jrodriguez Posted April 14, 2017 Share Posted April 14, 2017 Hi all, A new release of BDArmory is available! https://github.com/PapaJoesSoup/BDArmory/releases/tag/v0.2.1.0 v0.2.1.0 = Fixes = Problem with display of trajectories/smoke of missiles #74. Warhead and Procedural High Explosive cannot be detonated via Action Group #162. AI Pilot is unable to use Rapiers in Air Breathing mode if landed #102. Fixing modular missile detonation when switching. Fixing max static launch range for modular missiles. Link to comment Share on other sites More sharing options...
JoeSheridan Posted April 14, 2017 Share Posted April 14, 2017 Hello, i have the same problem with game crashes. The game is crashing while it is loading in every constellation that includes BD Armory. without this mod and without any mods the game is launching perfectly. I hope that you can find the cause and fix it I am loving this mod and at the moment it ist essential for me to work with the automated aerial refueling mod. The Squadran commands are very very helpfull. Here are the logs from the crash report https://www.dropbox.com/s/st6fa1pgqmena6g/error.log?dl=0 https://www.dropbox.com/s/nwcj3w5a0a45gzj/output_log.txt?dl=0 Link to comment Share on other sites More sharing options...
SGT_RIZZO300 Posted April 14, 2017 Share Posted April 14, 2017 3 hours ago, jrodriguez said: = Fixes = Problem with display of trajectories/smoke of missiles #74. AI Pilot is unable to use Rapiers in Air Breathing mode if landed #102. My life is complete once more! Link to comment Share on other sites More sharing options...
DoctorDavinci Posted April 14, 2017 Author Share Posted April 14, 2017 1 hour ago, JoeSheridan said: Hello, i have the same problem with game crashes. The game is crashing while it is loading in every constellation that includes BD Armory. without this mod and without any mods the game is launching perfectly. I hope that you can find the cause and fix it I am loving this mod and at the moment it ist essential for me to work with the automated aerial refueling mod. The Squadran commands are very very helpfull. Here are the logs from the crash report https://www.dropbox.com/s/st6fa1pgqmena6g/error.log?dl=0 https://www.dropbox.com/s/nwcj3w5a0a45gzj/output_log.txt?dl=0 Did you use CKAN? Did you follow the instructions in the OP of this thread? KSP.log? Link to comment Share on other sites More sharing options...
jrodriguez Posted April 14, 2017 Share Posted April 14, 2017 1 hour ago, JoeSheridan said: Hello, i have the same problem with game crashes. The game is crashing while it is loading in every constellation that includes BD Armory. without this mod and without any mods the game is launching perfectly. I hope that you can find the cause and fix it I am loving this mod and at the moment it ist essential for me to work with the automated aerial refueling mod. The Squadran commands are very very helpfull. Here are the logs from the crash report https://www.dropbox.com/s/st6fa1pgqmena6g/error.log?dl=0 https://www.dropbox.com/s/nwcj3w5a0a45gzj/output_log.txt?dl=0 I bet you are using the prerelease for 1.2.9. Grab the last release and try again. Link to comment Share on other sites More sharing options...
Deus Zed Machina Posted April 14, 2017 Share Posted April 14, 2017 I don't have the original ksp.log, and I'm a bit strapped for time right now so I can't re-create the crash, but I plan on doing so and uploading all the relevant files as soon as I can. I'm using a laptop to play ksp--a decent one, but nothing like a dedicated gaming rig. 64-bit OS, intel i-5 processor, w/6 gigs of RAM and an Intel HD Graphics Family GPU. I ran KSP in 32- and 64-bit modes just to be sure, and it still crashed with both. :S Link to comment Share on other sites More sharing options...
DoctorDavinci Posted April 14, 2017 Author Share Posted April 14, 2017 1 hour ago, Deus Zed Machina said: I don't have the original ksp.log, and I'm a bit strapped for time right now so I can't re-create the crash, but I plan on doing so and uploading all the relevant files as soon as I can. I'm using a laptop to play ksp--a decent one, but nothing like a dedicated gaming rig. 64-bit OS, intel i-5 processor, w/6 gigs of RAM and an Intel HD Graphics Family GPU. I ran KSP in 32- and 64-bit modes just to be sure, and it still crashed with both. :S 1 hour ago, jrodriguez said: I bet you are using the prerelease for 1.2.9. Grab the last release and try again. The latest release can be found here: https://github.com/PapaJoesSoup/BDArmory/releases Link to comment Share on other sites More sharing options...
SpaceOdissey Posted April 15, 2017 Share Posted April 15, 2017 Thanks for continuing all this mods! Because they are so cool..! Link to comment Share on other sites More sharing options...
korbosh Posted April 15, 2017 Share Posted April 15, 2017 Hi i cant seem to fire the missles and the gui doesn't show my weapons when I open the wepon manager and I have the newest version. Link to comment Share on other sites More sharing options...
DoctorDavinci Posted April 15, 2017 Author Share Posted April 15, 2017 13 minutes ago, korbosh said: Hi i cant seem to fire the missles and the gui doesn't show my weapons when I open the wepon manager and I have the newest version. KSP version? KSP.log please Link to comment Share on other sites More sharing options...
korbosh Posted April 15, 2017 Share Posted April 15, 2017 1.2.2 and ksp log is 16.26.04.863 Link to comment Share on other sites More sharing options...
DoctorDavinci Posted April 15, 2017 Author Share Posted April 15, 2017 26 minutes ago, korbosh said: 1.2.2 and ksp log is 16.26.04.863 KSP.log is a file found in your KSP directory It gets overwritten each time you play the game ... We require this file from a game session in which you experienced the issue you are reporting Link to comment Share on other sites More sharing options...
LegatusFlagrans Posted April 16, 2017 Share Posted April 16, 2017 I've been using BDArmory since forever, it's the one mod I can't live without; but the ONE THING that's always bothered me is the size of the missiles. Do you think it'd be possible to scale them down a bit, not that I know whether or not that's within your power? Link to comment Share on other sites More sharing options...
stickman939 Posted April 16, 2017 Share Posted April 16, 2017 2 hours ago, LegatusFlagrans said: I've been using BDArmory since forever, it's the one mod I can't live without; but the ONE THING that's always bothered me is the size of the missiles. Do you think it'd be possible to scale them down a bit, not that I know whether or not that's within your power? You can try adding this line of code to the parts you want scale-able. MODULE { name = TweakScale type = free } I'd put it at the end of the cfg. I haven't used this for several versions so I don't know if it even works anymore. Link to comment Share on other sites More sharing options...
Deus Zed Machina Posted April 16, 2017 Share Posted April 16, 2017 Okay, manually installing it as opposed to using CKAN seems to have worked. Thanks! Link to comment Share on other sites More sharing options...
LegatusFlagrans Posted April 17, 2017 Share Posted April 17, 2017 (edited) Okay, so apparently I am completely unable to target vessels... When there are no vessels present in any given area, I can set a target and it will guide missiles just fine, but as soon as there is a ship near where I am targeting, missiles will no longer be guided towards the target. Any ideas? Edit: Just in case it affects anything, I was attempting to target a rocket on the launchpad. Edited April 17, 2017 by LegatusFlagrans Link to comment Share on other sites More sharing options...
Starslinger999 Posted April 17, 2017 Share Posted April 17, 2017 Any word on the fixing of le space missiles? Really want to have Space Battles in Kerbal SPACE Program. Link to comment Share on other sites More sharing options...
DoctorDavinci Posted April 17, 2017 Author Share Posted April 17, 2017 25 minutes ago, Starslinger999 said: Any word on the fixing of le space missiles? Really want to have Space Battles in Kerbal SPACE Program. As my colleague said in the above post, @jrodriguez's Procedural Missiles that are a part of BDAc makes the HKEV obsolete which means it will likely not be 'fixed' With Procedural Missiles you have the ability to make your own space capable missiles/torpedoes from the ground up Link to comment Share on other sites More sharing options...
Hector_919 Posted April 17, 2017 Share Posted April 17, 2017 I built a fighter jet today and noticed that whenever I was doing turns, the flares I just fired would turn along with my jet. Not an urgent issue, the flares still appear to do their job quite well, but something possibly worth taking a look at if this seems annoying to other people. Awesome Mod BTW, keep up the good work. Link to comment Share on other sites More sharing options...
WhiteSagettarius Posted April 17, 2017 Share Posted April 17, 2017 I just have a simple question: are the procedural missiles a part of BDAc or do I have to install an extra mod? but most of all, keep up the good work! I almost can't play KSP without BDAc or it is too boring. Link to comment Share on other sites More sharing options...
DoctorDavinci Posted April 17, 2017 Author Share Posted April 17, 2017 (edited) 29 minutes ago, WhiteSagettarius said: I just have a simple question: are the procedural missiles a part of BDAc or do I have to install an extra mod? You will require the Procedural Parts mod and the custom parts pack .. See the release notes in the OP of this thread (excerpt below) Quote Modular Missile Guidance: A full rewrite of this part has been done. Now you can build your own missiles, define all its parameters, even its name. And it will be used by the AI as if it was a stock BDArmory missile! If you want to know more about this new feature, you can download a custom part pack for procedural missiles:https://github.com/jrodrigv/BDModularMissileParts And read this wiki:https://github.com/jrodrigv/BDModularMissileParts/wiki/1.-Building-your-first-Modular-Missile Also, to all I have been working on MM configs that bring camo to stock parts and will also be integrating BDAc parts into the pack .... Edited April 17, 2017 by DoctorDavinci Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 17, 2017 Share Posted April 17, 2017 On 4/14/2017 at 1:07 PM, jrodriguez said: Hi all, A new release of BDArmory is available! https://github.com/PapaJoesSoup/BDArmory/releases/tag/v0.2.1.0 v0.2.1.0 = Fixes = Problem with display of trajectories/smoke of missiles #74. Warhead and Procedural High Explosive cannot be detonated via Action Group #162. AI Pilot is unable to use Rapiers in Air Breathing mode if landed #102. Fixing modular missile detonation when switching. Fixing max static launch range for modular missiles. Did you fix the .version file so it is correct? Link to comment Share on other sites More sharing options...
DoctorDavinci Posted April 17, 2017 Author Share Posted April 17, 2017 (edited) 15 minutes ago, linuxgurugamer said: Did you fix the .version file so it is correct? BDAc v0.2.1.0 is for KSP v1.2.2 and not the KSP 1.2.9 pre-release so there is nothing to fix There is a version of BDAc0.2.0.0 for KSP v1.2.9 which can be found by scrolling down the releases page on the BDAc github and looking for the orange pre-release tag on the left side of the page (the zip download even labels it for the pre-release ... can't miss it) https://github.com/PapaJoesSoup/BDArmory/releases Edited April 17, 2017 by DoctorDavinci Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 17, 2017 Share Posted April 17, 2017 8 minutes ago, DoctorDavinci said: BDAc v0.2.1.0 is for KSP v1.2.2 and not the KSP 1.2.9 pre-release so there is nothing to fix There is a version of BDAc0.2.0.0 for KSP v1.2.9 which can be found by scrolling down the releases page on the BDAc github and looking for the orange pre-release tag on the left side of the page (the zip download even labels it for the pre-release ... can't miss it) https://github.com/PapaJoesSoup/BDArmory/releases and is the .version file in the 1.2.9 version correct? Link to comment Share on other sites More sharing options...
DarkOwl57 Posted April 17, 2017 Share Posted April 17, 2017 I had a midnight stroke of genius. Could this become TweakScale compatible? It would be so funny to have tiny little kerbal-sized (As in like a kerbal can jump over it levels of tiny) planes shooting each other. Link to comment Share on other sites More sharing options...
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