The Incredible Blobfisch Posted June 16, 2017 Share Posted June 16, 2017 13 hours ago, jrodriguez said: Hi! We need your KSP. log file in order to be able to give you an accurate answer. But my initial bet is that you are not running the game on DirectX9 or Directx 11, Maybe OpenGL? Sorry i'm new to this whole thing. How can i get you those .log file? I am running the game in OpenGL and have done say ever since i used mods. Link to comment Share on other sites More sharing options...
The Incredible Blobfisch Posted June 16, 2017 Share Posted June 16, 2017 14 hours ago, jrodriguez said: Hi! We need your KSP. log file in order to be able to give you an accurate answer. But my initial bet is that you are not running the game on DirectX9 or Directx 11, Maybe OpenGL? Ok never mind. I've just switched from OpenGL to DirectX 11 and now it works just fine. Thank you very much. Link to comment Share on other sites More sharing options...
ryan234abc Posted June 16, 2017 Share Posted June 16, 2017 (edited) 20 hours ago, SpannerMonkey(smce) said: Hi have you fitted a weapon manager on the target craft as i see no targets in the radar image. Have you installed PRE Physics range extender which is an now essential part of BDA https://github.com/jrodrigv/PhysicsRangeExtender/releases/download/1.4.0/PhysicsRangeExtender.1.4_28052017.zip Both craft have weapon managers and are well within physics range of eachother. I noticed that the craft wasn't being picked up on the radar too, but I am certain it has one and have even sent out new craft with a manager on to test - they aren't picked up either. EDIT: Got it to pick me up on radar. Missiles still refuse to lock onto and fire upon the target however... If I ask it to manually lock onto the target, it just unlocks after a second or two. EDIT 2: Missiles lock onto target when done manually, and fire towards said target. However, the guard mode still refuses to do such a thing by istelf. Edited June 16, 2017 by ryan234abc Link to comment Share on other sites More sharing options...
DocMop Posted June 17, 2017 Share Posted June 17, 2017 (edited) @ryan234abc Try setting the "Gunrange" lower. As far as I remember, only targets which are further away than Gunrange will be attacked with missiles. Edited June 17, 2017 by DocMop Link to comment Share on other sites More sharing options...
gomker Posted June 17, 2017 Share Posted June 17, 2017 (edited) BDArmory v0.2.1.2 - Armor Update New Armor Parts https://github.com/PapaJoesSoup/BDArmory/wiki/Armor New Universal Ammunition parts New Bullet Types and configurations to support Armor penetration https://github.com/PapaJoesSoup/BDArmory/wiki/Bullet-Configuration New Universal Ammunition parts Start of localization SpannerMonkey: changelog for Ammo overhaul and bullet sweep detail • Added bulletType = to all applicable turrets Browning AN/M2 bahaOMillennium bahaM230ChainGun bahaHiddenVulcan bahaM102Howitzer bahaM1Abrams BDAcGKmk2 GoalKeeperBDAcMk1 bahaGoalKeeper bahaGau-8 bahaTurret50cal • Merge existing BDA ammunition resource definitions with UA master list • Merge existing BDA Bullet and shell sweep definitions with UA master list • Created large list of all current ammunition across all weapons mods • Defined bullet and shell sweep for most popular ammunition types , obtained max dat for large caliber marine shells • Created universal ammo box, a cfg and texture only addition Assigned values to universalAmmunition supply Note: New enhanced ranges and targeting require use of Physics Range Extender https://github.com/jrodrigv/PhysicsRangeExtender/releases Thanks to @TheDog for his work on the new targeting code and Luoluo-MostHandsomeOne for the starting the Armor / Bullet penetration and @SpannerMonkey(smce) for getting all of it to work with Bullet configurations and new Armor parts. Note for part makers : The documentation is a work in progress for new Armor and Ammo configurations. We are looking to update as soon as possible The Team is now focusing on refactoring and speeding up the code and of course fixing any breaking bugs. As always please report bugs and issues to https://github.com/PapaJoesSoup/BDArmory/issues. When reporting issues please provide the following information: - Version of KSP - Version of BDA - OS Build and Version - Link to a full KSP log if reporting a problem Armor Demonstration Edited June 17, 2017 by gomker Link to comment Share on other sites More sharing options...
Guest Posted June 18, 2017 Share Posted June 18, 2017 58 minutes ago, gomker said: BDArmory v0.2.1.2 - Armor Update New Armor Parts https://github.com/PapaJoesSoup/BDArmory/wiki/Armor New Universal Ammunition parts New Bullet Types and configurations to support Armor penetration https://github.com/PapaJoesSoup/BDArmory/wiki/Bullet-Configuration New Universal Ammunition parts Start of localization SpannerMonkey: changelog for Ammo overhaul and bullet sweep detail • Added bulletType = to all applicable turrets Browning AN/M2 bahaOMillennium bahaM230ChainGun bahaHiddenVulcan bahaM102Howitzer bahaM1Abrams BDAcGKmk2 GoalKeeperBDAcMk1 bahaGoalKeeper bahaGau-8 bahaTurret50cal • Merge existing BDA ammunition resource definitions with UA master list • Merge existing BDA Bullet and shell sweep definitions with UA master list • Created large list of all current ammunition across all weapons mods • Defined bullet and shell sweep for most popular ammunition types , obtained max dat for large caliber marine shells • Created universal ammo box, a cfg and texture only addition Assigned values to universalAmmunition supply Note: New enhanced ranges and targeting require use of Physics Range Extender https://github.com/jrodrigv/PhysicsRangeExtender/releases Thanks to @TheDog for his work on the new targeting code and Luoluo-MostHandsomeOne for the starting the Armor / Bullet penetration and @SpannerMonkey(smce) for getting all of it to work with Bullet configurations and new Armor parts. Note for part makers : The documentation is a work in progress for new Armor and Ammo configurations. We are looking to update as soon as possible The Team is now focusing on refactoring and speeding up the code and of course fixing any breaking bugs. As always please report bugs and issues to https://github.com/PapaJoesSoup/BDArmory/issues. When reporting issues please provide the following information: - Version of KSP - Version of BDA - OS Build and Version - Link to a full KSP log if reporting a problem Armor Demonstration Does the armor act like a heat shield? Link to comment Share on other sites More sharing options...
gomker Posted June 18, 2017 Share Posted June 18, 2017 (edited) 17 minutes ago, dundun92 said: Does the armor act like a heat shield? Nope - The way this works is two fold Armor Parts need a specifically configured transform layer to be recognized by BDA as Armor - https://github.com/PapaJoesSoup/BDArmory/wiki/Armor The new bullet configurations interact with this layer Heat Transfer still occurs for "damage" as that is still the only damage model Full penetration does not occur like in stock parts, notice in the video on the far parts (standard panels) the shells fully penetrate on occasion Penetration is determined by the bullet configurations - tuned for real life values This new model will allow for more balanced and realistic weapon behavior. Mod makers will need to adopt the bullet configurations to be fully effective. @SpannerMonkey(smce)'s forth coming updates to SM Armory will include updates that support the model. We will be reaching out to Mod maintainers to help them understand how to fully utilize. Really all they need to do is change their ammunition types to the new included ones in this update. //Edit Note that armor has thickness parameters as well Edited June 18, 2017 by gomker Link to comment Share on other sites More sharing options...
jrodriguez Posted June 18, 2017 Share Posted June 18, 2017 Hi all, I have recorded this video playing with modular missiles. A super cluster AGM missile! A very efficient way to destroy the entire KSC Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 18, 2017 Share Posted June 18, 2017 (edited) Hi all I'm seeing some discussion elsewhere regarding Armor it's definition and what is in fact considered as Armor. Having spent a good while getting it all working , and somewhat in the tradition of the BDA thread I'll clear up some of the details . This info is also available here A stock unmodified part has virtually zero armor value . For Armor to function is has to be created as a unique part. There is only one way to make a part armor and that for the part to have a ArmorRootTransform within the part and located at the top of the part hierarchy , A single part can only have 1 (one) ArmorRootTransform . The thickness or dimension of the part/s have no relevance or bearing on armor value, Armor value is set by a part module within the cfg. example below BDARMOR { EquivalentThickness = 350 //350mm outerArmorThickness = 350 ExplodeMode = Never } It should be noted that without an ArmorRootTransform the above module will spam the logs with x not found errors The ArmorRootTransform should face in the direction of expected shellfire. Armor works from both sides , so symmetrically mounted parts are effective Individual edge mounted armor panels are less effective than panels surface attached to a larger structure, this is due to the inability of a standalone panel to transfer heat. whereas a mounted panel loses heat to any part it is attached to. Heat is part of the BDA damage mechanic and anything struck by shellfire experiences heating For further info see the wiki link Here's a simple demo tank ready to use built mainly from the supplied armor panels, BDA and stock parts ( and of course just a touch of tweakscale) List of currently supported ammo and bullet types, If anyone can help fill in the missing values or missing types, must be based off real data not supposition please get in touch. Spoiler BD Armory Continued Supported Ammo and Bullet types Ammo definition Bullet definition AP HE 7.62x39Ammo 7.62x39mmBullet x 7.7x56Ammo 7.7x56mmBullet x 7.92×57mmMauser 7.92mmBullet 9x19mmParaAmmo 9mmBullet 50CalAmmo 12.7mmBullet 20x21Ammo 20x102Ammo 20mmBullet 20x163Ammo 20x163mmBullet 23x115Ammo 23x115mmBullet 23x152Ammo 23x152mmBullet 25x137Ammo 25x137mmBullet 25mmBullet 30x165Ammo 30x165Bullet or 30mmBullet suggested suitable for all 30mm types when combined with appropriate turret settings for mass and muzzle velocity NOTE cannon shells of 30x165 and below now require a Bullet damage modifier bulletDmgMult = 0.0f be added to the weapon cfg . the value should be decided upon by testing. Results will be determined by shell velocity and mass and observing damage dealt . In BDA testing a bulletDmgMult = 1.1 is more than sufficient for most low caliber cannons. Also note that this value will only be recognized by the BDA code in conjunction with a turret configured as a cannon. Ballistic type weapons remain unaffected and are just as effective as before 30x173Ammo 30x173Bullet x 30x173HEAmmo 30x173HEBullet x 37mmFlaKAmmo 40x53Ammo 40x53HeAmmo 40x53HEBullet 40x311Ammo 54cmMortarShells 57x438Ammo 57mmBullet TungstenShell TungstenBullet x 75×714Ammo 75mmBullet 76x638Ammo 76x636mmBullet 3inchShells 90mmShells 90mmBullet 100mmShells 100mmBullet 4p5inchQFShells 4p5inchQFBullet 105mmShells 105mmBullet BDA standard cannon shell suitable for all 100mm to 200mm when combined with appropriate turret settings for mass and muzzle velocity x 105mmHEShells 105mmHEBullet x 120mmAmmo 120mmBullet 122mmQFShells 122mmBullet 130Shells 130Bullet QF5-25Shell QF5-25Bullet 5/62Shell 138_140Shells 152Shells 155Shells 155mmBullet 180Shells 203Shells 203HEBullet suggested as suitable for above 200mm. when combined with appropriate turret settings for mass and muzzle velocity x 12inShells 356Shells x 356ApAmmo 356ApBullet x 380Shells M65ShellAmmo 406mmNuclearShells 16inchShells 460Shells Type4Rocket ATRocket Hades122rocket https://kerbalx.com/SpannerMonkey/BDA-ARMOR--DEMO-CRAFT Spoiler Edited June 20, 2017 by SpannerMonkey(smce) Added supported ammo table Link to comment Share on other sites More sharing options...
Wojtek_ftw Posted June 19, 2017 Share Posted June 19, 2017 KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Problem: Flare Smoke Glitch Mods: B9 Animation Modules - 1.0.5 B9 Part Switch - 1.7.1 B9 Aerospace - 6.3.1 B9 Aerospace - 6.3.1 B9 Aerospace HX Parts - 6.3.1 B9 Aerospace Procedural Parts - 0.40.11 BDArmory - 0.2.1.0 PhyscisRangeExtender - Came in the zip with BDArmory Kerbal Joint Reinforcement - 3.3.2 KSP-AVC Plugin - 1.1.6.2 Smoke Screen – 2.7.4.0 Reproduction: Build a plane with flares and fly it. During flight, deploy the flares. You will see that the flares stick with the plane’s flight path. Link: https://www.dropbox.com/s/4bxlrtb7unla15m/2017-06-19 10-04-28.mp4?dl=0 Link to comment Share on other sites More sharing options...
SYDWAD Posted June 19, 2017 Share Posted June 19, 2017 (edited) im having some problems with the 50cam ammo box where whenever the game try's to load it, it crashes(on the loading screen) UPDATE: the error occurs with all ammo Edited June 19, 2017 by SYDWAD udate Link to comment Share on other sites More sharing options...
jrodriguez Posted June 19, 2017 Share Posted June 19, 2017 6 hours ago, Wojtek_ftw said: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Problem: Flare Smoke Glitch Mods: B9 Animation Modules - 1.0.5 B9 Part Switch - 1.7.1 B9 Aerospace - 6.3.1 B9 Aerospace - 6.3.1 B9 Aerospace HX Parts - 6.3.1 B9 Aerospace Procedural Parts - 0.40.11 BDArmory - 0.2.1.0 PhyscisRangeExtender - Came in the zip with BDArmory Kerbal Joint Reinforcement - 3.3.2 KSP-AVC Plugin - 1.1.6.2 Smoke Screen – 2.7.4.0 Reproduction: Build a plane with flares and fly it. During flight, deploy the flares. You will see that the flares stick with the plane’s flight path. Link: https://www.dropbox.com/s/4bxlrtb7unla15m/2017-06-19 10-04-28.mp4?dl=0 Thanks. This is known issue. It was already reported in github https://github.com/PapaJoesSoup/BDArmory/issues/171 Link to comment Share on other sites More sharing options...
SYDWAD Posted June 19, 2017 Share Posted June 19, 2017 1 minute ago, jrodriguez said: Thanks. This is known issue. It was already reported in github https://github.com/PapaJoesSoup/BDArmory/issues/171 Link to comment Share on other sites More sharing options...
jrodriguez Posted June 19, 2017 Share Posted June 19, 2017 1 minute ago, SYDWAD said: See my quote. I wasn't answering your problem. Link to comment Share on other sites More sharing options...
SYDWAD Posted June 19, 2017 Share Posted June 19, 2017 1 minute ago, jrodriguez said: See my quote. I wasn't answering your problem. im reporting a reoccurring problem and as long as its getting noticed it doesn't matter Link to comment Share on other sites More sharing options...
jrodriguez Posted June 19, 2017 Share Posted June 19, 2017 Just now, SYDWAD said: im reporting a reoccurring problem and as long as its getting noticed it doesn't matter You are not using the correct channel to report issues. As always please report bugs and issues to https://github.com/PapaJoesSoup/BDArmory/issues. When reporting issues please provide the following information: - Version of KSP - Version of BDA - OS Build and Version - Link to a full KSP log if reporting a problem Link to comment Share on other sites More sharing options...
Darth Jeb Posted June 25, 2017 Share Posted June 25, 2017 I have a problem with burn together (in ksp 1.2.2). Whenever I use it, other crafts do copy me but the throttle comes down to zero and gets locked there. But when I turn it off, the throttle is free. Any solutions? Link to comment Share on other sites More sharing options...
gomker Posted June 26, 2017 Share Posted June 26, 2017 On 6/25/2017 at 0:11 AM, Darth Jeb said: in ksp 1.2.2 Sorry Darth, we have moved on to 1.3 now. I compiled and tested the last release with ground vehicles (you should be using BDA's Wing Commader for Aircraft) and did not see any issues. Link to comment Share on other sites More sharing options...
memeconnoiseur Posted June 27, 2017 Share Posted June 27, 2017 (edited) Can you use modular missiles without setting the craft to guard mode? Also, how do you do staging for the missiles? Edited June 27, 2017 by memeconnoiseur Link to comment Share on other sites More sharing options...
XOC2008 Posted June 27, 2017 Share Posted June 27, 2017 48 minutes ago, memeconnoiseur said: Can you use modular missiles without setting the craft to guard mode? Also, how do you do staging for the missiles? Pretty sure JR has a link to the guide for the modular missiles. I played with them only a little, but I could fire them manually. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 27, 2017 Share Posted June 27, 2017 58 minutes ago, memeconnoiseur said: Also, how do you do staging for the missiles? https://github.com/jrodrigv/BDModularMissileParts/wiki/1.-Building-your-first-Modular-Missile Link to comment Share on other sites More sharing options...
memeconnoiseur Posted June 27, 2017 Share Posted June 27, 2017 11 minutes ago, SpannerMonkey(smce) said: https://github.com/jrodrigv/BDModularMissileParts/wiki/1.-Building-your-first-Modular-Missile I've already looked at the guide but I'm still confused about how the missile staging actually works Do you put each stage on a custom action group? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 27, 2017 Share Posted June 27, 2017 Just now, memeconnoiseur said: Do you put each stage on a custom action group? Hi, from that very same page Note: Each Custom group is used by each stage. Custom01 = Stage 1, Custom02 = Stage 2... The next stage will be automatically triggered when all engines are flame-out. SO even though you need to set them initially the modular missile controller actually fires and detaches as required Link to comment Share on other sites More sharing options...
memeconnoiseur Posted June 27, 2017 Share Posted June 27, 2017 Just now, SpannerMonkey(smce) said: Hi, from that very same page Note: Each Custom group is used by each stage. Custom01 = Stage 1, Custom02 = Stage 2... The next stage will be automatically triggered when all engines are flame-out. SO even though you need to set them initially the modular missile controller actually fires and detaches as required Ok thanks for clarifying for me 30 minutes ago, XOC2008 said: Pretty sure JR has a link to the guide for the modular missiles. I played with them only a little, but I could fire them manually. Do you mean through the BDA UI or by right-clicking the core and triggering it? Link to comment Share on other sites More sharing options...
XOC2008 Posted June 27, 2017 Share Posted June 27, 2017 24 minutes ago, memeconnoiseur said: Ok thanks for clarifying for me Do you mean through the BDA UI or by right-clicking the core and triggering it? The missile should be listed in the UI as selectable. Select. Fire. No right clicking required. Link to comment Share on other sites More sharing options...
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