Thorn_Ike Posted March 13, 2018 Share Posted March 13, 2018 1 minute ago, jrodriguez said: It will require time. A lot of stuff has change. It was a big KSP update this time K, I'll stay dormant till stuff gets updated. Link to comment Share on other sites More sharing options...
Next_Star_Industries Posted March 14, 2018 Share Posted March 14, 2018 In case the BDA Team isn't aware in order to use BDA parts (well any mod parts as far as I can tell) in the Mission Builder they will have to be put into the stock categories pods, engines, etc. Link to comment Share on other sites More sharing options...
T-BobAerospace Posted March 14, 2018 Share Posted March 14, 2018 Do you plan on implementing the hitpoints thing. Where the whole craft has shared hitpoints. I think I would be a very good idea because you could then make it so that each gun does different damage. That would add some new depth to choosing how to arm you warbirds! Link to comment Share on other sites More sharing options...
TheKurgan Posted March 15, 2018 Share Posted March 15, 2018 (edited) Deleted... Need to finish first coffee before commenting on the forum. Edited March 15, 2018 by TheKurgan Link to comment Share on other sites More sharing options...
DoctorDavinci Posted March 15, 2018 Author Share Posted March 15, 2018 18 hours ago, T-BobAerospace said: Do you plan on implementing the hitpoints thing. Where the whole craft has shared hitpoints. I think I would be a very good idea because you could then make it so that each gun does different damage. That would add some new depth to choosing how to arm you warbirds! The HP balancer that I delved into was mainly an exercise in code to see if it could be done. With that being said ... no, the balancer will not be included as a part of BDAc However, if I can get it working flawlessly (as there are a few gremlins that bork it in certain circumstances), I may release it as a standalone BDAc addon ... Please stand by Link to comment Share on other sites More sharing options...
Box of Stardust Posted March 16, 2018 Share Posted March 16, 2018 (edited) I can't seem to get the Procedural Modular Missile Parts to show up in the parts list, but the Mk1 Missile Launch Tube is showing. What am I doing wrong? This is BDA 1.0.0 on KSP 1.3.1. nvm, never saw that Procedural Parts was a required mod. Edited March 16, 2018 by Box of Stardust Link to comment Share on other sites More sharing options...
jrodriguez Posted March 17, 2018 Share Posted March 17, 2018 (edited) Hi all BDA users, We just published a new awesome BDArmory release (still for KSP 1.3.1). https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.1.0-final Changelog v1.1.0 * NEW FEATURES: * Bullet decals. * Damage consequences for engine damaged. #433 * ENHANCEMENTS: * New damage model: the new system uses hitpoints instead of temperature. * Realism overhaul for ballistics, penetration and armor. * Realism overhaul for explosive damage and forces. * Improvements to Cruise Guidance. * Option for Modular Missiles to correct Roll. - For more detail you can check the issue #307 and the Wiki https://github.com/PapaJoesSoup/BDArmory/wiki/ * FIXES: * Kerbals can be killed again * Modular missiles are not usable without Guard mode #377 * Standby Mode is being bypassed if there is an active radar on one of the teams #406 * Bullet trajectories and Pilot AI should no longer be affected by vessel movement and vessel switching https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.1.0-final This is going to be the last release for KSP 1.3.1. We are already working on a release for KSP 1.4.1 MH Edited March 17, 2018 by jrodriguez Link to comment Share on other sites More sharing options...
Guest Posted March 17, 2018 Share Posted March 17, 2018 damage consequences? woo hoo! Link to comment Share on other sites More sharing options...
Box of Stardust Posted March 17, 2018 Share Posted March 17, 2018 After a bit of testing, I have to report that I think parts might be too tanky now. Aircraft are surviving near-direct Sidewinder hits and unrealistic durations of Vulcan fire (read: 1 second or more). pls buff damage pls / pls nerf hitpoints Also, I think the AI is too liberal with afterburner usage now... not sure if intended. Link to comment Share on other sites More sharing options...
jrodriguez Posted March 17, 2018 Share Posted March 17, 2018 9 minutes ago, Box of Stardust said: After a bit of testing, I have to report that I think parts might be too tanky now. Aircraft are surviving near-direct Sidewinder hits and unrealistic durations of Vulcan fire (read: 1 second or more). pls buff damage pls / pls nerf hitpoints Also, I think the AI is too liberal with afterburner usage now... not sure if intended. I respect your opinion. But I don't think we will change anything at all. Several months of development and balance plus a couple of months of beta testing are behind of this release. Link to comment Share on other sites More sharing options...
DoctorDavinci Posted March 17, 2018 Author Share Posted March 17, 2018 (edited) 45 minutes ago, Box of Stardust said: After a bit of testing, I have to report that I think parts might be too tanky now. Aircraft are surviving near-direct Sidewinder hits and unrealistic durations of Vulcan fire (read: 1 second or more). pls buff damage pls / pls nerf hitpoints So you can use the slider on a part to increase or decrease HP and Armor I will be releasing an HP/Armor Editor in the near future so you can manually change the HP and Armor in the editor but it is still in the testing phase ... until it is released the sliders on the parts are all you have to adjust how 'tanky' a part is Edited March 17, 2018 by DoctorDavinci Link to comment Share on other sites More sharing options...
Box of Stardust Posted March 17, 2018 Share Posted March 17, 2018 (edited) 28 minutes ago, DoctorDavinci said: So you can use the slider on a part to increase or decrease HP and Armor I will be releasing an HP/Armor Editor in the near future so you can manually change the HP and Armor in the editor but it is still in the testing phase ... until it is released the sliders on the parts are all you have to adjust how 'tanky' a part is I haven't touched armor; they're all at their lowest values. The default hitpoints to weapon damage ratio seem too much. Time-to-kill between aircraft is too long. I have 6 Vulcans (20mm cannon shells!) on my aircraft and against another aircraft they feel like WWII-era .30 cals. Not just that, but hitpoint values shown in the SPH editor don't match the hitpoints on the parts when the aircraft is launched; a Big-S Wing Strake is shown to have 1000 hp in the editor, but it spawns with 500. Unless I messed something up in my install, or it's maybe bad inter-mod compatibility with another mod. Maybe this is something for the GitHub tracker, but I'm holding off for now. Whatever was done to the flight AI seems to have made it a bit wonkier too, but I'll reserve a firm opinion until I've tested that more. Edited March 17, 2018 by Box of Stardust Link to comment Share on other sites More sharing options...
Stone Blue Posted March 18, 2018 Share Posted March 18, 2018 5 hours ago, jrodriguez said: Hi all BDA users, We just published a new awesome BDArmory release (still for KSP 1.3.1). https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.1.0-final https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.1.0-final This is going to be the last release for KSP 1.3.1. We are already working on a release for KSP 1.4.1 MH Uhmm... Dec. 11, 2017 is this latest, *new* release? vOv Link to comment Share on other sites More sharing options...
DoctorDavinci Posted March 18, 2018 Author Share Posted March 18, 2018 (edited) 20 minutes ago, Stone Blue said: Uhmm... Dec. 11, 2017 is this latest, *new* release? vOv The release download was replaced, it has been updated with the latest changes The date is at the end of the zip .... BDArmory.1.1.0.38488_03172018.zip Edited March 18, 2018 by DoctorDavinci Link to comment Share on other sites More sharing options...
Galane Posted March 18, 2018 Share Posted March 18, 2018 Does this affect other BDAc addons that had to be updated to work with 1.0.0? Link to comment Share on other sites More sharing options...
jrodriguez Posted March 18, 2018 Share Posted March 18, 2018 46 minutes ago, Galane said: Does this affect other BDAc addons that had to be updated to work with 1.0.0? Changes between 1.0.0 and 1.1.0 are massive. I would say that you need to check. Link to comment Share on other sites More sharing options...
Azimech Posted March 18, 2018 Share Posted March 18, 2018 Maybe the new 1.4.1 API docs has some info how to repair the doppler effect? I've made a little extension to Rover Wheel Sounds and now I miss the effect even more. Link to comment Share on other sites More sharing options...
jrodriguez Posted March 18, 2018 Share Posted March 18, 2018 4 minutes ago, Azimech said: Maybe the new 1.4.1 API docs has some info how to repair the doppler effect? I've made a little extension to Rover Wheel Sounds and now I miss the effect even more. If you found the code to fix the doppler effect, please let me know so I can update Camera Tools Link to comment Share on other sites More sharing options...
Azimech Posted March 18, 2018 Share Posted March 18, 2018 4 minutes ago, jrodriguez said: If you found the code to fix the doppler effect, please let me know so I can update Camera Tools I'm no coder but I'll take a look :-) Haven't found it in the API yet but does this help?https://docs.unity3d.com/Manual/class-AudioManager.html Link to comment Share on other sites More sharing options...
AwesomeDude3664 Posted March 18, 2018 Share Posted March 18, 2018 (edited) Hey BDAc team, my BDAc parts don't seem to function as intended. Whenever I use the M1 turret and shoot at anything, nothing happens, and there is no explosion or anything. EDIT: Also, the bullets are pink. KSP version: 1.4.1 Mac Modlist: 000_Toolbar ASET Astrogator BDArmory CollisionFX CommunityCategoryKit CommunityResourcePack DestructionEffects FMRS JSI KerbalFoundries Kerbaltek KSPWheel ManeuverNodeEvolved MechJeb2 ModuleManager.3.0.6.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree MouseAimFlight NavyFish NKD PhysicsRangeExtender README.md RecoveryController REPOSoftTech SCANsat Squad SquadExpansion ThunderAerospace toolbar-settings.dat TweakScale UniversalStorage VenStockRevamp VesselMover VesselView Also, if this is a 1.4.x issue, when will a 1.4.x version be released? Cheers, a person. Edited March 18, 2018 by AwesomeDude3664 Added something Link to comment Share on other sites More sharing options...
DoctorDavinci Posted March 18, 2018 Author Share Posted March 18, 2018 56 minutes ago, AwesomeDude3664 said: Hey BDAc team, my BDAc parts don't seem to function as intended. Whenever I use the M1 turret and shoot at anything, nothing happens, and there is no explosion or anything. EDIT: Also, the bullets are pink. KSP version: 1.4.1 Mac Modlist: 000_Toolbar ASET Astrogator BDArmory CollisionFX CommunityCategoryKit CommunityResourcePack DestructionEffects FMRS JSI KerbalFoundries Kerbaltek KSPWheel ManeuverNodeEvolved MechJeb2 ModuleManager.3.0.6.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree MouseAimFlight NavyFish NKD PhysicsRangeExtender README.md RecoveryController REPOSoftTech SCANsat Squad SquadExpansion ThunderAerospace toolbar-settings.dat TweakScale UniversalStorage VenStockRevamp VesselMover VesselView Also, if this is a 1.4.x issue, when will a 1.4.x version be released? Cheers, a person. So BDAc v1.1 is not compatible with KSP v1.4.x as mentioned in the title of this thread As for when it will be ready for 1.4, we are working on updating BDAc to KSP 1.4.x and have no timeline to give on an expected date ... I apologize if this is insufficient information Please stand by Link to comment Share on other sites More sharing options...
AwesomeDude3664 Posted March 18, 2018 Share Posted March 18, 2018 Just now, DoctorDavinci said: So BDAc v1.1 is not compatible with KSP v1.4.x as mentioned in the title of this thread As for when it will be ready for 1.4, we are working on updating BDAc to KSP 1.4.x and have no timeline to give on an expected date ... I apologize if this is insufficient information Please stand by Oh thanks, didn't see that lol. Cheers! Link to comment Share on other sites More sharing options...
jack gamer Posted March 18, 2018 Share Posted March 18, 2018 Ok so when I test the guns, the bullets are pink, and the sounds stop playing while I'm shooting, is there anything that I forgot or missed placed? Link to comment Share on other sites More sharing options...
War Eagle 1 Posted March 18, 2018 Share Posted March 18, 2018 On 3/17/2018 at 3:48 PM, jrodriguez said: Hi all BDA users, We just published a new awesome BDArmory release (still for KSP 1.3.1). https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.1.0-final Changelog v1.1.0 * NEW FEATURES: * Bullet decals. * Damage consequences for engine damaged. #433 * ENHANCEMENTS: * New damage model: the new system uses hitpoints instead of temperature. * Realism overhaul for ballistics, penetration and armor. * Realism overhaul for explosive damage and forces. * Improvements to Cruise Guidance. * Option for Modular Missiles to correct Roll. - For more detail you can check the issue #307 and the Wiki https://github.com/PapaJoesSoup/BDArmory/wiki/ * FIXES: * Kerbals can be killed again * Modular missiles are not usable without Guard mode #377 * Standby Mode is being bypassed if there is an active radar on one of the teams #406 * Bullet trajectories and Pilot AI should no longer be affected by vessel movement and vessel switching https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.1.0-final This is going to be the last release for KSP 1.3.1. We are already working on a release for KSP 1.4.1 MH @SpannerMonkey(smce) does this mean BDA FPS will be a thing again? Link to comment Share on other sites More sharing options...
Zeiss Ikon Posted March 18, 2018 Share Posted March 18, 2018 Seems likely that you're using BDA in a KSP version it's not fully compatible with. What versions do you have? (No, I don't know anything about BDA, but someone who does will need to know this). Link to comment Share on other sites More sharing options...
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