MasterExploder Posted February 14, 2017 Share Posted February 14, 2017 I've done a bit of searching and can't seem to come up with an answer to this question: Is guard mode only supposed to enable the targeting pod while airborne? Most modern "tank destroyers" are missile based, so I was attempting to make a vehicle who's armament consisted of only TOW missiles, but the guard mode won't enable or use the targeting pod unless I hover more than 25m off the ground. Link to comment Share on other sites More sharing options...
flywlyx Posted February 14, 2017 Share Posted February 14, 2017 I notice Modulearmor and ArmorPenetration has already got something inside, is there any news about them? And how to make a turret armored? Link to comment Share on other sites More sharing options...
Acea Posted February 14, 2017 Share Posted February 14, 2017 Looks like links to all part expansions are lost (some of them in original BDA post are inavailable). These are all functional ones now as far as I know: Aviator Arsenal C.A.L.++ Master Tech Weapons NAS - Naval Artillery System Never Enuff Dakka Redux North Kerbin Dynamics Old School Turrets Redux P.E.W. Continued SM Armory Hope this would help. Link to comment Share on other sites More sharing options...
dr.gunden Posted February 14, 2017 Share Posted February 14, 2017 In the alt-b menu can you add a feature to disable armor penetration Link to comment Share on other sites More sharing options...
XOC2008 Posted February 14, 2017 Share Posted February 14, 2017 19 hours ago, MasterExploder said: I've done a bit of searching and can't seem to come up with an answer to this question: Is guard mode only supposed to enable the targeting pod while airborne? Most modern "tank destroyers" are missile based, so I was attempting to make a vehicle who's armament consisted of only TOW missiles, but the guard mode won't enable or use the targeting pod unless I hover more than 25m off the ground. Sounds like something might be interfering with it, because I have vehicles using the targeting pod while on the ground with no issues. Link to comment Share on other sites More sharing options...
flywlyx Posted February 15, 2017 Share Posted February 15, 2017 8 hours ago, dr.gunden said: In the alt-b menu can you add a feature to disable armor penetration I am totally fine with it, just wondering how to make it works better. Link to comment Share on other sites More sharing options...
DoctorDavinci Posted February 15, 2017 Author Share Posted February 15, 2017 (edited) On Monday, February 13, 2017 at 11:26 PM, flywlyx said: I notice Modulearmor and ArmorPenetration has already got something inside, is there any news about them? Soon 16 hours ago, dr.gunden said: In the alt-b menu can you add a feature to disable armor penetration Short answer is no, not at this point in time ... The penetration code is finely woven into BDAc Edited February 15, 2017 by DoctorDavinci Link to comment Share on other sites More sharing options...
Supergamervictor Posted February 16, 2017 Share Posted February 16, 2017 (edited) Not sure if this is reported yet, but there's an issue with Competition Mode and AI Behavior. Competition mode does not work in my case, it gets stuck in Pilot Lifting Off phase and guard mode would have to be activated manually. There's a frustrating behavior in the AI, for some reason after a while they simply fly straight and away from the enemy. At first I thought this was to gain distance for launching missiles, but testing multiple times with and without missiles result the same way. They simply run away from battle, stuck in some kind of changing weapon loop as if undecided. Here my Log File: https://www.dropbox.com/s/d2lnmoxohv2aebf/KSP.log?dl=0 1.2.2, BDArmory.0.11.1.6 Modlist: (Didn't Include some of the dependencies and smaller plugin-less mods) Spoiler Filter Extension Toolbar Airplane Plus All Yall AoATech ASET Atmosphere Autopilot Auto Action Aviation Cockpits Aviator Arsenal B9 Aerospace, HX, Legacy, Procedural Wing BD Armory, Vessel Switcher, Mk22 BlueDog Design Bureau Blue Hawk Industries CAL Camera Tools Chaka Monkey Destruction Effects Action Group ExtendedRCS Land Aid Automate Vertical Velocity and Altitude Control Distant Object Easy Vessel Switch Editor ExtensionEVE Firespitter FlexoDocking FSHangerExtender Heat Control Hull Camera VDS Improved Chase Camera RPMKAS KAX Kerbal Chroma Kerbal Foundaries Kerbal Joint Reinforcement Kerbal Konstructs HyperEdit Kerbal Rotor Expansion KerbCam KerbinSide KerbodynePlus KerboKatz (FPSLimiter only) Kethane Aircraft Carrier AccessoriesKIS Kopernicus kOS Kronal Vessel Viewer KSP Craft OrganizerKSPRC KSPWheel KWRocketryKSC++ LackLusterLabs Lithobrake Tech Magic Smoke Industries Malfunc Industries Mark IV System MechJeb Mk2 Expansion Modular Flight Integrator Mouse Aim Flight HotRockets Master Tech Weapons NAS NearFuture (all of them) Node Helper North Kerbin Weaponry OPT Legacy Overdrive PEW Part Commander Part Wizard PlanetShine ProceduralFairings (dependency) Procedural Parts Quantum Struts Quick Brake, GoTo QuizTechAero Real Plume Stock Reentry Particle Effect RLA Stockalike Scatterer SmartParts SmokeScreen SM Armory Station Parts Expansion SXT Talistar Parts Targetron Texture Replacer Throttle Controlled Avionics Time Control Tweakable Everything TweakScale UbioWelding UniversalStorage VenStockRevamp VesselMover VesselView Wraitforge If you need additional testing, I could start a stock BD Armory KSP and test it out there. Thanks. Edited February 16, 2017 by Supergamervictor Link to comment Share on other sites More sharing options...
DoctorDavinci Posted February 16, 2017 Author Share Posted February 16, 2017 2 hours ago, Supergamervictor said: Not sure if this is reported yet, but there's an issue with Competition Mode and AI Behavior. Competition mode does not work in my case, it gets stuck in Pilot Lifting Off phase and guard mode would have to be activated manually. There's a frustrating behavior in the AI, for some reason after a while they simply fly straight and away from the enemy. At first I thought this was to gain distance for launching missiles, but testing multiple times with and without missiles result the same way. They simply run away from battle, stuck in some kind of changing weapon loop as if undecided. Here my Log File: https://www.dropbox.com/s/kt9vwgt6y7bl8zr/output_log.txt?dl=0 If you need additional testing, I could start a stock BD Armory KSP and test it out there. Thanks. KSP.log please ... KSP version, BDAc version and mod list are required as well in order to diagnose the cause Link to comment Share on other sites More sharing options...
DoctorDavinci Posted February 16, 2017 Author Share Posted February 16, 2017 @Supergamervictor - from your modlist I will assume that you are using the integrated AI Pilot/Weapon Manager from Aviator Arsenal as it is a known issue that competition mode will not engage after take off when using this part due to the lack of the wing commander module in its part config Try rerunning competition mode after changing the AI Pilot/Weapon Manager combo antenna to the individual AI Pilot and Weapon Manager parts from BDAc Link to comment Share on other sites More sharing options...
Supergamervictor Posted February 16, 2017 Share Posted February 16, 2017 (edited) 24 minutes ago, DoctorDavinci said: @Supergamervictor - from your modlist I will assume that you are using the integrated AI Pilot/Weapon Manager from Aviator Arsenal as it is a known issue that competition mode will not engage after take off when using this part due to the lack of the wing commander module in its part config Try rerunning competition mode after changing the AI Pilot/Weapon Manager combo antenna to the individual AI Pilot and Weapon Manager parts from BDAc Actually I never knew Aviator Arsenal had that, the only AI Pilot/Weapon Manager I use is from BDAc. However, one of the planes uses AoA Drone with its own pilot module could be the issue. Testing right now to check if it is. Edit: confirmed, it was the drone. Guess I'll have to manually get rid of the module. Thanks for help. Not sure if the AI behavior is also related to this, but that occurred on a normal BDAc AI Pilot. Edited February 16, 2017 by Supergamervictor Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted February 16, 2017 Share Posted February 16, 2017 15 minutes ago, Supergamervictor said: Not sure if the AI behavior is also related to this, but that occurred on a normal BDAc AI Pilot. Hi a small point of note here, this problem has cropped up from time to time and in all my investigations it's turned out that something else was screwing up, producing errors, and it seems in some circumstances that the BDAI just can't cope and you get random odd failures, like , aircraft heading for the hills instead of engaging, constantly climbing, failing to properly activate in combat mode, failing to reach start pos etc. While the log you posted is not the most useful to me, a quick look shows that you have something out of date in your install as KSP Util dll is still being called and that was removed/merged into c#firstpass around 1.2pre i recall Another fix for yours and AA's module issue is to simply apply a MM patch to drop in the missing WC modules Link to comment Share on other sites More sharing options...
Supergamervictor Posted February 16, 2017 Share Posted February 16, 2017 (edited) 43 minutes ago, SpannerMonkey(smce) said: Hi a small point of note here, this problem has cropped up from time to time and in all my investigations it's turned out that something else was screwing up, producing errors, and it seems in some circumstances that the BDAI just can't cope and you get random odd failures, like , aircraft heading for the hills instead of engaging, constantly climbing, failing to properly activate in combat mode, failing to reach start pos etc It seems to be happening to every competition/duel I make, both actually get stuck like this. If it's this frequent then it might be some kind of conflict or bug, does it occur on a Stock KSP install with nothing but BDA? Edited February 16, 2017 by Supergamervictor Link to comment Share on other sites More sharing options...
DoctorDavinci Posted February 16, 2017 Author Share Posted February 16, 2017 (edited) 24 minutes ago, Supergamervictor said: It seems to be happening to every competition/duel I make, both actually get stuck like this. If it's this frequent then it might be some kind of conflict or bug, does it occur on a Stock KSP install with nothing but BDA? No, it does not occur with only BDAc installed The issue is that if there is an AI Pilot/Weapon Manager used on a craft that does not have the Wing Commander module listed in said parts config then the Competition Mode issue you are having will occur There are two solutions to this issue (which is not an issue with BDAc itself): 1- as my friend and colleague above mentioned, you can create module manager configs to include the Wing Commander module in the parts config or; 2- edit the part configs manually to include Wing Commander as a module that the part uses See the following post which gives an example of the part config edit needed to get Competition Mode to work with craft that do not utilize the BDAc AI Pilot or Weapon Manager Edited February 16, 2017 by DoctorDavinci Link to comment Share on other sites More sharing options...
jrodriguez Posted February 16, 2017 Share Posted February 16, 2017 3 hours ago, Supergamervictor said: It seems to be happening to every competition/duel I make, both actually get stuck like this. If it's this frequent then it might be some kind of conflict or bug, does it occur on a Stock KSP install with nothing but BDA? Hi! In addition to what @DoctorDavinci said. Please if you can reproduce your issue using stock crafts with just KSP 1.2.2 and the latest version of BDArmory. Then, please open an issue https://github.com/PapaJoesSoup/BDArmory/issues here, attaching your craft file and the BDArmory team will take care of it. Thanks. Link to comment Share on other sites More sharing options...
Supergamervictor Posted February 17, 2017 Share Posted February 17, 2017 (edited) 17 hours ago, DoctorDavinci said: The issue is that if there is an AI Pilot/Weapon Manager used on a craft that does not have the Wing Commander module listed in said parts config then the Competition Mode issue you are having will occur Actually, I was mentioning about the AI behavior that SpannerMonkey pointed out, but thanks for the heads up for the competition mode issue. 13 hours ago, jrodriguez said: Please if you can reproduce your issue using stock crafts with just KSP 1.2.2 and the latest version of BDArmory. Then, please open an issue https://github.com/PapaJoesSoup/BDArmory/issues here, attaching your craft file and the BDArmory team will take care of it. Will do, I'll test some dogfights to see if this AI behavior occurs in stock. Update: It is in fact stock. Got a install working with just BDA, mounted two Vulcans, AI Pilot and Weapons Manager to an Aeris 3A and had them fight 3 times. I used the cheats to make the fights as long as possible and in all three duels, they ended with the plane I'm viewing flying straight and static. From what I saw in the console, it seemed to be spam of SmartPickWeapon, constantly looping with the vulcan. At first I thought the AI was trying to make optimal firing distance, but because both planes have same speeds they get stuck in trying to gain distance. But in the last test, when I turned off guard mode, the AI continued flying straight ahead. Another detail I'd like to add, it could be caused by the AI Pilot reaching its minimum altitude and disengaging to climb. Not sure about this because in the second test they never flew close to the minimum altitude of 500. I just want to be absolutely sure if this is actually a bug before submitting to Github. Logs : https://www.dropbox.com/s/oij7oxq4lynm7qf/StockBDA.rar?dl=01.2.2, BDArmory.0.11.1.6 Edited February 17, 2017 by Supergamervictor Link to comment Share on other sites More sharing options...
Draconiator Posted February 18, 2017 Share Posted February 18, 2017 I found an issue with the AGM-65, I fired this one from the ground: and I just checked and it's STILL going Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted February 18, 2017 Share Posted February 18, 2017 (edited) On 17/02/2017 at 10:41 AM, Supergamervictor said: But in the last test, when I turned off guard mode, the AI continued flying straight ahead. That there proves the AI wasn't fully engaged. In non combat mode with no other inputs the AI should fly a circular path. So something is breaking down, can you send me the craft file? 2 hours ago, Draconiator said: AGM-65, I fired this one from the ground: Logs?? @Supergamervictor Your game build 1.2.1.1604 is your problem BDA is not supported for prior versions to 1.2.2 Edited February 18, 2017 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
Draconiator Posted February 19, 2017 Share Posted February 19, 2017 I looked in the ALT-F12 menu...nothing SEEMS out of the ordinary but I still have no clue what's causing it. hmmm... Link to comment Share on other sites More sharing options...
Draconiator Posted February 19, 2017 Share Posted February 19, 2017 I found the stats in the config file. thrust = 44 //KN thrust during boost phase cruiseThrust = 9.6 //thrust during cruise phase dropTime = 0 //how many seconds after release until engine ignites boostTime = 0.575 //seconds of boost phase cruiseTime = 3.495 //seconds of cruise phase guidanceActive = true //missile has guidanceActive blastRadius = 25 //meters blastPower = 20 blastHeat = 26 maxTurnRateDPS = 9 //degrees per second it just keeps on going, here's the other parts where the problem could be. aero = true liftArea = 0.0048 steerMult = .75 maxTorque = 15 I don't know if the below has anything to do with it though. // --- standard part parameters --- mass = 0.27 dragModelType = default maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 5 maxTemp = 3600 Link to comment Share on other sites More sharing options...
Supergamervictor Posted February 19, 2017 Share Posted February 19, 2017 (edited) 6 hours ago, SpannerMonkey(smce) said: @Supergamervictor Your game build 1.2.1.1604 is your problem BDA is not supported for prior versions to 1.2.2 My apologies, was not aware the stock folder I copied and paste was 1.2.1, here's an updated Stock 1.2.2 with BDA test:https://www.dropbox.com/s/2vnmyf0gvxph5yx/StockBDA.rar?dl=0 Same as before, 3 duels resulting in the same AI behavior. In the second and third test, I turned off guard mode and the AI to see if it would stop but it still resulted in the AI flying straight ahead. In the third test, I increased their default and minimum altitude and lowered their speed. Midway in I realised I had forgotten to turn on Infinite Ammo, but still after a few more minutes of the plane chasing from behind spraying infinite bullets, the AI just flew straight. Edited February 19, 2017 by Supergamervictor Link to comment Share on other sites More sharing options...
DoctorDavinci Posted February 19, 2017 Author Share Posted February 19, 2017 (edited) 1 hour ago, Draconiator said: I looked in the ALT-F12 menu...nothing SEEMS out of the ordinary but I still have no clue what's causing it. hmmm... This is a known issue with missiles that have a boost phase: https://github.com/PapaJoesSoup/BDArmory/issues/21 @Supergamervictor - Please use the test craft found in: [your ksp folder]/gamedata/BDArmory/crafts Edited February 19, 2017 by DoctorDavinci Link to comment Share on other sites More sharing options...
Supergamervictor Posted February 19, 2017 Share Posted February 19, 2017 6 hours ago, DoctorDavinci said: @Supergamervictor - Please use the test craft found in: [your ksp folder]/gamedata/BDArmory/crafts https://www.dropbox.com/s/duvr6vdyjt124im/StockBDA2.rar?dl=0 Same as before. The duels were in fact longer before one of them (always the one I control) flies straight ahead, even when turning guard mode off. Link to comment Share on other sites More sharing options...
DoctorDavinci Posted February 19, 2017 Author Share Posted February 19, 2017 8 hours ago, Supergamervictor said: https://www.dropbox.com/s/duvr6vdyjt124im/StockBDA2.rar?dl=0 Same as before. The duels were in fact longer before one of them (always the one I control) flies straight ahead, even when turning guard mode off. I find this odd ... Could you please open an issue on our issues tracker at the following link: https://github.com/PapaJoesSoup/BDArmory/issues This way the issue can be tracked as we strive to find a solution Link to comment Share on other sites More sharing options...
DoctorDavinci Posted February 19, 2017 Author Share Posted February 19, 2017 Hi all Just wanted to give you a heads up that I have added a video section to the OP where I will post videos demonstrating how to use BDAc I have put one up already that demonstrates guard mode and the wing commander module fairly well, more to come .... Please note that requests are not only accepted but encouraged Spoiler Guard Mode and Wing Commander: Link to comment Share on other sites More sharing options...
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