Temeter Posted April 28, 2018 Share Posted April 28, 2018 Btw, if you got multiple radars, do they stack in efficiency? Link to comment Share on other sites More sharing options...
TheDog Posted April 28, 2018 Share Posted April 28, 2018 53 minutes ago, Temeter said: Btw, if you got multiple radars, do they stack in efficiency? "stack in efficiency" is not the correct wording to describe it, its like: each radar functions individually on its own. So, having one that is excellent in airborne detection at long range, one that is excellent at ground based detection (low ground clutter factor), and one that is excellent at locking multiple targets, then yes, you have access to all those capabilities at the same time. It is not stacking in that sense because e.g. your long range detection radar might detect targets further away than your super-duper AESA multi-lock radar can track & lock them, meaning you still cannot fire at max detection range. But each individual radar contributes its performance characteristics to the overall vessel, simultaneously, yes. Link to comment Share on other sites More sharing options...
Temeter Posted April 28, 2018 Share Posted April 28, 2018 (edited) I was more curious if 3 pieces of the same radar stack; but already assumed they didn't. Still meeting the old problem that radar aimed at ground targets doesn't work that great on distance. Can easily track ships on the sea, but not vehicles further than maybe 1km. Radar tracking is kinda necessary to efficiently lock on IR dots to moving vehicles. Edited April 28, 2018 by Temeter Link to comment Share on other sites More sharing options...
Johnny005611 Posted April 28, 2018 Share Posted April 28, 2018 3 hours ago, SpannerMonkey(smce) said: Note, just noticed your RCS transforms are incorrectly placed in the hierarchy, the transforms should be a child of the model , rather than the parent GameObject Thanks a lot, It seems that the problem is that I turn on the "simulate world space", and turn it off all problems solved. Thanks again. Link to comment Share on other sites More sharing options...
Mr.Equador Posted April 28, 2018 Share Posted April 28, 2018 I don't see bullets and shell trails. Was It removed? Other things work good and Idk what Am I doing wrong. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted April 28, 2018 Share Posted April 28, 2018 1 hour ago, Mr.Equador said: I don't see bullets and shell trails. Was It removed? Other things work good and Idk what Am I doing wrong. Hi, bullet tracer trails appear working as expected in the clean 143 install i have just tested . As can be seen below. Do note that many turrets do not fire tracer constantly, the amount of tracer can be changed in cfg. We have found that large amounts of tracer being in the scene can cause very large performance drops in lower end machines . Lower settings for graphics can also reduce visible effects Stock squad thing with BDA SrfAI, weapon manager and 50cal turret . ( for ref, this is easy mode, engagement range to minimum, no other changes to default settings, no suspension adjustment to rover) Link to comment Share on other sites More sharing options...
Mr.Equador Posted April 28, 2018 Share Posted April 28, 2018 2 hours ago, SpannerMonkey(smce) said: Hi, bullet tracer trails appear working as expected in the clean 143 install i have just tested . As can be seen below. Do note that many turrets do not fire tracer constantly, the amount of tracer can be changed in cfg. We have found that large amounts of tracer being in the scene can cause very large performance drops in lower end machines . Lower settings for graphics can also reduce visible effects Stock squad thing with BDA SrfAI, weapon manager and 50cal turret . ( for ref, this is easy mode, engagement range to minimum, no other changes to default settings, no suspension adjustment to rover) Thanks for ansfering me Can you please tell me what settings cause less or more % of tracers? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted April 28, 2018 Share Posted April 28, 2018 3 minutes ago, Mr.Equador said: Can you please tell me what settings cause less or more % of tracers? I could yes, BUT, I'm not going to, given your apparent unfamiliarity with adding mods and fixing issues and BDA in general I'm reluctant to assist you in breaking your game. While a mistake in editing a cfg is only likely to make the part fail and will stop any craft, that has that part fitted from loading . I suggest you experiment with the normal game graphics settings, before considering tampering with part cfg's or patches . You can find the BDA wiki here to learn about the parts and the parts set up https://github.com/PapaJoesSoup/BDArmory/wiki Link to comment Share on other sites More sharing options...
Mr.Equador Posted April 28, 2018 Share Posted April 28, 2018 3 minutes ago, SpannerMonkey(smce) said: I could yes, BUT, I'm not going to, given your apparent unfamiliarity with adding mods and fixing issues and BDA in general I'm reluctant to assist you in breaking your game. While a mistake in editing a cfg is only likely to make the part fail and will stop any craft, that has that part fitted from loading . I suggest you experiment with the normal game graphics settings, before considering tampering with part cfg's or patches . You can find the BDA wiki here to learn about the parts and the parts set up https://github.com/PapaJoesSoup/BDArmory/wiki Ok thanks Link to comment Share on other sites More sharing options...
War Eagle 1 Posted April 28, 2018 Share Posted April 28, 2018 Ok so i just downloaded 1.4.3 (i didnt bother updating ksp from 1.3.1 until now.) and the current BDA release doesnt fully work with it such as saying there is no manager module when i click on the BDA tab. Also the flair parts look like 50 cal ammo boxes im pretty sure this is simply due to the need to update BDA to 1.4.3 but i just want to make sure that is the reason and not that i did something wrong Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted April 28, 2018 Share Posted April 28, 2018 New issue. Trying to tweak bullet damage between a pair of guns, and getting a weird result. At first it seemed like the damage differences were due to differences in velocity and mass of their bullets, but changing it so both guns use the same bulletType as a control test still results in wildly different values. Test done in 1.4.2 with latest 1.2 BDA. Relevant excerpt from the log: LOG 11:23:51.158] [BDArmory]: Armor penetration = 14.14351 | Thickness = 10.02858 [LOG 11:23:51.158] [BDArmory]: Ricochet chance: -0.08976517 [LOG 11:23:51.159] [BDArmory]: mass: 0.0113 caliber: 11 multiplier: 0.0113 velocity: 872.156 penetrationfactor: 1.41032 [LOG 11:23:51.159] [BDArmory]: Ballistic Hitpoints Applied : 45.46 [LOG 11:23:54.899] [BDArmory]: Armor penetration = 14.14452 | Thickness = 10.03086 [LOG 11:23:54.899] [BDArmory]: Ricochet chance: -0.06730862 [LOG 11:23:54.900] [BDArmory]: mass: 0.0113 caliber: 11 multiplier: 0.0113 velocity: 872.2184 penetrationfactor: 1.410101 [LOG 11:23:54.900] [BDArmory]: Ballistic Hitpoints Applied : 9.09 Top round was fired from the first gun and does 45 damage. Bottom bullet is fired from the second gun, and does 9. Both bullets were fired at a stationary target (a vertical wing panel) from the same distance, from the same position. What's going on here? Link to comment Share on other sites More sharing options...
Box of Stardust Posted April 28, 2018 Share Posted April 28, 2018 I'm going to need a clarification on how the detect and lock/track distances work, especially concerning the values displayed in the radar cross section tool in the editor, because it seems like without ECM, an aircraft can still fire on enemy aircraft at the detect distance with AMRAAMs, even though technically, it says on the lock/track that that enemy aircraft can only be done so at ~4km even without ECM... Link to comment Share on other sites More sharing options...
panzer1b Posted April 28, 2018 Share Posted April 28, 2018 Well, thanks alot guys for updating this to 1.4, really fun to finally make my bases actually shoot on their own (stock warfare is still sorta my thing, but its alot better to use BDA on the ground since i cant engage with multiple vehicles at the same time). And ofc i still need to make my own guns since all the ones in the packs arent really right, but sofar the tanks and buildings are working as intended. Made a new tank hull that plain and simply REFUSES to die since its made in such a way that it actually absorbs insane amounts of fire. Took those base defenses over 10 minutes to cut down the 2 tanks... Now to see if i can actually get the guns to look right. Is there a way to make a plasma cannon effect so i can get somewhat authentic dual barreled plasma cannons (the twin turret had those by default). I tried to use lasers, but it looks terrible, and ive also tried to use something akin to a rapid fire burst (to simulate a stream of plasma) which overheats quickly and then cools down a long time, still not very good and it spazzes out spraying the shot like crazy when the target makes any maneuvers. I know BDA was never designed to make plasma beam weapons, but if there is a way to do this that anyones found, plz tell me Finally, ive found a huge bug with the armor health module that is resulting in parts changing their HP values when building vehicles in editor. Try attaching parts via symmetry, and they can occasionally bug out. Ive been able to fix this issue on less complex tanks using .cfg edits, but its rather annoying and would appreciate it if placing parts using symmetry and or copy functions not result in component HP values jumping around all over the place... Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted April 28, 2018 Share Posted April 28, 2018 (edited) 2 hours ago, War Eagle 1 said: Also the flair parts look like 50 cal ammo boxes Edited April 28, 2018 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
War Eagle 1 Posted April 28, 2018 Share Posted April 28, 2018 52 minutes ago, SpannerMonkey(smce) said: Im not following Link to comment Share on other sites More sharing options...
DoctorDavinci Posted April 28, 2018 Author Share Posted April 28, 2018 6 minutes ago, War Eagle 1 said: Im not following If you are unable to fix the issue after reading that post there is nothing we can do for you as it is explained clear as day what needs to be done to fix the problem Link to comment Share on other sites More sharing options...
goduranus Posted April 29, 2018 Share Posted April 29, 2018 7 hours ago, Mr.Equador said: Thanks for ansfering me Can you please tell me what settings cause less or more % of tracers? 7 hours ago, SpannerMonkey(smce) said: I could yes, BUT, I'm not going to, given your apparent unfamiliarity with adding mods and fixing issues and BDA in general I'm reluctant to assist you in breaking your game. While a mistake in editing a cfg is only likely to make the part fail and will stop any craft, that has that part fitted from loading . I suggest you experiment with the normal game graphics settings, before considering tampering with part cfg's or patches . You can find the BDA wiki here to learn about the parts and the parts set up https://github.com/PapaJoesSoup/BDArmory/wiki I can confirm that the lack of bullet tracers is due to "Texture Quality" in Graphics Settings. It needs to be set to "Full Res" for tracers to appear. A clean 1.4.3 install sets it to "Half-Res", hence why some people as well as myself earlier were having problems seeing tracers. But it's strange how flare launchers look like ammo boxes Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted April 29, 2018 Share Posted April 29, 2018 15 minutes ago, goduranus said: But it's strange how flare launchers look like ammo boxes Please refer to the link below for how to rectify this issue https://forum.kerbalspaceprogram.com/index.php?/topic/155014-14x-bdarmory-continued-v12-4232018-vessel-mover-camera-tools-bdmk22-destruction-effects-burn-together/&do=findComment&comment=3363064 Link to comment Share on other sites More sharing options...
DoctorDavinci Posted April 29, 2018 Author Share Posted April 29, 2018 1 hour ago, goduranus said: But it's strange how flare launchers look like ammo boxes The following post explains how to fix that Link to comment Share on other sites More sharing options...
Aspacedog Posted April 29, 2018 Share Posted April 29, 2018 (edited) Hi everyone. I'm not sure if I have a problem or am simply misusing the parts in this mod. I am using a TWS Radar on a space station (makes sense, I know), but whenever I get a target near the station, it shows up on the radar, but I am unable to lock on to it. P.S. I am a diehard fan of BDAc and have been using it since 1.3.x Props to the whole team for making such an amazing mod Edit: I tried with radomes as well, and it still didn't work Edited April 29, 2018 by Aspacedog Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted April 29, 2018 Share Posted April 29, 2018 9 hours ago, Aspacedog said: I'm not sure if I have a problem or am simply misusing the parts in this mod Hi no you aren't misusing the parts, and are not the only one to have trouble locking , we all do. There's been 0 ,zero, development on space combat or it's requirements for many years, unlike everything else, which has had the benefit of 1000's of changes in just the past 2. Space combat in the context of the original BDA died at birth, the HEKV was never spectacular and was killed off before being fully developed. It's back because of a chance discovery and many hours of tweaking and tuning. It's fair to say however that many hundreds more hours will have to be spent before space combat could be described as anymore than an amusing diversion The team are currently working on refining radar behavior to work better in space. There are some very particular and peculiar requirements. Due to the OP nature of the changes , if the radar is used anywhere but space. extra code and refinements are being developed to prevent it's use for in atmosphere combat. Link to comment Share on other sites More sharing options...
TheKurgan Posted April 29, 2018 Share Posted April 29, 2018 (edited) Radar lock in space seems impossible right now. I have a space missile and a photon torpedo ready for release, but I'm holding back until someone decides to have a go at making a working space sensor/radar. Edited April 29, 2018 by TheKurgan Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted April 29, 2018 Share Posted April 29, 2018 17 hours ago, panzer1b said: Finally, ive found a huge bug with the armor health module that is resulting in parts changing their HP values when building vehicles in editor. Try attaching parts via symmetry, and they can occasionally bug out. Ive been able to fix this issue on less complex tanks using .cfg edits, but its rather annoying and would appreciate it if placing parts using symmetry and or copy functions not result in component HP values jumping around all over the place... Hi this has been noted recently #447 Taking off the team hat, and putting on the users hat, i don't like the autocalc, I've often found it's output to be weird, ineffectual or just plain zany. Although not the ideal solution for the average user, ( don't class you in that pool) I'd say that if you frequently use the same range of parts for your craft, it's worth writing up some basic patches to eliminate the autocalc process. The hipoint module should be ideally applied by patch , as placing the raw module directly into cfg result in the autocalc resetting the values to default @PART[AnyPartYouChoose] { %MODULE[HitpointTracker] { ArmorThickness = 240 // base armor value below this is mostly ineffective maxHitPoints = 1000 // user choice ExplodeMode = Never // used for non fule carrying parts . Dynamic for for tanks } } Link to comment Share on other sites More sharing options...
Aspacedog Posted April 29, 2018 Share Posted April 29, 2018 (edited) Thank you, good and sad to know. I don't mean to bug or rush a modder, but I was browsing earlier and saw your amv (?) vehicles mod. Is there an update to 1.4.x planned? Edited April 29, 2018 by Aspacedog Link to comment Share on other sites More sharing options...
War Eagle 1 Posted April 29, 2018 Share Posted April 29, 2018 (edited) 17 hours ago, DoctorDavinci said: If you are unable to fix the issue after reading that post there is nothing we can do for you as it is explained clear as day what needs to be done to fix the problem Then explain because i saw that older crafts need to have all BDA parts removed. However the problems still persist. If you are wanting a log file...i have a new PC and have yet to figure out how to do that. If you are saying that the current release is only available for 1.4.2 and y'all have yet to get it working for 1.4.3, then just say that and i ll be fine until yall update so there is no need to be crypted about it. if yall are wanting me to report it to github...the i can after i figure out how to get the log file and find out more about the issue beacuse i want to make sure i report it correctly I know i have it installed right. Edited April 29, 2018 by War Eagle 1 Link to comment Share on other sites More sharing options...
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