OneSmallStepForKerbal Posted August 4, 2017 Share Posted August 4, 2017 Heres the link to the game data, but what do you mean by the zipped KSP.log? 7 minutes ago, SpannerMonkey(smce) said: HI, to assist you any further a screenshot of you r GameData folder and the opened BDA folder. Also a zipped copy of your KSP.log. Without those items further help is just guessing. Heres the GameData, But I don't know what you mean by the zipped copy of the KSP.log Link to comment Share on other sites More sharing options...
DoctorDavinci Posted August 4, 2017 Author Share Posted August 4, 2017 11 minutes ago, gomker said: Doc, can you add your notes to this issue https://github.com/PapaJoesSoup/BDArmory/issues/85 I've seen this before but your tests have more details. Thanks Not a problem ... I'll also record a video with both tests and add a link to my note Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 4, 2017 Share Posted August 4, 2017 4 minutes ago, OneSmallStepForKerbal said: Heres the link to the game data, but what do you mean by the zipped KSP.log? Heres the GameData, But I don't know what you mean by the zipped copy of the KSP.log You have a GameData folder inside your GameData Folder, AND inside the Squad folder, THIS IS WRONG. You should never put any folders or files in the Squad folder. You should never have a GameData Folder within a GameData folder . In short your install is a mess and i'm surprised it works at all. I strongly suggest deleting that whole game and reinstalling. Then only add mods to your GameData folder no other location, Any mod that comes packaged like so. ubermodv111/GameData/TheModFolder. requires that only the TheModFolder.is installed to GameData. Installing it any other way will break your game and certainly in many cases break all the mods. Link to comment Share on other sites More sharing options...
OneSmallStepForKerbal Posted August 4, 2017 Share Posted August 4, 2017 2 minutes ago, SpannerMonkey(smce) said: You have a GameData folder inside your GameData Folder, AND inside the Squad folder, THIS IS WRONG. You should never put any folders or files in the Squad folder. You should never have a GameData Folder within a GameData folder . In short your install is a mess and i'm surprised it works at all. I strongly suggest deleting that whole game and reinstalling. Then only add mods to your GameData folder no other location, Any mod that comes packaged like so. ubermodv111/GameData/TheModFolder. requires that only the TheModFolder.is installed to GameData. Installing it any other way will break your game and certainly in many cases break all the mods. Ok I am re-Installing it now. Then I will try Link to comment Share on other sites More sharing options...
OneSmallStepForKerbal Posted August 4, 2017 Share Posted August 4, 2017 When I re-installed it, I tried again, and it still dissapears. I think its a problem with things decoupling because the TR18 Enchancer Dissapears when I decouple it. Link to comment Share on other sites More sharing options...
jrodriguez Posted August 4, 2017 Share Posted August 4, 2017 2 minutes ago, OneSmallStepForKerbal said: When I re-installed it, I tried again, and it still dissapears. I think its a problem with things decoupling because the TR18 Enchancer Dissapears when I decouple it. You don't have PhysicsRangeExtender installed Link to comment Share on other sites More sharing options...
OneSmallStepForKerbal Posted August 4, 2017 Share Posted August 4, 2017 Yeah I do Link to comment Share on other sites More sharing options...
jrodriguez Posted August 4, 2017 Share Posted August 4, 2017 2 minutes ago, OneSmallStepForKerbal said: Yeah I do Do you see an icon called PRE? If you click on it, it is enabled? Link to comment Share on other sites More sharing options...
OneSmallStepForKerbal Posted August 4, 2017 Share Posted August 4, 2017 1 minute ago, jrodriguez said: Do you see an icon called PRE? If you click on it, it is enabled? Where is the PRE icon? Link to comment Share on other sites More sharing options...
jrodriguez Posted August 4, 2017 Share Posted August 4, 2017 2 minutes ago, OneSmallStepForKerbal said: Where is the PRE icon? You should see a button on the typical tool bar on the Right.You should have at least the BDArmory one and PRE one Link to comment Share on other sites More sharing options...
DoctorDavinci Posted August 4, 2017 Author Share Posted August 4, 2017 (edited) 12 hours ago, OneSmallStepForKerbal said: Where is the PRE icon? Watch the following video ... You will see in the upper right hand side of the screen a bunch of little boxes - You should have at the very least one that has 'PRE' inside of it and another that has 'BDA' in it 14 hours ago, gomker said: Doc, can you add your notes to this issue https://github.com/PapaJoesSoup/BDArmory/issues/85 I've seen this before but your tests have more details. Thanks Notes and video added Edited August 4, 2017 by DoctorDavinci Link to comment Share on other sites More sharing options...
Toonu Posted August 4, 2017 Share Posted August 4, 2017 Hi guys, I'm on vacation so I couldn't try latest versions of BDAc, but now when there is implemented firing to missiles with CIWS, ships with guns, etc. is it possible for AI to fire two guns at same time? Like locking onto four targets, firing on enemy craft with main guns, incoming two missiles with CIWS and enemy plane with rockets? I'm speaking of ship warfare now. I couldn't test it because I have no to little Internet and pc here. Thx for info. Ave! Toonu Link to comment Share on other sites More sharing options...
Deathpuff12 Posted August 4, 2017 Share Posted August 4, 2017 5 minutes ago, Toonu said: Hi guys, I'm on vacation so I couldn't try latest versions of BDAc, but now when there is implemented firing to missiles with CIWS, ships with guns, etc. is it possible for AI to fire two guns at same time? Like locking onto four targets, firing on enemy craft with main guns, incoming two missiles with CIWS and enemy plane with rockets? I'm speaking of ship warfare now. I couldn't test it because I have no to little Internet and pc here. Thx for info. Ave! Toonu So far, no. It might be added eventually, but for now you can try this: Link to comment Share on other sites More sharing options...
Toonu Posted August 4, 2017 Share Posted August 4, 2017 35 minutes ago, Deathpuff12 said: So far, no. It might be added eventually, but for now you can try this: Thx for fast reply. This is too part sensitive I think. Should I try to add it into feature request? I'm ok(and was okay for some year or more) with one target at time, but now in naval update, there can be some ship related improvements. The developers are making great work and progress though. Link to comment Share on other sites More sharing options...
TheDog Posted August 4, 2017 Share Posted August 4, 2017 4 minutes ago, Toonu said: Thx for fast reply. This is too part sensitive I think. Should I try to add it into feature request? Afaik we already have a feature request for that, and I can assure you it is also high on my wish list. It might not come next version, but I want to tackle this in the near future, as I also love to see my aegis destroyers utilize their full potentials... Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 4, 2017 Share Posted August 4, 2017 (edited) 2 hours ago, OneSmallStepForKerbal said: , I tried again, and it still dissapears. Another screenshot of your GameData folder will be needed , i will be very disappointed if you still have mod folders in the Squad folder, and Gamedata folders in your GameData folder. KSP.log you will find it in your main KSP folder, zip it up and place a link here. Edited August 4, 2017 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
MinnusMarch Posted August 4, 2017 Share Posted August 4, 2017 On 2017/8/3 at 7:32 AM, gomker said: Assuming you have the AI Autopilot part on the plane you only should need to "Activate" the pilot. The in-game KSPedia has illustrated instructions. Thanks.I will try it again Link to comment Share on other sites More sharing options...
Next_Star_Industries Posted August 4, 2017 Share Posted August 4, 2017 11 hours ago, DoctorDavinci said: Watch the following video ... You will see in the upper right hand side of the screen a bunch of little boxes - You should have at the very least one that has 'PRE' inside of it and another that has 'BDA' in it Notes and video added Awesome camo! Link to comment Share on other sites More sharing options...
jrodriguez Posted August 4, 2017 Share Posted August 4, 2017 Hi BDArmory fans, this is just a dev video I have recorded today testing a new ballistic guidance for ICBM missile types. On this video I'm using KSP 1.3: RSS, RSSVE, FAR, SM Marine, dev version of BDArmory from my RBDA branch and a custom modular missile with two stages : 1st stage: 4 x Procedural SRBs, 2nd stage: liquid engine. The circular ballistic guidance try to follow a circle until apoapsis. Then it uses SAS Prograde and it will calculate and compensate the horizontal speed needed to reach the target. Finally it will change to a AGM terminal guidance when the atmosphere is dense enough to use the missile ailerons for final corrections. This is a work in progress, currently it only work with modular missiles but I will try to port the code to make it compatible with standard missiles (SCUD,etc) Link to comment Share on other sites More sharing options...
XOC2008 Posted August 4, 2017 Share Posted August 4, 2017 2 hours ago, jrodriguez said: Hi BDArmory fans, this is just a dev video I have recorded today testing a new ballistic guidance for ICBM missile types. On this video I'm using KSP 1.3: RSS, RSSVE, FAR, SM Marine, dev version of BDArmory from my RBDA branch and a custom modular missile with two stages : 1st stage: 4 x Procedural SRBs, 2nd stage: liquid engine. The circular ballistic guidance try to follow a circle until apoapsis. Then it uses SAS Prograde and it will calculate and compensate the horizontal speed needed to reach the target. Finally it will change to a AGM terminal guidance when the atmosphere is dense enough to use the missile ailerons for final corrections. This is a work in progress, currently it only work with modular missiles but I will try to port the code to make it compatible with standard missiles (SCUD,etc) It'l be nice for some ICBMs that are yet to be available, to break that 75km barrier! Link to comment Share on other sites More sharing options...
redmonddkgamer Posted August 4, 2017 Share Posted August 4, 2017 Any ideas why it says 'Range = 0 meters'? It says the same thing for every radar-capable part, and the configs don't mention range. I think the range being set low is why I haven't been able to get contacts, even with a target being within detection and visual range. Link to comment Share on other sites More sharing options...
TheDog Posted August 4, 2017 Share Posted August 4, 2017 14 minutes ago, redmonddkgamer said: Any ideas why it says 'Range = 0 meters'? It says the same thing for every radar-capable part, and the configs don't mention range. I think the range being set low is why I haven't been able to get contacts, even with a target being within detection and visual range. It is a bug that this field is shown, it has not effect (at the moment, at least...). All radars at the moment technically have the same range, which is limited to 40km. Not all radars have the same detection capabilities, though. Smaller craft might evade detection, and look-down from air to ground leads to ground clutter, which can also hinder detection. Link to comment Share on other sites More sharing options...
redmonddkgamer Posted August 4, 2017 Share Posted August 4, 2017 11 minutes ago, TheDog said: It is a bug that this field is shown, it has not effect (at the moment, at least...). All radars at the moment technically have the same range, which is limited to 40km. Not all radars have the same detection capabilities, though. Smaller craft might evade detection, and look-down from air to ground leads to ground clutter, which can also hinder detection. These ain't small craft. Link to comment Share on other sites More sharing options...
TheDog Posted August 4, 2017 Share Posted August 4, 2017 *sigh* Without the use of physics range extender your radar range (and a lot more) is limited to like 300 metres... Link to comment Share on other sites More sharing options...
UnknownEclipse Posted August 5, 2017 Share Posted August 5, 2017 Hi all. I was wondering if it would be possible to allow the A.I. to execute pugachevs cobra, or any similar maneuver. Maybe this could be done by having a setting in the pilot guidance (Supermaneuverable true/false). This could amp up the steer damping and/or recduce control authority on control surfaces so that the unstable fighter does not lose control during turns, but when the AI thinks its necessary, it will lower steer damping and/or raise control authority, allowing it to pull a maneuver. I have no idea how hard this would be to implement, but it would be cool to finally give supermaneuverable fighters the advantage they have in real life. Link to comment Share on other sites More sharing options...
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