DoctorDavinci Posted April 17, 2017 Author Share Posted April 17, 2017 8 minutes ago, linuxgurugamer said: and is the .version file in the 1.2.9 version correct? Apparently not as the pre-release version is being given to everyone who is downloading it from ckan regardless of which version of KSP they have Odd it is that a version 3 releases back is being provided as the latest version on ckan Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 17, 2017 Share Posted April 17, 2017 47 minutes ago, DoctorDavinci said: Apparently not as the pre-release version is being given to everyone who is downloading it from ckan regardless of which version of KSP they have Odd it is that a version 3 releases back is being provided as the latest version on ckan Odd, that a tool which many people use gets broken when it is fed garbage. And I consider the .version file in the 1.2.9 file broken, because it still refers to 1.2.2 There is an old saying: Garbage In, Garbage out. guess what is happening? CKAN has a specific file version hard-coded in the netkan file, I'll see what I can do to fix this One of the problems is that you changed the versioning numbers, causes problems (probably even for AVC) if not adjusted for Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 17, 2017 Share Posted April 17, 2017 Ok, CKAN is updated, and it is now downloading the correct file for 1.2.2 Link to comment Share on other sites More sharing options...
DoctorDavinci Posted April 17, 2017 Author Share Posted April 17, 2017 (edited) 14 minutes ago, linuxgurugamer said: Odd, that a tool which many people use gets broken when it is fed garbage. And I consider the .version file in the 1.2.9 file broken, because it still refers to 1.2.2 There is an old saying: Garbage In, Garbage out. guess what is happening? The version for KSP 1.2.9 is a pre-release, clearly labelled as well as clarified in the OP of this thread that it is such There have been 2 releases since the pre-release compatible version was posted with both having correct version files The pre-release compatible version was posted as a courtesy and unfortunately the version file did not get changed before being posted ... I apologize for any inconvenience that the BDAc team may have caused by not following the rules and conforming to the CKAN gods wishes as it is apparent that modders must do as CKAN says or else 4 minutes ago, linuxgurugamer said: Ok, CKAN is updated, and it is now downloading the correct file for 1.2.2 So what was the problem? ... something about garbage guess what happened? 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 3 minutes ago, DoctorDavinci said: The version for KSP 1.2.9 is a pre-release, clearly labelled as well as clarified in the OP of this thread that it is such There have been 2 releases since the pre-release compatible version was posted with both having correct version files The pre-release compatible version was posted as a courtesy and unfortunately the version file did not get changed before being posted ... I apologize for any inconvenience that the BDAc team may have caused by not following the rules and conforming to the CKAN gods wishes as it is apparent that modders must do as CKAN says or else So what was the problem? ... something about garbage guess what happened? Well, still wrong for AVC, but CKAN is overriding that file, which I wasn't aware of before Link to comment Share on other sites More sharing options...
jrodriguez Posted April 17, 2017 Share Posted April 17, 2017 1 hour ago, linuxgurugamer said: and is the .version file in the 1.2.9 version correct? It was my fault. I did not expect that CKAN will be tracking that release after I did a new one. At the moment there is only one master branch which contains the code compatible with KSP 1.2.2. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 17, 2017 Share Posted April 17, 2017 4 minutes ago, DoctorDavinci said: The pre-release compatible version was posted as a courtesy and unfortunately the version file did not get changed before being posted ... I apologize for any inconvenience that the BDAc team may have caused by not following the rules and conforming to the CKAN gods wishes as it is apparent that modders must do as CKAN says or else Please no. Hopefully we are all here to both have a good time and help other people have a good time. CKAN isn't perfect. Neither is anything else. It's just better than anything else available for KSP right now. If I offended, I apologize, I did not mean to. 1 minute ago, jrodriguez said: It was my fault. I did not expect that CKAN will be tracking that release after I did a new one. At the moment there is only one master branch which contains the code compatible with KSP 1.2.2. Due to a number of reasons, CKAN has the version hard-coded into the file. Because of that, when you did a new release, CKAN didn't pick it up automatically the way it does most other mods. I don't know the history, but was able to get it updated. If you could ping me anytime you do a release, I could (usually) get CKAN fixed Link to comment Share on other sites More sharing options...
Hector_919 Posted April 18, 2017 Share Posted April 18, 2017 (edited) I ran into something of a bug: it appears as if all bullets/missiles are attached to the position of your vessel instead of an inertial frame of reference. This manifests as: - Explosions moving across the ground at the same speed and direction as my plane. - flares turning along with my jet, so that the 'flare pattern' moves along with my jets just as if they were formation flying - Hydra rockets turning the same way as my flares did - 20mm vulcan bullets moving/turning along with my jet as well - Cluster Bomb submunitions are also affected by turns and velocity changes of the vessel the cluster bomb was fired from apart from this: - the GPS-guided 1000lb bomb did not steer towards the target and fell as if I had no target selected - the AGM-86C cruise missile also did not steer in any way and fell to the ground like an unguided bomb with a small engine This happened both in the 32-bit and the 64-bit version of KSP Edit: I use KSP 1.2.2 and BDAc v 0.2.1.0 Edited April 18, 2017 by Hector_919 added info about my versions of KSP and BDAc Link to comment Share on other sites More sharing options...
jrodriguez Posted April 18, 2017 Share Posted April 18, 2017 7 minutes ago, Hector_919 said: I ran into something of a bug: it appears as if all bullets/missiles are attached to the position of your vessel instead of an inertial frame of reference. This manifests as: - Explosions moving across the ground at the same speed and direction as my plane. - flares turning along with my jet, so that the 'flare pattern' moves along with my jets just as if they were formation flying - Hydra rockets turning the same way as my flares did - 20mm vulcan bullets moving/turning along with my jet as well - Cluster Bomb submunitions are also affected by turns and velocity changes of the vessel the cluster bomb was fired from apart from this: - the GPS-guided 1000lb bomb did not steer towards the target and fell as if I had no target selected - the AGM-86C cruise missile also did not steer in any way and fell to the ground like an unguided bomb with a small engine This happened both in the 32-bit and the 64-bit version of KSP Edit: I use KSP 1.2.2 and BDAc v 0.2.1.0 Please, as usual you should open an issue here https://github.com/PapaJoesSoup/BDArmory/issues I recommend to open different tickets per issue topic, attaching your KSP.log generated during gameplay and the steps to reproduce the problem. Thanks. Link to comment Share on other sites More sharing options...
Deathpuff12 Posted April 20, 2017 Share Posted April 20, 2017 So, now that the load range of vessels has increased, will the ranges of missiles, guns, etc. be increased to values closer to real life? Link to comment Share on other sites More sharing options...
jrodriguez Posted April 20, 2017 Share Posted April 20, 2017 That's a good question Do you mean something like this? We have a branch called RBDA https://github.com/jrodrigv/BDArmory/tree/RBDA?files=1 At the moment there are only few weapons 'enhanced' with real parameters like AIM120, Sidewinder, GAU8 and vulcans Link to comment Share on other sites More sharing options...
the_machemer Posted April 21, 2017 Share Posted April 21, 2017 (edited) Is Physics Range Extender essential or will everything still work more or less without it, maybe just with reduced missile ranges or something? I'm mainly interested in direct fire weapons and just wanna have WWII style close range dogfights, will that still work? Edited April 21, 2017 by the_machemer Link to comment Share on other sites More sharing options...
DocMop Posted April 22, 2017 Share Posted April 22, 2017 21 hours ago, the_machemer said: Is Physics Range Extender essential or will everything still work more or less without it, maybe just with reduced missile ranges or something? I'm mainly interested in direct fire weapons and just wanna have WWII style close range dogfights, will that still work? It will work. But entities will not load before 2km. Even with WW2 style planes, that's not much. Link to comment Share on other sites More sharing options...
the_machemer Posted April 23, 2017 Share Posted April 23, 2017 On 4/22/2017 at 8:43 AM, DocMop said: It will work. But entities will not load before 2km. Even with WW2 style planes, that's not much. Thanks Link to comment Share on other sites More sharing options...
SnappingTurtle Posted April 23, 2017 Share Posted April 23, 2017 I've been testing with a vehicle that has a tracking radar linked to a plane with no on-board radar and AMRAAM missiles. Whether the AI chooses to use missiles or not seems to depend on the size of the target. Does anyone have any more information on this? Link to comment Share on other sites More sharing options...
KevinVDxcke Posted April 24, 2017 Share Posted April 24, 2017 I have some issues with this mod, alrady did a completely clean instal only using bdarmory and vesselmover but for some reason the AI refuses to use the Jernas missile turret (only weapon on the ship, using ai module and weapon manager) when in guard mode it refuses to pick the turret with 2 PAC missiles mounted Link to comment Share on other sites More sharing options...
mr. engino Posted April 24, 2017 Share Posted April 24, 2017 is there a mod incompatibility? for some reason, I'm only able to fire the air force laser, nothing else works at all. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted April 24, 2017 Share Posted April 24, 2017 21 hours ago, SnappingTurtle said: I've been testing with a vehicle that has a tracking radar linked to a plane with no on-board radar and AMRAAM missiles. Whether the AI chooses to use missiles or not seems to depend on the size of the target. Does anyone have any more information on this? Unable to say without details of the target, though there is a built in limit to the signal strength that will trigger the system. Other things too determine use of missiles, such as guns with overly long ranges, or setting the AI to long gun range will effectively turn off missile use. 8 hours ago, KevinVDxcke said: I have some issues with this mod, alrady did a completely clean instal only using bdarmory and vesselmover but for some reason the AI refuses to use the Jernas missile turret (only weapon on the ship, using ai module and weapon manager) when in guard mode it refuses to pick the turret with 2 PAC missiles mounted Hi just tested Jernas and PAC3 and am unable to replicate your issue using KSP 122 and BDAc v0210 . Multiple Jernas turrets loaded with pac 3 intercept missiles fitted to test rig all fired and tracked to target correctly. Can you try moving the firing interval slider to the lowest setting and retry 1 hour ago, mr. engino said: is there a mod incompatibility? for some reason, I'm only able to fire the air force laser, nothing else works at all. HI, there are no known incompatibilities and very few issues in general, and no way to properly diagnose your issue without further details or logs. That said before proceeding you should check the the BDA install path is correct, the only correct path is KSP/GameData/BDArmory, no other path will work and installing the mod any other way will cause it to fail . IF the filepath is correct check that you have the correct version of BDA for the version of KSP you are using. Link to comment Share on other sites More sharing options...
KevinVDxcke Posted April 24, 2017 Share Posted April 24, 2017 7 minutes ago, SpannerMonkey(smce) said: Unable to say without details of the target, though there is a built in limit to the signal strength that will trigger the system. Other things too determine use of missiles, such as guns with overly long ranges, or setting the AI to long gun range will effectively turn off missile use. Hi just tested Jernas and PAC3 and am unable to replicate your issue using KSP 122 and BDAc v0210 . Multiple Jernas turrets loaded with pac 3 intercept missiles fitted to test rig all fired and tracked to target correctly. Can you try moving the firing interval slider to the lowest setting and retry HI, there are no known incompatibilities and very few issues in general, and no way to properly diagnose your issue without further details or logs. That said before proceeding you should check the the BDA install path is correct, the only correct path is KSP/GameData/BDArmory, no other path will work and installing the mod any other way will cause it to fail . IF the filepath is correct check that you have the correct version of BDA for the version of KSP you are using. I havent changed any of the ai settings tho, i first tried setting both SAMS next to each other but as opponents in guard mode and they didnt even bother turning on the JERNAS radar, then i tried with the same SAM and the stock aeris with flight AI attached also on opposite teams and the aeris was flying fine, constantly heading towards the SAM for a strafe without weapons but the SAM didnt respond again, not even switching to the JERNAS radar, tried with both PAC and sidewinders, nothing, hope this reply is abit more usefull Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted April 24, 2017 Share Posted April 24, 2017 3 minutes ago, KevinVDxcke said: SAMS next to each other but as opponents in guard mode and they didnt even bother turning on the JERNAS rada The missiles have an minimum and maximum launch range the AI will not fire a PAC3 within 2KM or further than 15KM, Which why the AI did not respond when they were next to each other . Lets just clarify things, You have the correct versions of KSP and BDA and BDA is correctly installed You have craft A on the runway, craft B the aeries is flying at a distance of no closer than 2km . Craft A the launcher, has a available EC and 1 weapon manger set to team A and craft B has 1 weapon manager set to team B . The missile turret .craft A has missiles attached correctly and not fouling or in collision with the launcher, The exit path for the missile is unobstructed. by struts or other turrets. If all the above is true then the radar should activate and the AI fire the missile at a valid target, however if just one thing is false it will fail to work as advertised . Check the filepath for correct installation, check the version is correct, make sure the test is not being influenced by other errors (other mod problems) If all that checks out a copy of the KSP.log will be required (as per the first post) in order to diagnose your issues Link to comment Share on other sites More sharing options...
DarkOwl57 Posted April 24, 2017 Share Posted April 24, 2017 So I tried to launch 3 fighter jets to do a flyover of the island, and EVERYTHING failed. 1) BurnTogether decided that either the other 2 planes wouldn't take off at all (I fiddled with leader settings, turned AG mimic off/on; I tried everything). Then the throttle shut off and I couldn't change it. 2) So then I tried the AI mode. The pilots almost collided, and then when I tried to make them follow me, they crashed into the ocean, causing not only a game crash, but also a very peeved off player who was trying to have an epic 3v3 battle. Any ideas at all as to what is going on? Link to comment Share on other sites More sharing options...
DoctorDavinci Posted April 25, 2017 Author Share Posted April 25, 2017 1 hour ago, DarkOwl57 said: So I tried to launch 3 fighter jets to do a flyover of the island, and EVERYTHING failed. 1) BurnTogether decided that either the other 2 planes wouldn't take off at all (I fiddled with leader settings, turned AG mimic off/on; I tried everything). Then the throttle shut off and I couldn't change it. 2) So then I tried the AI mode. The pilots almost collided, and then when I tried to make them follow me, they crashed into the ocean, causing not only a game crash, but also a very peeved off player who was trying to have an epic 3v3 battle. Any ideas at all as to what is going on? So Burn Together is not designed for the purpose you are trying to use it for What you are looking to use is the Wing Commander module built into BDAc ... Consult the in game BDPedia (KSPedia) for detailed instructions on how to use this feature You can also see an example of Wing Commander in action by watching the video below: Link to comment Share on other sites More sharing options...
KevinVDxcke Posted April 25, 2017 Share Posted April 25, 2017 7 hours ago, SpannerMonkey(smce) said: The missiles have an minimum and maximum launch range the AI will not fire a PAC3 within 2KM or further than 15KM, Which why the AI did not respond when they were next to each other . Lets just clarify things, You have the correct versions of KSP and BDA and BDA is correctly installed You have craft A on the runway, craft B the aeries is flying at a distance of no closer than 2km . Craft A the launcher, has a available EC and 1 weapon manger set to team A and craft B has 1 weapon manager set to team B . The missile turret .craft A has missiles attached correctly and not fouling or in collision with the launcher, The exit path for the missile is unobstructed. by struts or other turrets. If all the above is true then the radar should activate and the AI fire the missile at a valid target, however if just one thing is false it will fail to work as advertised . Check the filepath for correct installation, check the version is correct, make sure the test is not being influenced by other errors (other mod problems) If all that checks out a copy of the KSP.log will be required (as per the first post) in order to diagnose your issues Thank you, i will try all this out and if it fails, where can i find the log? I'm most certain the versions arent the problem as its KSP 1.2.2 and the 1.2.2 compatible BDa, it has an Electric Charge and i can fire the missiles just fine manually, so i think it might be the distance Link to comment Share on other sites More sharing options...
DoctorDavinci Posted April 25, 2017 Author Share Posted April 25, 2017 9 hours ago, KevinVDxcke said: Thank you, i will try all this out and if it fails, where can i find the log? Your KSP.log can be found in your KSP root directory ... it gets overwritten each time you start KSP Upload the file to an online file sharing site such as dropbox or google drive and paste the link here Link to comment Share on other sites More sharing options...
KevinVDxcke Posted April 25, 2017 Share Posted April 25, 2017 2 hours ago, DoctorDavinci said: Your KSP.log can be found in your KSP root directory ... it gets overwritten each time you start KSP Upload the file to an online file sharing site such as dropbox or google drive and paste the link here Don't worry, it was the fistancr, moved a 2 SAMs 5km away from each other and it worked, it works with the planes now, and the SAMs also targets naval ships so its working fine for me Link to comment Share on other sites More sharing options...
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