Notsure_jr Posted July 13, 2017 Share Posted July 13, 2017 Is there any fix for the flir or targeting pod showing my place when it's not pointed at my plane? Link to comment Share on other sites More sharing options...
teohoch Posted July 13, 2017 Share Posted July 13, 2017 Is there any way to make ground vehicles have an autopilot? Something that could enable them to take evasive actions when a plain or tank aproaches, so they are not so vulnerable to GPS bombs and howitzer long range bombarment? Link to comment Share on other sites More sharing options...
jrodriguez Posted July 13, 2017 Share Posted July 13, 2017 1 minute ago, teohoch said: Is there any way to make ground vehicles have an autopilot? Something that could enable them to take evasive actions when a plain or tank aproaches, so they are not so vulnerable to GPS bombs and howitzer long range bombarment? No, that feature does not exist yet. Link to comment Share on other sites More sharing options...
teohoch Posted July 13, 2017 Share Posted July 13, 2017 Just now, jrodriguez said: No, that feature does not exist yet. I thought so, but I wanted to check thanks for the fast answer! Link to comment Share on other sites More sharing options...
ISE Posted July 14, 2017 Share Posted July 14, 2017 Does anyone know if there is a fix for the HE-KV-1 Missile (Vac Missile)? Link to comment Share on other sites More sharing options...
XOC2008 Posted July 14, 2017 Share Posted July 14, 2017 20 minutes ago, ISE said: Does anyone know if there is a fix for the HE-KV-1 Missile (Vac Missile)? Yes. The fix is don't use it. It's been broken since before 1.0 IIRC, and is only there as a placeholder for a possible future fix when space combat is actually feasible. Link to comment Share on other sites More sharing options...
ISE Posted July 14, 2017 Share Posted July 14, 2017 1 minute ago, XOC2008 said: Yes. The fix is don't use it. It's been broken since before 1.0 IIRC, and is only there as a placeholder for a possible future fix when space combat is actually feasible. That's a shame, but combat wasn't even my ideal us for it. Link to comment Share on other sites More sharing options...
HafCoJoe Posted July 15, 2017 Share Posted July 15, 2017 Is camera tools compatible with v1.3? The links seem to be listed for 1.2 and BETA 1.2.9. Link to comment Share on other sites More sharing options...
frodo821 Posted July 16, 2017 Share Posted July 16, 2017 How can I put missiles on a turret? I can't put missiles on a turret in VAB or SPH. Link to comment Share on other sites More sharing options...
minepagan Posted July 16, 2017 Share Posted July 16, 2017 5 hours ago, frodo821 said: How can I put missiles on a turret? I can't put missiles on a turret in VAB or SPH. You only can for some specifically designed turrets, like the Patriot turret (giant green box), which have nodes that attatch to corresponding nodes on the missiles. Also, why did you use a bigger font size? All that does is uselessly clutter up the thread. Link to comment Share on other sites More sharing options...
Notsure_jr Posted July 16, 2017 Share Posted July 16, 2017 (edited) is there a fix for this. the targeting pod is fixed on the water and it shows the normal camera as I rotate and zoom in and out kinda annoying when targeting something. Edited July 16, 2017 by Notsure_jr Link to comment Share on other sites More sharing options...
gomker Posted July 16, 2017 Share Posted July 16, 2017 (edited) 1 hour ago, Notsure_jr said: is there a fix for this. the targeting pod is fixed on the water and it shows the normal camera as I rotate and zoom in and out kinda annoying when targeting something. This is something we have identified that is related to KSP - we will be tracking the issue here https://github.com/PapaJoesSoup/BDArmory/issues/239 Edited July 16, 2017 by gomker Link to comment Share on other sites More sharing options...
L0ck0n Posted July 16, 2017 Share Posted July 16, 2017 Hi! I was wanting to build a ship/vessel that can fire on its own (in guard mode) at multiple targets at once. Even if its equipped with many locking radars, in guard mode it locks on only on one target. Is there a way to make weapon manager (in guard mode) to track & lock and shoot at many targets simultanously (at the same time)? If not, maybe in future updates pls... ? Link to comment Share on other sites More sharing options...
Austin2dmax Posted July 16, 2017 Share Posted July 16, 2017 Hello, recently I've installed some mods for my KSP. One of them includes this. I put the Bd armory-0.2.2.0 file inside of my Game Data but can only find the parts in the advanced tab, and when I get the parts none of them do anything. I tried right clicking them, checking the input settings and not even seeing bd armory. Is there a mod that I need to actually fire the weapons? Link to comment Share on other sites More sharing options...
stickman939 Posted July 16, 2017 Share Posted July 16, 2017 2 hours ago, L0ck0n said: Hi! I was wanting to build a ship/vessel that can fire on its own (in guard mode) at multiple targets at once. Even if its equipped with many locking radars, in guard mode it locks on only on one target. Is there a way to make weapon manager (in guard mode) to track & lock and shoot at many targets simultanously (at the same time)? If not, maybe in future updates pls... ? I don't think this is a feature. But you should post a request on the github here for that. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 16, 2017 Share Posted July 16, 2017 1 hour ago, Austin2dmax said: I put the Bd armory-0.2.2.0 file inside of my Game Data HI you have installed the mod incorrectly you need to re install , Open the https://github.com/PapaJoesSoup/BDArmory/releases/download/v0.2.1.2/BDArmory.0.2.1.2_06172017.zip extract the contents, and only place the BDArmory folder into GameData. Link to comment Share on other sites More sharing options...
frodo821 Posted July 17, 2017 Share Posted July 17, 2017 (edited) 20 hours ago, minepagan said: You only can for some specifically designed turrets, like the Patriot turret (giant green box), which have nodes that attatch to corresponding nodes on the missiles. Also, why did you use a bigger font size? All that does is uselessly clutter up the thread. Thank you for reply my comment. I can place missiles on the turret! And I I'm sorry. using bigger font in the comment is a mistake. Edited July 17, 2017 by frodo821 Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 17, 2017 Share Posted July 17, 2017 1 hour ago, frodo821 said: . I can place missiles on the turret! Hi, re attaching missiles and loading missile launchers or turrets, Due to the restricted space in most launchers you need to disable the missiles surface attach, this can be done in stock by (i'm told) pressing holding ALT while you place the part, though I favor Editor Extensions. It's pretty important that you only attach missiles to launchers using the stack nodes , The surface attach is really to be considered a legacy feature, for those wishing to build their own launchers from stockish parts. I strongly advise that loaded missile turrets and launchers are saved as sub assemblies, especially as other mods (such as mine) provide very large missile arrays and loading them is tedious, saved as a sub assembly they can be loaded once and reused on many craft. One final word of caution, not all missiles are suitable for all launchers, rail type launchers are fairly tolerant of set up errors, On the other hand tube style launchers like the Patriot Launcher Turret require that the missile is set up to be launched from that device, ie reduce drop time ( this is the time from the missile being decoupled until the engine fires) and check that missile decouples forward not laterally, These options are all visible via the right click gui (PAW) Link to comment Share on other sites More sharing options...
Austin2dmax Posted July 17, 2017 Share Posted July 17, 2017 Thank you it worked! Also, does anyone know how to increase the range at which ships load in? Link to comment Share on other sites More sharing options...
Pxtseryu Posted July 17, 2017 Share Posted July 17, 2017 (edited) For some reason, even when guard mode is enabled and they're on seperate teams, and flying with AI pilot enabled, my two craft refuse to fire their guns. Is there a fix for this? EDIT: A log: Edited July 17, 2017 by Pxtseryu put logs for a bug Link to comment Share on other sites More sharing options...
XOC2008 Posted July 17, 2017 Share Posted July 17, 2017 31 minutes ago, theaveragepxtseryu said: For some reason, even when guard mode is enabled and they're on seperate teams, and flying with AI pilot enabled, my two craft refuse to fire their guns. Is there a fix for this? EDIT: A log: I see gun range of 2700 and they are more than 3k apart, that might have something to do with it. Link to comment Share on other sites More sharing options...
Pxtseryu Posted July 17, 2017 Share Posted July 17, 2017 1 hour ago, XOC2008 said: I see gun range of 2700 and they are more than 3k apart, that might have something to do with it. I've been less than 200 meters apart and none of them have fired.. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 17, 2017 Share Posted July 17, 2017 Just now, theaveragepxtseryu said: I've been less than 200 meters apart and none of them have fired.. Hi I can see from your screenshots that you use mods, and there is an outside chance that a mod could be interfering wit BDA and other systems functions. SO I suggest that to rule out such interference , you repeat the experiment using the supplied BDA test aircraft, which require no parts to be added and contain all the parts required to enable a dogfight scenario . Link to comment Share on other sites More sharing options...
Pxtseryu Posted July 17, 2017 Share Posted July 17, 2017 11 minutes ago, SpannerMonkey(smce) said: Hi I can see from your screenshots that you use mods, and there is an outside chance that a mod could be interfering wit BDA and other systems functions. SO I suggest that to rule out such interference , you repeat the experiment using the supplied BDA test aircraft, which require no parts to be added and contain all the parts required to enable a dogfight scenario . Alright so the problem seems to be that the weapons from Future Weapons are broken for 1.3. Thank you for your time. Link to comment Share on other sites More sharing options...
ksplover Posted July 18, 2017 Share Posted July 18, 2017 Does anyone know where the download link is? Link to comment Share on other sites More sharing options...
Recommended Posts