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[1.4.x] BDArmory Continued v1.2.2.2 [8/8/2018] + Vessel Mover, Camera Tools, BDMk22, Destruction Effects, Burn Together


DoctorDavinci

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  On 5/9/2017 at 4:36 AM, jrodriguez said:

Honestly, Why are you using BDArmory 0.11.1.5? You should be using the latest one. On the title of this thread is always advertised which is the latest version. 

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  On 5/8/2017 at 7:05 PM, SpannerMonkey(smce) said:

Hi is this in manual mode or guard mode?  It's one bug I've been unable to reproduce and it has cropped up before

Is BDA the correct version for your game?  What version of KSP?   which version of BDA?

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Ok, upgraded to latest version (which I hadn't noticed on the name of the forum big blue letters because I'm stupid), everything works just fine now. Thanks for the help and sorry for wasting your time. Cheers!

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  On 5/9/2017 at 8:21 PM, Used Car Salesman said:

Is there any way to change the order in which the guard mode AI selects weapons? Meaning, can I change something so a ship will use a 30mm cannon against incoming missiles or aircraft instead of a large, slow battleship turret?

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I think there is already a feature request related with this https://github.com/PapaJoesSoup/BDArmory/issues/115
 

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  On 5/9/2017 at 8:21 PM, Used Car Salesman said:

Is there any way to change the order in which the guard mode AI selects weapons? Meaning, can I change something so a ship will use a 30mm cannon against incoming missiles or aircraft instead of a large, slow battleship turret?

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Hi, it's being worked on I recall, which is good ,  I know it's still wrong,  and has been improved  as regards using  missiles or guns,   However though i find it a little smarter than it used to be, still uses 16" guns against aircraft. (and hits them occasionally too)

Number 3 on the SM wish list, a new entry, true proximity detonation for air burst style shells

Number 4 a proximity detonation method for module explosive (although I've just realized I have yet to fully abuse modular missiles,  in which case , hypothetically, if a a modular missile control unit is fitted to a procedural explosive, these devices being owned by team A, would this hypothetical device, if approached  by Team B,  to within proximity detonation  range, explode??????? Hmm i suppose it'd need launching first some how in order to become active)

 

slightly ninja'd by JR :P

 

Edited by SpannerMonkey(smce)
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  On 5/9/2017 at 8:55 PM, SpannerMonkey(smce) said:

Number 4 a proximity detonation method for module explosive (although I've just realized I have yet to fully abuse modular missiles,  in which case , hypothetically, if a a modular missile control unit is fitted to a procedural explosive, these devices being owned by team A, would this hypothetical device, if approached  by Team B,  to within proximity detonation  range, explode??????? Hmm i suppose it'd need launching first some how in order to become active)

 

slightly ninja'd by JR :P

 

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You are right. As soon as a modular missiles is fired it gets "Armed" only armed explosives will detonate on proximity range, you can define the range that fits better for your missile design .By default it will take the max detonation radius of all the explosive parts that attached to your missile but you can override the value if you think it is exploding too far.

If you want to test a a cool feature that I was working you can test this branch https://github.com/jrodrigv/BDArmory/tree/support

My last addition is a new option that allows to specify a "stage/action group" that will be triggered on proximity, with this feature you can create your own stock cluster bomb missile -- eg: I have created a big AGM missile with a fairing containing 40 individual explosive heads and then I have set the detonation range at 500 meters creating a massive destruction in the KSC

 

Edited by jrodriguez
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When I put a single 20mm ammo box in the nose of my aircraft, it created a huge amount of drag even though it was inside the nose. I was using stock parts without any mods except for BDA, Kerbal Engineer, and Environmental Visual Enhancements (which shouldn't really change anything.) Is the stock aero model still not good with things like that?

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Can someone explain to me why my bombs and missiles do no damage? I used to use this mod a lot in the past but with the latest version (on 1.2.2) no damage is dealt. I can provide logs later if needed but I was just wondering if there are any obvious or immediate answers to my own stupidity. :)

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  On 5/17/2017 at 7:12 AM, Woopert said:

Can someone explain to me why my bombs and missiles do no damage?

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Hi. Check the mod for correct installation  the file path should be KSP/GameData/BDArmory, any other file path will cause the mod to fail. Check that you do have the correct version for KSP 1.22   This problem has not been reported previously, so as a wild guess, there's an install problem or an issue with the copy you downloaded.   

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Okay, so this is really puzzling me. I do have it installed correctly. It is the correct version and it is on 1.2.2. I will post logs here so maybe the problem can be found there.

output_log

  Reveal hidden contents

KSP

  Reveal hidden contents

 

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  On 5/18/2017 at 6:49 AM, Woopert said:

KSP

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Hi thats a truly horrible way to have to read a log file, zips are preferred :)

There's one NRE from BDA in the whole log and that's only it seems the normal error when a WM module is destroyed when you are in that vessels flight scene.  That aside it's a pretty clean log , unlike some i've seen recently. 

I can only offer one option as way forward with so little to go on, there have been occasions in the past when the BDA download was damaged or corrupted in some way,  Would you delete your current install or BDA and grab a fresh download.

Before reinstalling I'd like you to delete some other files,  this will allow the log to be clean and freshly generated with new info,  could you please delete all ModuleManager cache files (there are four of them) 

And then in your main KSP folder ,find and delete your PartDatabase.cfg  Then install the new BDAc copy and load ,. Hopefully that will rectify your peculiar issue, if it doesn't, please report back and supply a zipped log and we'll investigate further

and to make life a bit easier the link

https://github.com/PapaJoesSoup/BDArmory/releases/download/v0.2.1.0/BDArmory.0.2.1.0_04132017.zip

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  On 5/18/2017 at 1:10 PM, SpannerMonkey(smce) said:

  Then install the new BDAc copy and load ,. Hopefully that will rectify your peculiar issue, if it doesn't, please report back and supply a zipped log and we'll investigate further

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Also, pls turn on "debug labels" in the bda options. It will increase the verboseness of the debug output.

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  On 5/20/2017 at 10:02 PM, Chainbullet said:

 Did I install incorrectly, or is it something else?

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Very likely although unable to tell you more as Chrystal ball, hasn't come back form calibrating yet, 

But perhaps if you read the info contained in the How to get support link in my signature below, you may be able to remove the need for it to be returned at all. 

Cheers

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  On 5/20/2017 at 10:13 PM, SpannerMonkey(smce) said:

Very likely although unable to tell you more as Chrystal ball, hasn't come back form calibrating yet, 

But perhaps if you read the info contained in the How to get support link in my signature below, you may be able to remove the need for it to be returned at all. 

Cheers

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All right, I deleted NKD and re-installed it, and I've narrowed it down to nothing from this pack working. It is not in the GameData folder within the Gamedata folder. It is the latest version (downloaded about 2 hours ago).

 

orGSMOd.png 

This is my modlist as of current. EVE however does not work.

Edited by Chainbullet
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I don't see any indication of BDAC being in my game besides a few new icons. I clicked on them, but those parts that belong there are missing. Plus, I don't see any way of discovering those technologies as they don't show up in the tech tree either. Any help would be appreciated. I'm using version 1.22 of ksp. I have all of the correct mods installed in the right place. 

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  On 5/21/2017 at 6:25 AM, memyselfandI said:

I don't see any indication of BDAC being in my game besides a few new icons. I clicked on them, but those parts that belong there are missing. Plus, I don't see any way of discovering those technologies as they don't show up in the tech tree either. Any help would be appreciated. I'm using version 1.22 of ksp. I have all of the correct mods installed in the right place. 

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HI .

 

  On 5/20/2017 at 10:38 PM, SpannerMonkey(smce) said:

I have provided a link which clearly states the information required in order to diagnose any issue. LINK

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