SpannerMonkey(smce) Posted June 1, 2017 Share Posted June 1, 2017 22 minutes ago, DarkOwl57 said: will the newest version work with 1.2.2? Because I'm running a modded save and I'm NOT in the mood to find a 1.3 update for about 15 mods BDArmory v0.2.1.0 for KSP 1.2.2 Link to comment Share on other sites More sharing options...
DarkOwl57 Posted June 1, 2017 Share Posted June 1, 2017 2 minutes ago, SpannerMonkey(smce) said: BDArmory v0.2.1.0 for KSP 1.2.2 thanks Link to comment Share on other sites More sharing options...
jrodriguez Posted June 1, 2017 Share Posted June 1, 2017 33 minutes ago, DarkOwl57 said: will the newest version work with 1.2.2? Because I'm running a modded save and I'm NOT in the mood to find a 1.3 update for about 15 mods Take the previous one then Link to comment Share on other sites More sharing options...
ProjectXMark1 Posted June 1, 2017 Share Posted June 1, 2017 (edited) I am having trouble using the inline radome: I cannot get any targets to show up in the display no matter which way I point it. The range shown in the part details lists it as 0m, in fact, all of the radar parts as far as I can tell have ranges of 0m. Is this a problem on my end or not? I installed BDArmory for 1.3 through CKAN. I have screenshots of testing I have done, if needed. Edited June 1, 2017 by ProjectXMark1 Link to comment Share on other sites More sharing options...
jrodriguez Posted June 1, 2017 Share Posted June 1, 2017 8 minutes ago, ProjectXMark1 said: I am having trouble using the inline radome: I cannot get any targets to show up in the display no matter which way I point it. The range shown in the part details lists it as 0m, in fact, all of the radar parts as far as I can tell have ranges of 0m. Is this a problem on my end or not? I installed BDArmory for 1.3 through CKAN. I have screenshots of testing I have done, if needed. Would you mind to open an issue on the github issues section? Attaching logs and steps to reproduce the problem please. Thanks Link to comment Share on other sites More sharing options...
ashenkirana217 Posted June 2, 2017 Share Posted June 2, 2017 (edited) hey i am also having a problem with the mod. i do not have any other weapons mods and i cant fire any weapons for some reason. i posted the issue to github but i figured posting here might be a good idea as well. EDIT it is working now for some reason Edited June 2, 2017 by ashenkirana217 change in circumstance Link to comment Share on other sites More sharing options...
GionaHawkins Posted June 2, 2017 Share Posted June 2, 2017 (edited) After KSP updated to 1.3, I installed the updated BD Armory v2.1.1 version to go along with it. But having that mod in my game causes a crash to desktop with a mono.dll error. Unity Player [version: Unity 5.4.0p4_b15b5ae035b7] mono.dll caused an Access Violation (0xc0000005) in module mono.dll at 0033:37ab0e18. Error occurred at 2017-06-01_234846. C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64.exe, run by [Giona]. 48% memory in use. 12279 MB physical memory [6282 MB free]. 14264 MB paging file [6755 MB free]. 8388608 MB user address space [8386465 MB free]. Read from location 00000000 caused an access violation. I'd include the logs themselves but I don't know how to attach files, I'd be happy to give them if someone told me how. The game works fine with every other up to date mod (about 17 of them) but it is only BD Armory that causes the issue. I believe I installed it correctly: https://puu.sh/w8rI2/fa9613f82d.png EDIT: I'm using the 64bit version of KSP. Edited June 2, 2017 by GionaHawkins Extra information Link to comment Share on other sites More sharing options...
TheDog Posted June 2, 2017 Share Posted June 2, 2017 (edited) 2 hours ago, GionaHawkins said: believe I installed it correctly: https://puu.sh/w8rI2/fa9613f82d.png EDIT: I'm using the 64bit version of KSP. No, that is not correct. The folder must be "bdarmory" only, not '-master'. What did you download, looks like you grabbed the source code zip ? Please re-download the latest release zip from GitHub. 13 hours ago, ProjectXMark1 said: I am having trouble using the inline radome: I cannot get any targets to show up in the display no matter which way I point it. The range shown in the part details lists it as 0m, in fact, all of the radar parts as far as I can tell have ranges of 0m. Is this a problem on my end or not? I installed BDArmory for 1.3 through CKAN. I have screenshots of testing I have done, if needed. The range shown in the editor (in the part details) is currently meaningless. All radars currently have the same range - we might change that in the future, then you'll see values other than zero. Regardless all radars should be working in-game, if not please submit a scenario sfs and logs in a git issue, as requested by JR. Edited June 2, 2017 by TheDog Link to comment Share on other sites More sharing options...
GionaHawkins Posted June 2, 2017 Share Posted June 2, 2017 7 hours ago, TheDog said: No, that is not correct. The folder must be "bdarmory" only, not '-master'. What did you download, looks like you grabbed the source code zip ? Please re-download the latest release zip from GitHub. I'm an idiot! The actual BD Armory folder was deep inside of the master folder lol. Problem solved. Link to comment Share on other sites More sharing options...
riddik Posted June 2, 2017 Share Posted June 2, 2017 Hello BDA team.Do you update Burn together for 1.3? Link to comment Share on other sites More sharing options...
Toonu Posted June 2, 2017 Share Posted June 2, 2017 Hi, is someone here expert for AI autopilot? I did many planes flying good with autopilot, but this plane keeps extending its AoA over limit I've set. And my plane is unstable over 17 degrees AoA and set 12.5 to autopilot, but it still gets over 15 to 17 and ... spinning into the ground. I'Ve tried lower turning factor and limiter, but still not much better.... Link to comment Share on other sites More sharing options...
Guest Posted June 2, 2017 Share Posted June 2, 2017 1 hour ago, Toonu said: Hi, is someone here expert for AI autopilot? I did many planes flying good with autopilot, but this plane keeps extending its AoA over limit I've set. And my plane is unstable over 17 degrees AoA and set 12.5 to autopilot, but it still gets over 15 to 17 and ... spinning into the ground. I'Ve tried lower turning factor and limiter, but still not much better.... same here Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 2, 2017 Share Posted June 2, 2017 Just now, dundun92 said: same here With the same aircraft? Link to comment Share on other sites More sharing options...
Guest Posted June 2, 2017 Share Posted June 2, 2017 Very similar. Also happens with my F-16 on KerbalX Link to comment Share on other sites More sharing options...
Toonu Posted June 2, 2017 Share Posted June 2, 2017 I would post my craft here, but it have more mods (SXT, B9, BDA, WWI weapons, etc). SOo I don't bother. The main problem is the AoA is still higher even if set low... Link to comment Share on other sites More sharing options...
gomker Posted June 2, 2017 Share Posted June 2, 2017 4 hours ago, riddik said: Hello BDA team.Do you update Burn together for 1.3? Did a few recompile Releases today: BurnTogether: https://github.com/PapaJoesSoup/BurnTogether/releases/tag/0.1.3.0 Vessel Mover - https://github.com/PapaJoesSoup/BDMk22Plugin/releases/tag/1.6.0 BDAMk22 Cockpit - https://github.com/PapaJoesSoup/BDMk22Plugin/releases/tag/1.6.0 @Toonu @dundun92 Here are some notes from Baha himself on the AI Autopilot settings Quote Steer factor is the amount it steers depending on the magnitude of the error. So say a desired destination A is 10 degrees above the plane, and B is 30 degrees up. With a low steer factor, it might do a 50% pull to steer to A, and a 100% pull to reach B (then decrease to 50% by the time B is only 10 degrees up). With a high steer factor, it might do a 100% pull already to get to A. Pulling hard when its not that far off might mean overshooting because you're building up angular momentum. That's where damping comes in, as it applies steering to counteract angular momentum. So you want to tweak and balance both steer factor and damping until you get the results you want. It's kind of like a spring and damper system, where steer factor is the spring constant. Link to comment Share on other sites More sharing options...
frodo821 Posted June 3, 2017 Share Posted June 3, 2017 (edited) How can I create ASAT to use on Kerbin Geosynchronous Orbit in BDArmory on KSP 1.3? Edited June 3, 2017 by frodo821 Link to comment Share on other sites More sharing options...
riddik Posted June 3, 2017 Share Posted June 3, 2017 7 hours ago, gomker said: Did a few recompile Releases today: BurnTogether: https://github.com/PapaJoesSoup/BurnTogether/releases/tag/0.1.3.0 Vessel Mover - https://github.com/PapaJoesSoup/BDMk22Plugin/releases/tag/1.6.0 BDAMk22 Cockpit - https://github.com/PapaJoesSoup/BDMk22Plugin/releases/tag/1.6.0 @Toonu @dundun92 Here are some notes from Baha himself on the AI Autopilot settings You are inimitable guys!!!Thank you so much! Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 3, 2017 Share Posted June 3, 2017 Hi all , many of you may be wondering what happened to Bahamuto and what he's doing now, This appeared a couple of days ago beyond amazing Spoiler Link to comment Share on other sites More sharing options...
Guest Posted June 3, 2017 Share Posted June 3, 2017 3 hours ago, SpannerMonkey(smce) said: Hi all , many of you may be wondering what happened to Bahamuto and what he's doing now, This appeared a couple of days ago beyond amazing Hide contents He made that game? Link to comment Share on other sites More sharing options...
Guest Posted June 3, 2017 Share Posted June 3, 2017 I found an issue in BDA with 1.3 The bug where the particle FX would follow you is back, but the flares seem to be the WORSE in this bug: So I was flying around in my Reaper Drone and I wanted to see what the flares looked like if I spammed them. So I launch the flares, and the FX follows me. But then the "orange" part of the flares suddenly jumps forward, with the smoke emmiting out of it. Then it happened again. I'm not too worried about this bug. Since the 1.3 update doesn't add much, I can still stay on 1.2.2 Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 3, 2017 Share Posted June 3, 2017 23 minutes ago, dundun92 said: He made that game? That is the project that drew him away from KSP and BDA, yes it is indeed created by BahamutoD Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 3, 2017 Share Posted June 3, 2017 21 minutes ago, Murican_Jeb said: I found an issue in BDA with 1.3 Hi, i've just tested this and can see no problem from either ground or air fired flares, do you have any other graphical mods/issues? Could you retest in a clean KSP with only BDA installed, ( only if other mods are installed in the KSP showing the glitch) cheers Link to comment Share on other sites More sharing options...
Guest Posted June 3, 2017 Share Posted June 3, 2017 39 minutes ago, SpannerMonkey(smce) said: do you have any other graphical mods/issues? No, I don't have any other issues 40 minutes ago, SpannerMonkey(smce) said: Could you retest in a clean KSP with only BDA installed, ( only if other mods are installed in the KSP showing the glitch) The only other mods I have are: Airplane Plus Firespitter (Including the parts pack) Module Manager Physics Range Extender Link to comment Share on other sites More sharing options...
Inter Posted June 3, 2017 Share Posted June 3, 2017 (edited) Hi, dev folks. BDAc version 0.2.1.1_05282017 is not allowing multiple-craft takeoffs extending beyond 350 meters. Page 2 of the BDA FAQ in the KSPedia says this is normally not a problem (and I know from past experience that it has not been in recent BDA versions) due to the BDA extension normally overruling the landed pack/unpack distance restriction. Since the BDA extension is currently failing in this regard, I am running into problems where I have two (or more) craft situated near to each other and try to make the craft I am *not* currently focused on take off, either by using the Wing Commander instruction or by activating Guard Mode and putting the two craft on opposing teams so they automatically attempt takeoff. If the combined ground roll of the two craft exceeds a separation distance of 350 meters, the craft my camera is not currently focused on will come to an instantaneous halt on the terrain surface, just as if the BDA mod never existed. Naturally, this halting extends to multiple craft if I am operating with more than two craft in the scene. It is also a problem when I am trying to conduct a fleet takeoff and there are craft in the fleet which have substantially different accelerations from each other. Looking forward to a recompile that will fix this issue. Thank you! --Inter Edited June 3, 2017 by Inter Link to comment Share on other sites More sharing options...
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