Warsoul Posted May 21, 2017 Share Posted May 21, 2017 MaErDa Corp have a Prototype for your Mod : https://sketchfab.com/models/08b368c230d84efca275db178d544c26 Let me know if you are interested. Link to comment Share on other sites More sharing options...
Yoshidude Posted May 24, 2017 Share Posted May 24, 2017 (edited) I've noticed a huge issue, and I *think* it is the PhysicsRangeExtender. I'm noticing that at higher altitudes, my ships start to almost, "shake" and have odd visual spasms. It also seems to be screwing with the orbit trajectory a bit. This could just be mod interference, but I just wanted to know if anyone else experiences this. Edited May 24, 2017 by Yoshidude Link to comment Share on other sites More sharing options...
cisagent Posted May 24, 2017 Share Posted May 24, 2017 Missiles arent doing any damage, is this a known glitch or just me? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 24, 2017 Share Posted May 24, 2017 11 minutes ago, cisagent said: Missiles arent doing any damage, is this a known glitch or just me? Impossible to say without a log. Please see the how to get support link below in my signature, And unlike many, do attempt to provide at least some of the information required 1 hour ago, Yoshidude said: I've noticed a huge issue, and I *think* it is the PhysicsRangeExtender. I'm noticing that at higher altitudes, my ships start to almost, "shake" and have odd visual spasms. It also seems to be screwing with the orbit trajectory a bit. This could just be mod interference, but I just wanted to know if anyone else experiences this. Link to comment Share on other sites More sharing options...
jrodriguez Posted May 25, 2017 Share Posted May 25, 2017 7 hours ago, Yoshidude said: I've noticed a huge issue, and I *think* it is the PhysicsRangeExtender. I'm noticing that at higher altitudes, my ships start to almost, "shake" and have odd visual spasms. It also seems to be screwing with the orbit trajectory a bit. This could just be mod interference, but I just wanted to know if anyone else experiences this. Get the latest version of PRE. And read the OP from the link sent by @SpannerMonkey Link to comment Share on other sites More sharing options...
Yoshidude Posted May 25, 2017 Share Posted May 25, 2017 17 hours ago, SpannerMonkey(smce) said: Impossible to say without a log. Please see the how to get support link below in my signature, And unlike many, do attempt to provide at least some of the information required Aaaand that's what I get for not using the latest version. Link to comment Share on other sites More sharing options...
cisagent Posted May 25, 2017 Share Posted May 25, 2017 (edited) 21 hours ago, SpannerMonkey(smce) said: Impossible to say without a log. Please see the how to get support link below in my signature, And unlike many, do attempt to provide at least some of the information required I'm a little confused on how I convert the notepad document to a file and send it to you through dropbox (never used dropbox before) but I'll just give you what I have until I figure it out. KSP: 1.2.2 Windows 64bit Problem: Missiles do no damage, it looks like they explode before impact. Mods installed: BDarmory Destruction Effects Kerbal Konstructs Kerbinside (STILL DID NOT WORK BEFORE THESE EXTRA MODS WERE INSTALLED) Reproduction Steps: Build any vehicle with missiles attached Lock missile on target Fire missile at a target (another vehicle) and watch as the missile explodes just before contact causing no damage, no countermeasures are used. Log: Confused on how to convert it to file/ send it. EDIT: I downloaded and installed PRE and the problem seems to be gone. Edited May 25, 2017 by cisagent Edited for clearer explanation. Link to comment Share on other sites More sharing options...
Raptor22 Posted May 25, 2017 Share Posted May 25, 2017 One thing that I don't really like about this is that you can't lob shells. Everything has to be within line-of-sight. I haven't seen any sign of bullet drop. (or if there is, it doesn't make the sort of arc that they normally would). If I could lob shells, then I could hit things on top of mountains or over hills. I know that it's because of the current limitations of the mod, but I'd really like to see the ability to lob shells become a reality in the future. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 25, 2017 Share Posted May 25, 2017 (edited) 25 minutes ago, Raptor22 said: I know that it's because of the current limitations of the mod, but I'd really like to see the ability to lob shells become a reality in the future. Hi, the BDA turret system can fire a fairly (very )high arc if set up correctly, have you tried for example one of the mk19 grenade launchers in PEW or SMA , you seriously grow old waiting for those shells to land. The major limitation for long range artillery is that there is no (that i'm aware of ) top down sighting facility(or mod) so aiming becomes a bit sketchy , but it's far from broken or unusable . I should add as a ps. That bullet drop is a configurable option, and 99% of all turrets have it allowed, however, this brings us back to set up, if the projectile and turret has the usual big bang set up then , the shell is likely to be too light traveling too fast, with in some case microscopic deviation angles, then you're unlikely to see much of it. ALso relevant is the range, how many people here stage surface scenarios that cover 30km, not many, and if you want to see the guns work properly you need range. example below Edited May 25, 2017 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 25, 2017 Share Posted May 25, 2017 2 hours ago, cisagent said: Confused on how to convert it to file/ send it. Hi for future reference a zip file is the normal method of transmission for uploads and downloads For example Link to comment Share on other sites More sharing options...
Raptor22 Posted May 26, 2017 Share Posted May 26, 2017 Whenever I use it I can never get any range like that. The shells disappear before they can start to go down. Is there a way to extend the range for the shells before they despawn/are deleted? Also, by lobbing shells I was talking about having a very high angle on the gun and having it go up in the air, make a sharp arc, then go down. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 26, 2017 Share Posted May 26, 2017 11 hours ago, Raptor22 said: Whenever I use it I can never get any range like that. The shells disappear before they can start to go down. Is there a way to extend the range for the shells before they despawn/are deleted? Also, by lobbing shells I was talking about having a very high angle on the gun and having it go up in the air, make a sharp arc, then go down. 13 hours ago, SpannerMonkey(smce) said: BDA turret system can fire a fairly (very )high arc if set up correctly, have you tried for example one of the mk19 grenade launchers in PEW or SMA , you seriously grow old waiting for those shells to land. Link to comment Share on other sites More sharing options...
Warsoul Posted May 26, 2017 Share Posted May 26, 2017 How you made the explosion effect and damage ? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 26, 2017 Share Posted May 26, 2017 22 minutes ago, Warsoul said: How you made the explosion effect and damage ? Unity and KSP particle emitters and a smattering of animation produce the FX (smoke flames etc) The damage (kinetic impact/ heat input) is controlled completely by code. There is no terrain or kerbal damage, only damage to parts and destructible buildings. Link to comment Share on other sites More sharing options...
Warsoul Posted May 26, 2017 Share Posted May 26, 2017 (edited) Can you made one for my Sonic bomb ? This is a Module or custom script ? Edited May 26, 2017 by Warsoul Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 26, 2017 Share Posted May 26, 2017 11 minutes ago, Warsoul said: Can you made one for my Sonic bomb ? Not really as i find FX are very subjective, meaning, that what looks awesome to me may look awful to you. I have danced this dance before and did not enjoy it one bit, as the end result was so far removed from what I consider decent and appropriate. It's worth noting that all if not most of the explosion FX currently working in KSP (including Squads are derived from the Unity Detonator package available on the asset store Link to comment Share on other sites More sharing options...
Raptor22 Posted May 26, 2017 Share Posted May 26, 2017 5 hours ago, SpannerMonkey(smce) said: What I'm talking about is you're having artillery firing either at the island or from the island in that photo. I'd reckon that the island is at bare minimum 30 kilometers away (judging by the size and the curvature of the horizon). All of my shells disappear before they can get into that range. I'm pretty sure it's a thing to reduce lag, since having all of the missed shots going on for 100 or so kilometers would lag the game, since computers don't like having to track thousands of persistent moving objects. Is there any workaround? Link to comment Share on other sites More sharing options...
jrodriguez Posted May 26, 2017 Share Posted May 26, 2017 Just now, Raptor22 said: What I'm talking about is you're having artillery firing either at the island or from the island in that photo. I'd reckon that the island is at bare minimum 30 kilometers away (judging by the size and the curvature of the horizon). All of my shells disappear before they can get into that range. I'm pretty sure it's a thing to reduce lag, since having all of the missed shots going on for 100 or so kilometers would lag the game, since computers don't like having to track thousands of persistent moving objects. Is there any workaround? I think @SpannerMonkey(smce) is using an "special" version of BDArmory. You can download it from here https://github.com/jrodrigv/BDArmory/tree/RBDA Link to comment Share on other sites More sharing options...
Raptor22 Posted May 26, 2017 Share Posted May 26, 2017 Can I merge the file with my current BD armory folder, or should I replace it? Oh wait a minute that's a whole different thing. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 26, 2017 Share Posted May 26, 2017 10 minutes ago, jrodriguez said: I think @SpannerMonkey(smce) is using an "special" version of BDArmory. You can download it from here https://github.com/jrodrigv/BDArmory/tree/RBDA Indeed that shot is from RBDA, couldnt recall if it was public yet or not.. However I still stand by my assertion that stupidly high arcs are possible in stock BDA , but it needs the turret set up to support it, Link to comment Share on other sites More sharing options...
Raptor22 Posted May 26, 2017 Share Posted May 26, 2017 Hold on... It says bahaturret, but it's still under the BD armory folder. It does not appear to be public, since the latest release in that directory was from november of last year. I have to download the master folder. I even tried googling "BD armory RBDA" and nothing showed up, so I'm guessing that it's not been made public yet. Do I put the "BD armory RBDA folder in my directory, or do I put the "Bahaturret" folder that's inside of it in there. Additionally, do I delete the other BD armory file (the one from the release here)? Ah. Now that I've looked at it, it appears that it's just the source code that's in that file. Everything is a .CS file, and the file structure is way different than that of the one in the release. While the one in the release has folder such as "Agencies", "asset bundles" and "Models", this one has "Animation" "Properties" and "Codemap". Considering that I've never seen these type of files, I'm assuming that it's the source code for unity (or whatever you guys use). If you could work on making a proper release for that at some point, that would be great. Link to comment Share on other sites More sharing options...
Raptor22 Posted May 26, 2017 Share Posted May 26, 2017 However I do see a "distribution" folder in there that has the gamedata files. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 26, 2017 Share Posted May 26, 2017 11 minutes ago, Raptor22 said: "BD armory RBDA" Hi to use RBDA from the download open the distribution folder , once you unzipped the archive, open the gamedata folder and drop the contents into KSP GameData. Yes it is a BDA alternative and the two BDA and RBDA should not be used together. I think one of the reasons it is in not such an accessible form is that on the whole it offer's far more than the average user will ever need. and there may possibly some issues for players on lower end machines Very few players are interested in true over the horizon engagements, even though many have wished for it, most prefer the up close and personal style of combat. Link to comment Share on other sites More sharing options...
Raptor22 Posted May 26, 2017 Share Posted May 26, 2017 Alright then. Thanks. Luckily I have both a beefy PC and like longer-range (more realistic) combat. Does it include the physics range extender (or some sort of similar file)? If so, is there a possible way to adjust it (in case I need to lower it). On the topic of physics range extender, do I use it with this version? Link to comment Share on other sites More sharing options...
jrodriguez Posted May 26, 2017 Share Posted May 26, 2017 4 minutes ago, Raptor22 said: Alright then. Thanks. Luckily I have both a beefy PC and like longer-range (more realistic) combat. Does it include the physics range extender (or some sort of similar file)? If so, is there a possible way to adjust it (in case I need to lower it). On the topic of physics range extender, do I use it with this version? You can download the latest version of PRE from here https://github.com/jrodrigv/PhysicsRangeExtender/releases . It it has an icon called PRE during flight. You can use to adjust the range. Link to comment Share on other sites More sharing options...
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