jrodriguez Posted October 23, 2017 Share Posted October 23, 2017 6 hours ago, Galane said: I wonder if anything can be done to make B9 Procedural wings more damage resistant? They seem a lot more fragile than stock parts. One hit from a 20mm and *poof*, you're flying on a wing and a prayer, then just a prayer. This will be fixed on future releases Link to comment Share on other sites More sharing options...
/not/pol/ Posted October 23, 2017 Share Posted October 23, 2017 Is there a sample Cfg file or documentation thats not FUBAR like the Stock BDAc Cfgs are, trying to make a pivoting turret but i cant make sense of the modules. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 23, 2017 Share Posted October 23, 2017 20 minutes ago, /not/pol/ said: Is there a sample Cfg file or documentation thats not FUBAR like the Stock BDAc Cfgs are, trying to make a pivoting turret but i cant make sense of the modules. Hi BDA wiki link to part cfg options https://github.com/PapaJoesSoup/BDArmory/wiki/1.2-Part-Configuration Nice simple clean cfg suitable for most purposes MODULE { name = ModuleTurret pitchTransformName = pitch yawTransformName = yaw pitchSpeedDPS = 60 yawSpeedDPS = 60 maxPitch = 85 minPitch = -4 yawRange = 360 smoothRotation = true smoothMultiplier = 10 } MODULE { name = ModuleWeapon fireTransformName = fireTransform hasDeployAnim = false //deployAnimName = hasFireAnimation = true fireAnimName = xxxxxxx roundsPerMinute = 22 maxDeviation = 0.45 maxEffectiveDistance = 6000 maxTargetingRange = 16000 bulletMass = 6.3e-3 bulletVelocity = 915 ammoName = 76x636Ammo bulletType = 76x636mmBullet requestResourceAmount = 1 hasRecoil = true onlyFireInRange = false bulletDrop = true weaponType = ballistic projectileColor = 255, 90, 0, 128 //RGBA 0-255 startColor = 255, 105, 0, 70 tracerStartWidth = 0.15 tracerEndWidth = 0.05 tracerLength = 0 maxHeat = 3600 heatPerShot = 100 heatLoss = 1000 fireSoundPath = SM_Armory/Sounds/bb_fire overheatSoundPath = BDArmory/Parts/50CalTurret/sounds/turretOverheat explSoundPath = BDArmory/Sounds/explode1 } Happy to answer any questions you have. Link to comment Share on other sites More sharing options...
/not/pol/ Posted October 23, 2017 Share Posted October 23, 2017 4 hours ago, SpannerMonkey(smce) said: Hi BDA wiki link to part cfg options https://github.com/PapaJoesSoup/BDArmory/wiki/1.2-Part-Configuration Nice simple clean cfg suitable for most purposes MODULE { name = ModuleTurret pitchTransformName = pitch yawTransformName = yaw pitchSpeedDPS = 60 yawSpeedDPS = 60 maxPitch = 85 minPitch = -4 yawRange = 360 smoothRotation = true smoothMultiplier = 10 } MODULE { name = ModuleWeapon fireTransformName = fireTransform hasDeployAnim = false //deployAnimName = hasFireAnimation = true fireAnimName = xxxxxxx roundsPerMinute = 22 maxDeviation = 0.45 maxEffectiveDistance = 6000 maxTargetingRange = 16000 bulletMass = 6.3e-3 bulletVelocity = 915 ammoName = 76x636Ammo bulletType = 76x636mmBullet requestResourceAmount = 1 hasRecoil = true onlyFireInRange = false bulletDrop = true weaponType = ballistic projectileColor = 255, 90, 0, 128 //RGBA 0-255 startColor = 255, 105, 0, 70 tracerStartWidth = 0.15 tracerEndWidth = 0.05 tracerLength = 0 maxHeat = 3600 heatPerShot = 100 heatLoss = 1000 fireSoundPath = SM_Armory/Sounds/bb_fire overheatSoundPath = BDArmory/Parts/50CalTurret/sounds/turretOverheat explSoundPath = BDArmory/Sounds/explode1 } Happy to answer any questions you have. Ja i figured this out 10 minutes after posting, forgot to edit my post sorry, but now my turret is doing weird things, I'l DM you the details Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 23, 2017 Share Posted October 23, 2017 8 minutes ago, /not/pol/ said: , but now my turret is doing weird things, I'l DM you the details most likely related to transform rotations , pitch and yaw must have zero local rotations. Link to comment Share on other sites More sharing options...
/not/pol/ Posted October 23, 2017 Share Posted October 23, 2017 Just now, SpannerMonkey(smce) said: most likely related to transform rotations , pitch and yaw must have zero local rotations. Even at Zero it does not move right. Link to comment Share on other sites More sharing options...
Pupun2542 Posted October 25, 2017 Share Posted October 25, 2017 Can't I use radar receiver with sonar? I tried to make ASW aircraft with sonobouy but bouy cannot tranfer data to aircraft I put radar data receiver on ASW aircraft Link to comment Share on other sites More sharing options...
XOC2008 Posted October 25, 2017 Share Posted October 25, 2017 18 minutes ago, Pupun2542 said: Can't I use radar receiver with sonar? I tried to make ASW aircraft with sonobouy but bouy cannot tranfer data to aircraft I put radar data receiver on ASW aircraft Right now the sonar shares the same window as the radar but does not have enhanced functionality besides differentiating between surface and submerged threats and not detecting anything above the water. The Radar Data Receiver is coded to only receive Radar information. They'll have to create a sonar data receiver at some point, or further increase the functionality of the RDR in order to share Sonar data. Link to comment Share on other sites More sharing options...
selfish_meme Posted October 25, 2017 Share Posted October 25, 2017 5 hours ago, XOC2008 said: Right now the sonar shares the same window as the radar but does not have enhanced functionality besides differentiating between surface and submerged threats and not detecting anything above the water. The Radar Data Receiver is coded to only receive Radar information. They'll have to create a sonar data receiver at some point, or further increase the functionality of the RDR in order to share Sonar data. Imagine trying to integrate sonar bouys into that nightmare Link to comment Share on other sites More sharing options...
XOC2008 Posted October 25, 2017 Share Posted October 25, 2017 1 minute ago, selfish_meme said: Imagine trying to integrate sonar bouys into that nightmare I'm sure it will happen. But they are finishing up their fixes to armor and stealth and all that takes some time. Not including who knows what else is being worked on behind the scenes. It's a lesson in patience for all of us that love BDArmory, to be sure. Link to comment Share on other sites More sharing options...
CaptainPanda Posted October 26, 2017 Share Posted October 26, 2017 Is there a compatibility issue with 1.3.1? I'm running BD Armory Continued and Physics Range Extender, but I'm not getting any of the weapons showing up in the parts lists, nor am I getting the BD Armory tab on the parts menu. I do get the armor pieces, but they're in the Structural Tab. Link to comment Share on other sites More sharing options...
/not/pol/ Posted October 26, 2017 Share Posted October 26, 2017 1 hour ago, CaptainPanda said: Is there a compatibility issue with 1.3.1? I'm running BD Armory Continued and Physics Range Extender, but I'm not getting any of the weapons showing up in the parts lists, nor am I getting the BD Armory tab on the parts menu. I do get the armor pieces, but they're in the Structural Tab. There is, make sure you are using the Beta version of BDAc Link to comment Share on other sites More sharing options...
DoctorDavinci Posted October 26, 2017 Author Share Posted October 26, 2017 1 hour ago, CaptainPanda said: Is there a compatibility issue with 1.3.1? I'm running BD Armory Continued and Physics Range Extender, but I'm not getting any of the weapons showing up in the parts lists, nor am I getting the BD Armory tab on the parts menu. I do get the armor pieces, but they're in the Structural Tab. BDAc v0.3.0.0 is only for KSP v1.3 There is a public Beta of the Radar and Stealth features that is being worked on for KSP v1.3.1 that you can download ... you can find that here: Link to comment Share on other sites More sharing options...
kingcorrosion Posted October 26, 2017 Share Posted October 26, 2017 So the Guard mode does not work for me. i have one AA vehicle on the ground with both a weapons manager and an ai pilot. team A i myself am flying a drone also with both weapons manager and Ai pilot Team B. AA vehicle is on guard mode with its visual range set to max and its weapon range as well but it just completely ignores me. i can fly super close past it but it just does not fire. when i reverse the roles same thing happens. the drone just circles above the AA truck and does nothing. anyone have any ideas? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 26, 2017 Share Posted October 26, 2017 1 hour ago, kingcorrosion said: So the Guard mode does not work for me. Hi. have you installed the required physics range extender PRE? , and more details on version used etc is required , please see first post for info on how to report issues and problems. . Link to comment Share on other sites More sharing options...
jrodriguez Posted October 27, 2017 Share Posted October 27, 2017 On 25/10/2017 at 12:11 PM, XOC2008 said: Not including who knows what else is being worked on behind the scenes. It's a lesson in patience for all of us that love BDArmory, to be sure. I can tell you that we are working at full throttle on a completely overhaul of the very core of BDArmory . This new implementation will provide a next-level of realism to the game experience Link to comment Share on other sites More sharing options...
HZ1 Posted October 27, 2017 Share Posted October 27, 2017 Update Bahamuto Dynamics 1.3 pls Link to comment Share on other sites More sharing options...
kingcorrosion Posted October 27, 2017 Share Posted October 27, 2017 20 hours ago, SpannerMonkey(smce) said: Hi. have you installed the required physics range extender PRE? , and more details on version used etc is required , please see first post for info on how to report issues and problems. . hey thanks for the reply. and sorry i'm new here so didn't know that i had to post version number. anyway yes i installed physics range extender but the weird thing is that it suddenly works! started the ksp this morning and the enemy now shoots back! Link to comment Share on other sites More sharing options...
Guest Posted October 28, 2017 Share Posted October 28, 2017 I have BDMk22 issue. Sometimes, the interior view is too low, making the HUD unusable, as most of the FOV is the instrument panel, and the hud is near the top of the FOV. It only does this sometimes. Any fix? Link to comment Share on other sites More sharing options...
Synthesis Posted October 29, 2017 Share Posted October 29, 2017 So, this might not be the right place to ask, but I couldn't find anywhere else: has anyone considered updating the non-weaponized B.Dynamics parts for 1.3? The long missed Critter Crawler hasn't worked since 1.2, but to my surprise the more "basic" parts--retractable RCS, engines, etc., are all broken in 1.3 as well. It's a long shot but would anyone consider getting them working? They were great parts. Link to comment Share on other sites More sharing options...
Jeb, The Lonely Kerbonaut Posted October 29, 2017 Share Posted October 29, 2017 I can download separately the Vessel Mover? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 29, 2017 Share Posted October 29, 2017 2 minutes ago, Jeb, The Lonely Kerbonaut said: I can download separately the Vessel Mover? https://github.com/PapaJoesSoup/VesselMover/releases Link to comment Share on other sites More sharing options...
Jeb, The Lonely Kerbonaut Posted October 29, 2017 Share Posted October 29, 2017 Thank you! Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 29, 2017 Share Posted October 29, 2017 54 minutes ago, Synthesis said: has anyone considered updating the non-weaponized B.Dynamics parts for 1.3? Hi i've just test run all the parts, deployable engines/RCS , with the exception of critter crawler, and using the last available version of animation modules from https://github.com/raidernick/BDAnimationModules/releases And all parts work as advertised , all functions are as far as i can tell in order. Link to comment Share on other sites More sharing options...
Synthesis Posted October 29, 2017 Share Posted October 29, 2017 1 hour ago, SpannerMonkey(smce) said: Hi i've just test run all the parts, deployable engines/RCS , with the exception of critter crawler, and using the last available version of animation modules from https://github.com/raidernick/BDAnimationModules/releases And all parts work as advertised , all functions are as far as i can tell in order. You know, I bet that's exactly the part that's broken on my end too. Thank you very much! Link to comment Share on other sites More sharing options...
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