jack gamer Posted March 18, 2018 Share Posted March 18, 2018 3 minutes ago, Zeiss Ikon said: 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). Im using 1.0.5 Link to comment Share on other sites More sharing options...
Zeiss Ikon Posted March 18, 2018 Share Posted March 18, 2018 2 minutes ago, jack gamer said: Im using 1.0.5 And in what version of KSP? Link to comment Share on other sites More sharing options...
jack gamer Posted March 18, 2018 Share Posted March 18, 2018 2 minutes ago, Zeiss Ikon said: And in what version of KSP? version 1.0.5 Link to comment Share on other sites More sharing options...
DoctorDavinci Posted March 19, 2018 Author Share Posted March 19, 2018 3 hours ago, jack gamer said: version 1.0.5 BD Armory Continued is not for KSP v1.0.5 ... what you want is BD Armory v0.11.0.1 if I recall correctly Here's the link: https://github.com/BahamutoD/BDArmory/releases/tag/v0.11.0.1 Link to comment Share on other sites More sharing options...
jack gamer Posted March 19, 2018 Share Posted March 19, 2018 3 hours ago, DoctorDavinci said: BD Armory Continued is not for KSP v1.0.5 ... what you want is BD Armory v0.11.0.1 if I recall correctly Here's the link: https://github.com/BahamutoD/BDArmory/releases/tag/v0.11.0.1 Ok thx, in fact, I noticed that I was in the wrong version, silly me Link to comment Share on other sites More sharing options...
Temeter Posted March 19, 2018 Share Posted March 19, 2018 (edited) I wonder how well the mission editor is going to work to set up BDA combat missions? Seems like it would go pretty straightforward. Ground and Sea targets would be easy to setup, and while you can't spawn stuff in the air, I imagine with PRE and smart part controlled boosters it would be pretty easy to propel enemy aircraft into air. Smart parts would even allow you to eg start planes with delay, so you could simulate an airfield assault or so. Or 'here you got an aircraft carrier with limited planes and reloadable missiles, go destroy as many targets as possible'. Edited March 19, 2018 by Temeter Link to comment Share on other sites More sharing options...
DoctorDavinci Posted March 19, 2018 Author Share Posted March 19, 2018 (edited) 7 hours ago, Temeter said: I wonder how well the mission editor is going to work to set up BDA combat missions? Seems like it would go pretty straightforward. Ground and Sea targets would be easy to setup, and while you can't spawn stuff in the air, I imagine with PRE and smart part controlled boosters it would be pretty easy to propel enemy aircraft into air. Smart parts would even allow you to eg start planes with delay, so you could simulate an airfield assault or so. Or 'here you got an aircraft carrier with limited planes and reloadable missiles, go destroy as many targets as possible'. Not sure how the mission editor will tie into things but it does look like something that could be utilized for users of BD Armory Continued to share BDAc missions ... I'm sure we'll find out soon enough once BDAc is 1.4.x compatible (Please don't ask when BDAc for 1.4.x will be ready as we do not have any answer other than we are working on it) As for Smart Parts control of launching enemy planes, there is no interface between SP and BDAc so unsure as to how you plan to get SP to work in conjunction with BDAc On another note you really shouldn't need to use SP as there is a toggle button on the Pilot AI called 'Standby Mode' which when on makes the craft idle until a craft from the other team is detected by a radar or comes within visual range of one of the craft of the same team ... Check the BDPedia (KSPedia) ingame for more detailed info on the operation of BDAc Edited March 19, 2018 by DoctorDavinci Link to comment Share on other sites More sharing options...
ethane007 Posted March 19, 2018 Share Posted March 19, 2018 (edited) Hi, I've been trying to use the mod for a while now however every time that I launch KSP the game seems to crash when it reaches loading missile manager.I have reason to believe that it's to do with the initialization but can't seem to find the problem myself so if you have any idea as to why this may be happening it would be much appreciated. Crash log: https://drive.google.com/open?id=1KIvOBgM6D5hw3tKCqvj10bNV3DIN7s90 Thanks. Edited March 20, 2018 by ethane007 Link to comment Share on other sites More sharing options...
Temeter Posted March 19, 2018 Share Posted March 19, 2018 (edited) 3 hours ago, DoctorDavinci said: (Please don't ask when BDAc for 1.4.x will be ready as we do not have any answer other than we are working on it) Haha, don't worry, I'm long enough around mods (and dabbled a bit myself) to appreciate the stuff you guys create and share with us, last thing I'd want is to bother you about it Quote As for Smart Parts control of launching enemy planes, there is no interface between SP and BDAc so unsure as to how you plan to get SP to work in conjunction with BDAc On another note you really shouldn't need to use SP as there is a toggle button on the Pilot AI called 'Standby Mode' which when on makes the craft idle until a craft from the other team is detected by a radar or comes within visual range of one of the craft of the same team ... Check the BDPedia (KSPedia) ingame for more detailed info on the operation of BDAc There is no need for direct interface. The thing I'm thinking about is for crafts far out of range, maybe 200km, a defense directly at your target location. Those crafts would be almost vertical on launch clamps; So when they load in, smart part automatically triggers the launch clamps and some boosters; when the boosters are empty, it drops the boosters and activates the AI module by triggering an action group. That would negate your range and speed advantage a bit. If the ground crafts would do a normal, slow start with standby mode, and I come in supercruising at mach 1.5 and 5km altitude, I'd be at a massive advantage.^^ Edited March 19, 2018 by Temeter Link to comment Share on other sites More sharing options...
DoctorDavinci Posted March 19, 2018 Author Share Posted March 19, 2018 (edited) 2 hours ago, Temeter said: Haha, don't worry, I'm long enough around mods (and dabbled a bit myself) to appreciate the stuff you guys create and share with us, last thing I'd want is to bother you about it That comment was more for the rest of the community as we all know someone is gonna ask 2 hours ago, Temeter said: There is no need for direct interface. The thing I'm thinking about is for crafts far out of range, maybe 200km, a defense directly at your target location. Those crafts would be almost vertical on launch clamps; So when they load in, smart part automatically triggers the launch clamps and some boosters; when the boosters are empty, it drops the boosters and activates the AI module by triggering an action group. That would negate your range and speed advantage a bit. If the ground crafts would do a normal, slow start with standby mode, and I come in supercruising at mach 1.5 and 5km altitude, I'd be at a massive advantage.^^ So this has got me thinking that using something like AirPark to have the craft already in the air and when another craft on the opposite team (the team you are on) gets within the selected range the modified AirPark (as it's code would need to be modified) would then release the craft that was parked ... this would essentially give you the results you are looking for and I think it is doable with a bit of code diving Let me know what you think and perhaps we can put something together EDIT: actually I think you are on to something ... this could very well be the start of a scenario setup deal for BDAc where one could set up craft in specific locations (in the air or on the ground .. or both) and build missions .. I'm already diving into bringing World War Z to KSP and am still weighing the options ... either it's a zombie infestation deal that you are in on or it's a WarHammer 40k deal that puts you up against Orks (although I personally am leaning towards the Orks ) Edited March 20, 2018 by DoctorDavinci Link to comment Share on other sites More sharing options...
Vanamonde Posted March 20, 2018 Share Posted March 20, 2018 @jack gamer, your question has been merged into the thread for this mod. Link to comment Share on other sites More sharing options...
MemeMarine Posted March 20, 2018 Share Posted March 20, 2018 3 hours ago, DoctorDavinci said: That comment was more for the rest of the community as we all know someone is gonna ask So this has got me thinking that using something like AirPark to have the craft already in the air and when another craft on the opposite team (the team you are on) gets within the selected range the modified AirPark (as it's code would need to be modified) would then release the craft that was parked ... this would essentially give you the results you are looking for and I think it is doable with a bit of code diving Let me know what you think and perhaps we can put something together EDIT: actually I think you are on to something ... this could very well be the start of a scenario setup deal for BDAc where one could set up craft in specific locations (in the air or on the ground .. or both) and build missions .. I'm already diving into bringing World War Z to KSP and am still weighing the options ... either it's a zombie infestation deal that you are in on or it's a WarHammer 40k deal that puts you up against Orks (although I personally am leaning towards the Orks ) Actually, if the mission editor was integrated into WingCommander, that would be enough. Link to comment Share on other sites More sharing options...
Temeter Posted March 20, 2018 Share Posted March 20, 2018 9 hours ago, DoctorDavinci said: So this has got me thinking that using something like AirPark to have the craft already in the air and when another craft on the opposite team (the team you are on) gets within the selected range the modified AirPark (as it's code would need to be modified) would then release the craft that was parked ... this would essentially give you the results you are looking for and I think it is doable with a bit of code diving Let me know what you think and perhaps we can put something together Huh, I didn't even know something like airpark existed. That sounds perfect, if you could just add the part and preconfigure attitude/altitude/speed. Sorry though, while I'd like to help, I don't think I'd be of any use. Most of the stuff I did was helping out mods with setting up/modifying cfg's or translations. No actual coding in KSP that goes deeper than basic module manager stuff (which isn't even coding). That's basically why I'm so eager to experiment by misusing mods in all various, useful ways^^ Quote EDIT: actually I think you are on to something ... this could very well be the start of a scenario setup deal for BDAc where one could set up craft in specific locations (in the air or on the ground .. or both) and build missions .. I'm already diving into bringing World War Z to KSP and am still weighing the options ... either it's a zombie infestation deal that you are in on or it's a WarHammer 40k deal that puts you up against Orks (although I personally am leaning towards the Orks ) You mean a Kerbal fps kind of deal? That sounds ambitious! Link to comment Share on other sites More sharing options...
DoctorDavinci Posted March 20, 2018 Author Share Posted March 20, 2018 6 hours ago, MemeMarine said: Actually, if the mission editor was integrated into WingCommander, that would be enough. so what I wasspeaking about above about WWZ in KSP will be a separate mod and will not have a 'mission editor' per sey I apologize for any confusion you have 16 minutes ago, Temeter said: You mean a Kerbal fps kind of deal? That sounds ambitious! There already is a BD FPS Mod Link to comment Share on other sites More sharing options...
MemeMarine Posted March 20, 2018 Share Posted March 20, 2018 28 minutes ago, DoctorDavinci said: so what I wasspeaking about above about WWZ in KSP will be a separate mod and will not have a 'mission editor' per sey I apologize for any confusion you have There already is a BD FPS Mod Well, I mean, if the mission editor was integrated into WingCommander it would mean that we wouldn't need to do anything fancy with smart parts and we could just have them take off normally, fly to points, attack, etc. and even do "clever" things like breaking off when they take a certain amount of losses or receiving reinforcements. And the BD FPS mod exists, but it isn't very good. It's certainly not good enough to actually use Kerbals in the way infantry are supposed to be used. But, before BDA came along I would have told you that something like it would be impossible; crazy beyond your wildest dreams, and just not something that can be done. A good coder could prove me wrong. And I don't know how you plan to add zombies to KSP... I think a zombie-survival mod for KSP would be awesome, but can you please explain how you plan to implement it? Link to comment Share on other sites More sharing options...
Wulfle Posted March 20, 2018 Share Posted March 20, 2018 6 hours ago, MemeMarine said: I don't know how you plan to add zombies to KSP... I think a zombie-survival mod for KSP would be awesome, but can you please explain how you plan to implement it? What about a bunch (maybe 6 or 8) of little 15-20 part planes that are basically garbage but keep spawning until you are shot down. You would need to design a boat that you could land on that would provide defense and rearmament. Then you would need to design a jet/plane/whatever to fight off the aircraft. Then what you could have is that if the player just sits on the carrier and does nothing, you have a few submarines torpedo the crap out of it. There's a lot of potential in this. Maybe even different modes where you defend an airbase using five or six SAM and AAA sites but limited to 30 or so parts. Maybe a ground assault/defense using no missiles or tank turrets. You would need to get inventive. Link to comment Share on other sites More sharing options...
DoctorDavinci Posted March 20, 2018 Author Share Posted March 20, 2018 @Temeter @MemeMarine @Wulfle Please carry this conversation to the thread linked below as this idea is intended to be a separate add on for BDAc Link to comment Share on other sites More sharing options...
ethane007 Posted March 20, 2018 Share Posted March 20, 2018 (edited) 20 hours ago, ethane007 said: Hi, I've been trying to use the mod for a while now however every time that I launch KSP the game seems to crash when it reaches loading missile manager.I have reason to believe that it's to do with the initialization but can't seem to find the problem myself so if you have any idea as to why this may be happening it would be much appreciated. Crash log: https://drive.google.com/open?id=1KIvOBgM6D5hw3tKCqvj10bNV3DIN7s90 Thanks. I'm sorry to re-post but I am really at a loss as to the potential solutions to this problem and help would be greatly appreciated. After a full reinstall of the game failed I really don't know what to do. I believe this may have something to do with it "PartLoader: Part 'BDArmory/Parts/weaponManager/weaponManager/missileController' has no database record. Creating" Edited March 20, 2018 by ethane007 Link to comment Share on other sites More sharing options...
Temeter Posted March 20, 2018 Share Posted March 20, 2018 2 hours ago, ethane007 said: I'm sorry to re-post but I am really at a loss as to the potential solutions to this problem and help would be greatly appreciated. After a full reinstall of the game failed I really don't know what to do. I believe this may have something to do with it "PartLoader: Part 'BDArmory/Parts/weaponManager/weaponManager/missileController' has no database record. Creating" Do you use 1.4.1? Because BDAc is not updated for the version, as the number in the title shows. Link to comment Share on other sites More sharing options...
ethane007 Posted March 20, 2018 Share Posted March 20, 2018 15 minutes ago, Temeter said: Do you use 1.4.1? Because BDAc is not updated for the version, as the number in the title shows. No I'm using 1.3.1 Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted March 20, 2018 Share Posted March 20, 2018 2 hours ago, ethane007 said: PartLoader: Part 'BDArmory/Parts/weaponManager/weaponManager/missileController' has no database record. Creating" Hi that is part of almost every parts standard loading procedure, as the partDatabase.cfg which contains all the drag cube info is rewritten If you could retry you game and from your main KSP folder, zip up and link a copy of the KSP.log file just to be certain, but it looks to me very much if you're simply running out of available memory . Link to comment Share on other sites More sharing options...
ethane007 Posted March 20, 2018 Share Posted March 20, 2018 (edited) On 3/20/2018 at 8:24 PM, SpannerMonkey(smce) said: Hi that is part of almost every parts standard loading procedure, as the partDatabase.cfg which contains all the drag cube info is rewritten If you could retry you game and from your main KSP folder, zip up and link a copy of the KSP.log file just to be certain, but it looks to me very much if you're simply running out of available memory . as requested here you are https://drive.google.com/open?id=1JoqtgUgGCyisSwiEBmPkEMRBXBA5db6p To confirm the highest point this reached in memory consumption was 46% This is a slightly older version of the mod trying to see if that had any effect but no it's exactly the same as the newer version errors Confirming as well that the game runs fine without BDAc so it is mod specific. I assume this is the error: mono.dll caused an Access Violation (0xc0000005) in module mono.dll at 0033:09240e18. Edited March 21, 2018 by ethane007 Link to comment Share on other sites More sharing options...
ethane007 Posted March 21, 2018 Share Posted March 21, 2018 Okay so 3 re-installs later and it's still crashing. Seems to be a mono.dll thing which from my limited knowledge implies its a unity error but I really cant figure out what could be causing it. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted March 22, 2018 Share Posted March 22, 2018 1 hour ago, ethane007 said: figure out what could be causing it. as mentioned On 3/20/2018 at 8:24 PM, SpannerMonkey(smce) said: main KSP folder, zip up and link a copy of the KSP.log file Meaning that is the only one i want to see , as without seeing that i still say it's memory related , as in the initial log you had just enough physical left to happily run win7 but nothing else, so if pushed to use more, ie when loading, the game crashes. Link to comment Share on other sites More sharing options...
Box of Stardust Posted March 22, 2018 Share Posted March 22, 2018 I'm trying to use a multi-stage modular missile made out of procedural missile parts, but mounting it on an aircraft causes weird physics things that makes the plane implode when spawned with Vessel Mover. Any ideas why? Link to comment Share on other sites More sharing options...
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