, I may introduce something similar in the distant future. Shadowmage is doing some very complicated work with his KSPWheel API - please do not bother him with questions about ALG unless you have something to actually contribute in terms of code or part modeling. His new API will allow a way forward in fixing our problems however, without the original assets it will be a long way off. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted January 15, 2017 Share Posted January 15, 2017 13 hours ago, gomker said: His new API will allow a way forward in fixing our problems however, without the original assets it will be a long way off. Those interested should note that this long way off is likely to be several months. It should also be noted that it would be fair for the team to wash their hands of ALG altogether . The recent inside information I have indicates that , if and when it re appears it will be as a feature of KF. not a BDAc group thing Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted January 15, 2017 Share Posted January 15, 2017 1 minute ago, SpannerMonkey(smce) said: Those interested should note that this long way off is likely to be several months. It should also be noted that it would be fair for the team to wash their hands of ALG altogether . The recent inside information I have indicates that , if and when it re appears it will be as a feature of KF. not a BDAc group thing Lol "inside info" aka what Shadowmage said in his thread Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted January 15, 2017 Share Posted January 15, 2017 (edited) 2 minutes ago, TheRagingIrishman said: Lol "inside info" aka what Shadowmage said in his thread Indeed but given how many people actually read more than one post in a thread it may as well have been top secret Edited January 15, 2017 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
qromodynmc Posted January 16, 2017 Share Posted January 16, 2017 Hey guys, i think i have a problem here; When i load mk82 bombs, bomb reticle does not work over 300m, it only appears right under my plane, not where it should be (far front) Is there a setting i can change or config? I think that's bugged. Link to comment Share on other sites More sharing options...
Gorzideudeus Posted January 18, 2017 Share Posted January 18, 2017 I thought, in the past, I've seen a config option to prevent explosions from heating other parts. I can't find any way to do so now, though...Is there a config somewhere I'm missing? I'm not even sure if that's part of the base game or something added by BD. Anyways, thanks for any help. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted January 18, 2017 Share Posted January 18, 2017 13 minutes ago, Gorzideudeus said: I thought, in the past, I've seen a config option to prevent explosions from heating other parts. I can't find any way to do so now, though...Is there a config somewhere I'm missing? I'm not even sure if that's part of the base game or something added by BD. Anyways, thanks for any help. I don't ever recall such a thing. Each shell that causes an explosion has a cfg defined blast range, and an amount of heat it inputs to the target . Heating is a foundation of the current BDA damage model and essential for the mod to work. You could remove heating of parts with an MM patch but as It's not something I completely approve of I'll leave it to you to work out how . Though it's probably easier just to use the games cheat options to turn of damage,...... but why? Link to comment Share on other sites More sharing options...
Gorzideudeus Posted January 18, 2017 Share Posted January 18, 2017 3 minutes ago, SpannerMonkey(smce) said: I don't ever recall such a thing. Each shell that causes an explosion has a cfg defined blast range, and an amount of heat it inputs to the target . Heating is a foundation of the current BDA damage model and essential for the mod to work. You could remove heating of parts with an MM patch but as It's not something I completely approve of I'll leave it to you to work out how . Though it's probably easier just to use the games cheat options to turn of damage,...... but why? Thanks for the reply, I must have been thinking of something else...My intent was not to disable heating entirely.. just the heat that is applied by a nearby part exploding, if that makes any sense. No big deal, it would have been more for test purposes than anything. Link to comment Share on other sites More sharing options...
theend3r Posted January 19, 2017 Share Posted January 19, 2017 On 15. 1. 2017 at 0:31 AM, DoctorDavinci said: So it is a hurry up and wait situation as we have none of the original models... Do you want me to rip them? It'd take about one hour including DLing and setting up the program to do so. It's one of the most important mods for atmospheric flight (and therefore for BDA), so even doing it from scratch would be worth the time, not to mention when you have the worst part (models animations and mechanics) already done. Link to comment Share on other sites More sharing options...
DoctorDavinci Posted January 19, 2017 Author Share Posted January 19, 2017 2 hours ago, theend3r said: Do you want me to rip them? It'd take about one hour including DLing and setting up the program to do so. It's one of the most important mods for atmospheric flight (and therefore for BDA), so even doing it from scratch would be worth the time, not to mention when you have the worst part (models animations and mechanics) already done. Thanx for the offer, however this has been done a few people already Read the following thread and it will give you a broader understanding of the issues involved with getting ALG to work in KSP 1.2.x Link to comment Share on other sites More sharing options...
DocMop Posted January 19, 2017 Share Posted January 19, 2017 @theend3r Maybe offer your help to the guy making the new KSPWheel stuff. I heard he will be trying to get them to work again. Link to comment Share on other sites More sharing options...
Gorbi Posted January 19, 2017 Share Posted January 19, 2017 Hi, I found a glitch with the mod. The kerbals are immune to all weapons! Is there a fix for this? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted January 19, 2017 Share Posted January 19, 2017 (edited) 55 minutes ago, Gorbi said: Hi, I found a glitch with the mod. The kerbals are immune to all weapons! Is there a fix for this? It's not a glitch that BDA is responsible for, it is something that Squad put in place for the release of 1.2.2 with the large changes to Kerbals and well documented elsewhere, There is also an associated enhancement request on the BDAc github https://github.com/PapaJoesSoup/BDArmory/issues/109 Edited January 19, 2017 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
Shadowmage Posted January 19, 2017 Share Posted January 19, 2017 (edited) With regards to ALG -- should probably start some discussion in earnest with the BDAc team regarding its status and who will be doing the updating for it. Seems like this is probably the best place for it... I have offered to rework, re-rig, and re-code the models and plugins needed to make those parts work, and have tentatively added it to my mid-term 'todo' list for Kerbal Foundries. However I have not heard any 'official' confirmation of whether I should pick it up, or if someone else had intentions of tackling it. It sounded a bit like @blowfish was looking into it last week, but nothing more was promised than to take a look. It really doesn't matter to me if I do the work and add the parts into KF or someone else does the work and releases them on their own/resurrects the old mod name/etc. I already have enough 'stuff' to do that I don't really need to be undertaking more parts/modeling/coding work, but am -willing- to if nobody else has intentions to do so. However I also don't want to step on anyone's toes or make it look like I'm usurping someone else's work. So the question today would be -- is there anyone on the BDAc team who is already officially planning to update ALG? If yes -- I wish you the best of luck, and please let me know if I can offer any assistance on config setup, or if there are any code-side changes needing to be done to the KSPWheels back-end code. If no (and there are no objects to doing the work and merging with KF) -- I will firm up my plans to start working on the conversions and updates. I would expect to be able to start working on them in a week or two, and would likely take 2-3 weeks to get cleaned up to a usable state (maybe less if I can find a way to simplify the models/rigging/code interaction while keeping the feature-set intact). Edited January 19, 2017 by Shadowmage Link to comment Share on other sites More sharing options...
Gorbi Posted January 19, 2017 Share Posted January 19, 2017 (edited) 1 hour ago, SpannerMonkey(smce) said: It's not a glitch that BDA is responsible for, it is something that Squad put in place for the release of 1.2.2 with the large changes to Kerbals and well documented elsewhere, There is also an associated enhancement request on the BDAc github https://github.com/PapaJoesSoup/BDArmory/issues/109 Oh, ok. Thanks for the response Edited January 19, 2017 by Gorbi Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted January 19, 2017 Share Posted January 19, 2017 1 hour ago, Shadowmage said: @blowfishWith regards to ALG -- should probably start some discussion in earnest with the BDAc team regarding its status and who will be doing the updating for it. Seems like this is probably the best place for it... Hi, unless I'm being deliberately kept in the dark I know of no declared intention of the BDAc team to overhaul the ALG. I believe the situation as it stands is that they have more than enough to do with the BDAc code overhaul without venturing into the ALG. There are certainly no volunteers that I aware of. My own investigations into it have been purely for research and I've already mentioned that despite being able to deal with some fairly complicated hierarchies and set ups for wheels, what I found left me with far more questions than answers, that my skill set can't easily resolve, getting a working wheel is no problem but, animation, collider control , extension requires a little more code proficiency than I posses, and having followed your own attempts to design and understand wheelcolliders and the physics that accompanies them I know it's not something I could learn in a weekend . Link to comment Share on other sites More sharing options...
gomker Posted January 20, 2017 Share Posted January 20, 2017 @Shadowmage I agree with Spanner , no one on the team has been actively working on ALG, we have been focusing on the core BDArmory functionality in our coding efforts and I would have no objection to your taking it over and merging with KF. It makes sense, this belongs with the wheel experts Regards, Link to comment Share on other sites More sharing options...
Shadowmage Posted January 21, 2017 Share Posted January 21, 2017 Thanks for the confirmation guys, makes me feel better about moving forward with it. If any future inquiries pop up about the ALG parts, feel free to send them over to the Kerbal Foundries thread. (relevant news in liked post below) Link to comment Share on other sites More sharing options...
Wolf123 Posted January 21, 2017 Share Posted January 21, 2017 Is there any way to turn off bullet penetration or make it less effective? Link to comment Share on other sites More sharing options...
Gorzideudeus Posted January 21, 2017 Share Posted January 21, 2017 You could try lowering the bullet mass or blast radius in a part's .cfg, depending on the weapon. Link to comment Share on other sites More sharing options...
LtTucker Posted January 21, 2017 Share Posted January 21, 2017 On 1/16/2017 at 1:56 PM, qromodynmc said: Hey guys, i think i have a problem here; When i load mk82 bombs, bomb reticle does not work over 300m, it only appears right under my plane, not where it should be (far front) Is there a setting i can change or config? I think that's bugged. I'm having the same problem as you, as soon as I go above 200m it breaks. I found a work around as I was making another bomber, if you right click on any of the bombs and set them to in cargo bay their trajectory is fixed. Hope this helps you out. Link to comment Share on other sites More sharing options...
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