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[1.9.1] BDArmory Continued v1.3.4 & BDArmory Multiplayer [17/09/2021]


jrodriguez

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I have created a fresh new Topic to maintain BDAc continuity.  For any past forum posts please refer to the Old BDAcTopic here:

The old BDAc Forum Topic has been locked by the topic owner.

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Please note that Physics Range Extender and Module Manager are required dependencies for BD Armory Continued

Also be advised that using the World Stabilizer mod will cause problems with PRE as it has it's own world stabilization code we refer to as Black Spell ... Only solution to this is to not use the World Stabilizer mod

See spoilers below for release notes, videos, Github issues and download links

The BDAc family of mods were all created by @BahamutoD, and in his absence, we have taken it upon ourselves to keep the explosions flowing

For anything related to BDAc or mods in the BDAc family, I refer you to the Github link for Papa Joe's Soup (Slightly Over Used Parts) where there is listed download links for the mods in question ... If you have questions or concerns, feel free to post here and the team will do our best to assist you

I also refer you to our in game KSPedia where you will find a wealth of information on the operation of BDAc

Be aware that forcing opengl will result in many shaders showing as pink ... the only solution is DO NOT force opengl

If you think you have come across a gremlin or a bug with BDAc or any of the mods we maintain, feel free to post here, however we ask that you also take a look at the issues list on Github to see if your problem has been addressed. We use the built in Github issues tracker to keep record of bugs, enhancements and feature requests as it is difficult to keep track of bug reports and all the great ideas that the community have come up with on the forum (things can get buried and lost under newer posts)

Please note that only the most recent version of BDAc is supported at this time and that BDA needs PhysicsRangeExtender to work properly: https://github.com/jrodrigv/PhysicsRangeExtender/releases

Also, to correctly install BDAc, first download the latest release from the BDAc releases link posted below (not the source download) and then extract the BDArmory folder contained within the zip file and place it into your KSP/Gamedata folder ... Do not, I repeat, do not place the Gamedata folder contained within the BDAc zip into your Gamedata folder as this will cause umpteen million conflicts to arise as the BahaTurret pickle looks for textures, configs and whatnot in specific places

In regards to support, KSP.log please  (Found in the same directory as the KSP executable ... this file is overwritten each time you start KSP ... upload this file to a filesharing site such as dropbox and post the link so the team can take a look) ... I also refer you to the following thread where it describes in detail everything else that is required for us to help you:

Best Regards,
The BDAc Team

@Papa_Joe
@jrodriguez
@SpannerMonkey(smce)
@gomker
@TheDog
@DoctorDavinci
@Eidahlil
@TheKurgan

BD Armory wiki: http://bdarmory.wikia.com/wiki/BDArmory_Wikia

BDAc Release Links:
Releases link: https://github.com/PapaJoesSoup/BDArmory/releases
Issues link: https://github.com/PapaJoesSoup/BDArmory/issues

BDAc Multiplayer Release Links:

https://github.com/jrodrigv/BDAMultiplayer/releases

Physics Range Extender (REQUIRED): https://github.com/jrodrigv/PhysicsRangeExtender/releases

BDAc  Familiy Mod Links:

https://github.com/PapaJoesSoup/VesselMover/releases

https://github.com/jrodrigv/BDModularMissileParts/releases

https://github.com/PapaJoesSoup/ImprovedChaseCamera/releases

https://github.com/jrodrigv/DestructionEffects/releases

https://github.com/jrodrigv/CameraTools/releases

https://github.com/PapaJoesSoup/BurnTogether/releases

https://github.com/PapaJoesSoup/BDMk22Plugin/releases

 

BDAc Release Notes (latest only):

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BD Armory was originally developed by Paolo Encarnacion (BahamutoD) and distributed under the license CC-BY-SA 2.0.  BahamutoD has moved on to creating VTOL VR, found on Steam.  Go check it out!

This mod is now called BD Armory Continued, and is being maintained in BahamutoD's absence by the BDAc team.  It continues to be distributed under the license CC-BY-SA 2.0.
Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/before attempting to modify and redistribute it

BD Armory Continued contains code based off of Aircraft Carrier Accessories and is used with permission (https://forum.kerbalspaceprogram.com/index.php?/topic/152916-14xaircraft-carrier-accessories/) ... Courtesy of @flywlyx
 
BD Armory Continued also contains code based off of Firespitter. To comply with the requirements of Firespitters' license, the following permission notice, applicable to those parts of the code only, is included below:

License: You may reuse code and textures from this mod, as long as you give credit in the download file and on the download post/page. Reuse of models with permission. No reselling. No redistribution of the whole pack without permission.
UV map texture guides are included so you can re-skin to your liking.
For reuse of the plugin, please either direct people to download the dll from my official release, OR recompile the wanted partmodule/class with a new class name to avoid conflicts.  https://github.com/snjo/Firespitter

Edited by jrodriguez
for multiplayer
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Hey guys, the new weapon grouping option is nice, but how to set up the AI so it won't fire each weapon independently, but only fire the groups? I merged 2 different 12.7mm into group and it iterates over each of the independently and also the MG group. Can I somehow disable the two weapons and allow only the MG group?

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  On 5/7/2019 at 7:13 AM, Toonu said:

Hey guys, the new weapon grouping option is nice, but how to set up the AI so it won't fire each weapon independently, but only fire the groups? I merged 2 different 12.7mm into group and it iterates over each of the independently and also the MG group. Can I somehow disable the two weapons and allow only the MG group?

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I think this is a question for @SuicidalInsanity

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From what you've said, it sounds like you didn't add all weapons to the group; adding a weapon to a custom group doesn't mirror across symmetry, any symmetrically placed weapons will also need to be individually added to the group. You can double check what group a weapon is in by right-clicking on it, the top of the part GUI window should say Weapon Name [weapon's name/group], if some still say the weapon's original name, those weapons didn't make it into the group and the AI is seeing them as a separate weapon to add to the Weapon Manager list.

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Anyone having issues with the modular missiles? I am using FAR. My issue is the missile go into a unrecoverable spin about 5 seconds after launch. The weirdest part is this only happens when they are launched from a plane. When I launched off a SAM the missile controlled fine even if they miss they don't spin out. The missiles I made are modeled after real missiles namely the aim-7E and aim-9E. They are going around mach 2 with Q at 200-300 kpa altitude 1-3km. But only when air launched do the missiles spin out of control. Not firing high off boresight. Haven't done extensive testing to narrow variables, but i wondered if anyone has had luck using the modular missiles on planes against each other. Honestly it would be my favorite feature if it worked. The thought of tweaking and build a fleet of custom missiles or recreations sound awesome to me.

Edited by Svm420
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  On 5/9/2019 at 2:23 AM, Svm420 said:

Anyone having issues with the modular missiles? I am using FAR. My issue is the missile go into a unrecoverable spin about 5 seconds after launch. The weirdest part is this only happens when they are launched from a plane. When I launched off a SAM the missile controlled fine even if they miss they don't spin out. The missiles I made are modeled after real missiles namely the aim-7E and aim-9E. They are going around mach 2 with Q at 200-300 kpa altitude 1-3km. But only when air launched do the missiles spin out of control. Not firing high off boresight. Haven't done extensive testing to narrow variables, but i wondered if anyone has had luck using the modular missiles on planes against each other. Honestly it would be my favorite feature if it worked. The thought of tweaking and build a fleet of custom missiles or recreations sound awesome to me.

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Have you seen this tutorial?

It is not air launched but actually the process is exactly the same. And I can tell you that firing AAM missiles from one flying plane to another works fine :)

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Is somewhere tutorial for surface AI settings and air AI settings? Wiki is outdated...

my ship is constantly sailing left and right losing all speed on defaut settings, I need it to go straight and not loose all speed by constantly turning. I even set drift to 1 but didn't helped.

PS: Also, the simultaneous firing of two weapon greoups/weapons work how exactly?

Edited by Toonu
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@jrodriguez

Yes I have seen that video. I'm going to try a few more thing to see if I can get them working air launched. If you would like I can upload a craft file for my missiles. Only mods needed would be B9 Pwings, procedural parts, FAR, and RealFuels.

 

Edit

Having done more testing lowing speeds to 1.5 mach the missiles do not work when air launched. I would love for you to make a  video to show it working.

Edited by Svm420
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  On 5/9/2019 at 11:05 PM, Svm420 said:

@jrodriguez

 

Edit

Having done more testing lowing speeds to 1.5 mach the missiles do not work when air launched. I would love for you to make a  video to show it working.

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I'll record a video showing how to build a AAM FAR compatible :)

 

  On 5/10/2019 at 8:42 AM, memeconnoiseur said:

can modular missiles still only be used by guard mode only?

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Nope, you can fire them manually as long as you have a lock to the target

 

  On 5/10/2019 at 9:46 AM, elind21 said:

@jrodriguez Any word on then all the BDArmory parts are going to be updated with the bulkheadProfiles parameter? Been bugging out my advanced build filters for ages.

Expand  

Sorry but I'm not aware of it. Honestly, I'm not really doing any bug fixing, just the mandatory things (fixing critical bugs, etc) to keep the mod alive.

Edited by jrodriguez
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  • 2 weeks later...

i was curious- when i made the different aa components as a renamed ui (millennium cannon and an external weapon mod that is a cwis with missile attachments) it wont move like a turret should be behaving.... same as the artillery batteries for secondaries (both from NAS and its resized 18.1 in guns and the 6 in usn guns as secondaries) and even the laser systems (both the airborne and the laws systems).....is there a way i can fix it manually, or would there need an update to fix it? my apologies if i asked.....

 

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edit: it was a launchsite selection that ruined it, so plez don't worry about this reply

Edited by Komander Faul
solution was fixed
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  On 5/8/2019 at 6:33 PM, Rocketing Racer said:

This has probably been asked before but I could not find it.  Does firing interval effect guns?  I know it makes missiles fire at a rate of 1 every firing interval seconds.  Does it work the same with guns?

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It does affect guns. The AI checks if it should start firing guns every firing interval seconds. If it does, it will keep firing them for burst interval seconds, or half the firing interval if the burst interval is zero (<0.5 actually).

  On 5/9/2019 at 11:39 AM, Toonu said:

Is somewhere tutorial for surface AI settings and air AI settings? Wiki is outdated...

Expand  

Yeah, sorry about that. Not sure which wiki you're referring to (there's the ingame one, and the one floating on the internet), but, I guess, they are all outdated.

For surface AI, you can right click the part in the VAB, and find a list of what each setting does in the part documentation. For pilot AI... I'll see if I can add that. :)

Regarding tutorials, my favourite place is to check the BDA dogfighting competitions in the challenges subforum, but YMMV.

Also, I think most of the settings will be pretty clear from description, except maybe the Factor, Damping and Ki, for which you can google about PID controllers (Factor is the Proportional part, Ki is the Integral part and Damping is the Damping part).

  On 5/9/2019 at 11:39 AM, Toonu said:

my ship is constantly sailing left and right losing all speed on defaut settings, I need it to go straight and not loose all speed by constantly turning. I even set drift to 1 but didn't helped.

Expand  

It sounds like your control is underdamped, try increasing steer damping.

  On 5/9/2019 at 11:39 AM, Toonu said:

PS: Also, the simultaneous firing of two weapon greoups/weapons work how exactly?

Expand  

Right click a weapon in VAB/SPH, Show Weapon Group UI, set both weapons to the exact same weapon group (type in the same name) - they will fire together.

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  On 5/23/2019 at 8:24 AM, Toonu said:

So we can't have two weapon groups firing on two targets simultaneously? 

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No.

I really want to say "not yet". I've been wanting this myself for a while, but it is quite a complicated change to do in maintainable way, so we'll just have to see if it happens. :)

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  On 5/23/2019 at 8:24 AM, Toonu said:

So we can't have two weapon groups firing on two targets simultaneously? 

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As far as I know the current logic supports multi-weapons but only one target.

  On 5/23/2019 at 8:43 AM, Eidahlil said:

No.

I really want to say "not yet". I've been wanting this myself for a while, but it is quite a complicated change to do in maintainable way, so we'll just have to see if it happens. :)

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I agree. I think this would be a very interesting feature to add :)

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