Guest Posted July 8, 2017 Share Posted July 8, 2017 17 hours ago, Next_Star_Industries said: Lasers aren't toys any longer and are in use by our Navy today. I refer to this AN/SEQ-3 Laser Weapon System or XN-1 LaWS and there are stronger ones already in production. 49 minutes ago, minepagan said: They are also developing a system to mount lasers on the AH-64D Apache for anti-missile "active defense," and to replace/augment the chaingun. They conducted their first test this past week IIRC. Just because laser have just been tested, doesnt mean it's not W.I.P. anymore. And in reality, a laser is jst a light, despite what star wars tells you. Link to comment Share on other sites More sharing options...
minepagan Posted July 8, 2017 Share Posted July 8, 2017 1 hour ago, Murican_Jeb said: Just because laser have just been tested, doesnt mean it's not W.I.P. anymore. And in reality, a laser is jst a light, despite what star wars tells you. Oh don't get me started on star wars. Star wars "lasers" are not actually lasers, they are plasma bolts/cannons. And a laser is not "jst a light." Nor "just a light." That's like saying a handgun is "just a fancy blowdart" or that a rocket is "just a big firework" - it's a gross oversimplification, a tactic often used to belittle an argument/technology/ect. by making it seem useless. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 9, 2017 Share Posted July 9, 2017 21 hours ago, Freefallninja said: Hello, I'm having a problem on load with BDArmory. Every time it gets to the 50 cal ammo it crashes. It crashes on compiling the Universal Ammo Box. Here is my crash report if it helps at all. https://drive.google.com/file/d/0BxFKYggzLkEQYTJHYkZuSkRoakE/view?usp=sharing I have replicated it using just BD and Firespitter as well if it helps. I need to see your KSP.log please and it appears that your firespitter isn't loading properly. is it the latest version?. Link to comment Share on other sites More sharing options...
jrf Posted July 9, 2017 Share Posted July 9, 2017 I'm sure that this has been asked before but is there anyway to use the AI flight computer to make ground vehicles move and hunt each other the way planes do? This is an amazing mod and I have seen it done before bt they didn't show if it was BDA or another mod. Link to comment Share on other sites More sharing options...
jrodriguez Posted July 9, 2017 Share Posted July 9, 2017 Hi all, I have published a new release DestructionEffects mod. It fixes some unwanted FX effects for some SM parts. It has been also recompiled for KSP 1.3 You can download it from here: https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.5.0 Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 9, 2017 Share Posted July 9, 2017 13 minutes ago, jrf said: I'm sure that this has been asked before but is there anyway to use the AI flight computer to make ground vehicles move and hunt each other the way planes do? This is an amazing mod and I have seen it done before bt they didn't show if it was BDA or another mod. Hi it's on the list of things being or to be investigated . Though using BTG and guard mode combat can look fairly autonomous. KOS with the right script and guard mode can be almost autonomous The AI flight computer has a built in gain altitude function that causes mayhem with things that can't Link to comment Share on other sites More sharing options...
jrf Posted July 9, 2017 Share Posted July 9, 2017 Thank you very much for answering so quickly. I will look at those other mods to see if they will work for me. It would be really cool though if you guys could get that working. Keep up the great work. Link to comment Share on other sites More sharing options...
Maverick69 Posted July 9, 2017 Share Posted July 9, 2017 Hey guys, I'm having a problem starting the game. I click to start the game, when it gets to load the BD Armory mod it crashes. Here it is the crash folder: https://www.dropbox.com/sh/51vhgih4w210les/AADb3-K2HUCeTaRcK5N94v4ja?dl=0 Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 9, 2017 Share Posted July 9, 2017 (edited) 20 minutes ago, Maverick69 said: Hey guys, I'm having a problem starting the game. I click to start the game, when it gets to load the BD Armory mod it crashes. Here it is the crash folder: https://www.dropbox.com/sh/51vhgih4w210les/AADb3-K2HUCeTaRcK5N94v4ja?dl=0 Can i see your KSP.log please. Also you will need Physics Range extender and Firespitter to use BDA to it's fullest AND most importantly you are running the BDA version for KSP 1.2.1 NOT 1.3 I'm guessing you want to run 1.3 but can't tell from the supplied logs which version you have Edited July 9, 2017 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
Maverick69 Posted July 9, 2017 Share Posted July 9, 2017 (edited) 13 minutes ago, SpannerMonkey(smce) said: Can i see your KSP.log please. here it is: https://www.dropbox.com/s/079enfi2h6j3aq7/KSP.log?dl=0 I know this might be a dumb question but where can I find it? Edited July 9, 2017 by Maverick69 Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 9, 2017 Share Posted July 9, 2017 31 minutes ago, Maverick69 said: where can I find it? https://github.com/PapaJoesSoup/BDArmory/releases https://github.com/jrodrigv/PhysicsRangeExtender/releases https://github.com/snjo/Firespitter/releases Hi delete all previous versions, install all of the above and retry game. These links will not change over time and releases can always be found at these locations. Link to comment Share on other sites More sharing options...
Maverick69 Posted July 10, 2017 Share Posted July 10, 2017 the update worked thx Link to comment Share on other sites More sharing options...
ArtemisAZ Posted July 10, 2017 Share Posted July 10, 2017 Don't know if anybody has already asked this but for some reason the Mod isn't working for me, I did a quick investigation of the mod directory to see if there was anything amiss and noticed Plugins were missing, I checked in the Zip file and it was also missing as well. Anybody else experiencing this or is is an issue solely on my end? Link to comment Share on other sites More sharing options...
minepagan Posted July 10, 2017 Share Posted July 10, 2017 1 hour ago, Krulliam said: Don't know if anybody has already asked this but for some reason the Mod isn't working for me, I did a quick investigation of the mod directory to see if there was anything amiss and noticed Plugins were missing, I checked in the Zip file and it was also missing as well. Anybody else experiencing this or is is an issue solely on my end? which mod? This thread plays host to several (although I'm assuming you mean the 'main' one, BD Armory?) Link to comment Share on other sites More sharing options...
ArtemisAZ Posted July 10, 2017 Share Posted July 10, 2017 12 hours ago, minepagan said: which mod? This thread plays host to several (although I'm assuming you mean the 'main' one, BD Armory?) Sorry, I should've been more specific Yeah it's BDArmory, I got from PapaJoesSoup's GitHub if that's worth mentioning. Link to comment Share on other sites More sharing options...
Guest Posted July 10, 2017 Share Posted July 10, 2017 On 7/8/2017 at 3:14 PM, minepagan said: it's a gross oversimplification, a tactic often used to belittle an argument/technology/ect. by making it seem useless. Where is "useless" in my quote? Also, the ways you said it was quite agressive... I was just saying something, not turning it into an argument... Link to comment Share on other sites More sharing options...
Calvin_Maclure Posted July 10, 2017 Share Posted July 10, 2017 On 7/7/2017 at 7:36 PM, SpannerMonkey(smce) said: Hi, nothing wrong with tweakscale on radar, there are discussions in the team currently about TS and weapon scaling in general Ah, that's great! I do have TS and that was the first thing I went for, resizing the dish, but... the option to do it wasnt there... I dont know if it should be or not... Link to comment Share on other sites More sharing options...
Freefallninja Posted July 10, 2017 Share Posted July 10, 2017 On 7/9/2017 at 0:13 PM, SpannerMonkey(smce) said: I need to see your KSP.log please and it appears that your firespitter isn't loading properly. is it the latest version?. Thank you, yeah my Firespitter was out of date. Thanks for the help as BD is my most used mod! Link to comment Share on other sites More sharing options...
Freefallninja Posted July 11, 2017 Share Posted July 11, 2017 If I wanted to add a radar module to an existing part (in this case a cockpit from AOA Tech) would this be the correct way to do so? http://imgur.com/gallery/cG7Xr Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 11, 2017 Share Posted July 11, 2017 13 minutes ago, Freefallninja said: http://imgur.com/gallery/cG7Xr Hi you can do it that way , though a nicer way would be to use module manager and something like this @PART[Your part OR part to be changed]:NEEDS[BDArmory] { %MODULE { name = ModuleRadar omnidirectional = false scanRotationSpeed = 120 directionalFieldOfView = 120 lockRotationAngle = 4 canRecieveRadarData = true minSignalThreshold = 80 minLockedSignalThreshold = 100 rwrThreatType = 1 } } It could be refined a bit further , but it gets you what you want, most importantly doesn't alter the parts own cfg, will not be overwritten by a parts update, and if you keep in a little folder with any others you make, it's easily transferable between installs Link to comment Share on other sites More sharing options...
goduranus Posted July 12, 2017 Share Posted July 12, 2017 (edited) I have a suggestion, how about having the BD Armory generate some combat missions? Generate some tanks and fighters in random spots on Kerbin, and give out missions in the Mission Control building for destroying them? or even ground rescue missions when you have to recover Kerbals surrounded by enemy tanks, or even fly over heavily defended areas for recon. Most well built planes can take off with AI control from relatively flat areas around Kerbin so terrain shouldn't be too much of a problem. Maybe you could read the biome and generate boats for water, tanks for land, and only generate planes for relatively flat biomes? Edited July 12, 2017 by goduranus Link to comment Share on other sites More sharing options...
Guest Posted July 12, 2017 Share Posted July 12, 2017 @goduranus #CarrerModeMods Link to comment Share on other sites More sharing options...
minepagan Posted July 12, 2017 Share Posted July 12, 2017 2 hours ago, goduranus said: I have a suggestion, how about having the BD Armory generate some combat missions? Generate some tanks and fighters in random spots on Kerbin, and give out missions in the Mission Control building for destroying them? or even ground rescue missions when you have to recover Kerbals surrounded by enemy tanks, or even fly over heavily defended areas for recon. Most well built planes can take off with AI control from relatively flat areas around Kerbin so terrain shouldn't be too much of a problem. Maybe you could read the biome and generate boats for water, tanks for land, and only generate planes for relatively flat biomes? There are contract mods for this. Link to comment Share on other sites More sharing options...
SpaceBadger007 Posted July 13, 2017 Share Posted July 13, 2017 hey i have found a problem, i am testing ww2 prop planes and when i put them in a competition they dont shoot each other, they have guns and right ammo but will not shoot, and i can click and they shoot then but wont work by themselves, help! Link to comment Share on other sites More sharing options...
TheDog Posted July 13, 2017 Share Posted July 13, 2017 (edited) 4 hours ago, SpaceBadger007 said: hey i have found a problem, i am testing ww2 prop planes and when i put them in a competition they dont shoot each other, they have guns and right ammo but will not shoot, and i can click and they shoot then but wont work by themselves, help! Please enable "debug labels" in the bda settings, and post a relevant log of the situation. Without a log my guesses would be: visual range too low (guard mode cannot see any target), or the guns are not set to engage air targets (right-click gun -> engagement settings). Edited July 13, 2017 by TheDog Link to comment Share on other sites More sharing options...
Recommended Posts