Samaico Posted May 10, 2020 Share Posted May 10, 2020 Hi. I'm new on this but I can't find a solution for a problem :( i can make BDArmory work just perfect and I love it, me and some friends and we want to play this but LMP says that the mod parts are banned and cannot be loaded... Is there something that I did wrong? sorry if this doen't belong here... This is an amazing project Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted May 10, 2020 Author Share Posted May 10, 2020 9 hours ago, Samaico said: Hi. I'm new on this but I can't find a solution for a problem i can make BDArmory work just perfect and I love it, me and some friends and we want to play this but LMP says that the mod parts are banned and cannot be loaded... Is there something that I did wrong? sorry if this doen't belong here... This is an amazing project You need to disable the mod control in LMP config and ensure that all of your friends are using the same mods and yes this question is better to ask it in the LMP thread Quote Link to comment Share on other sites More sharing options...
Derick Posted May 10, 2020 Share Posted May 10, 2020 I've just made a new install of KSP 1.9.1, BDArmory.1.3.4.0_04092020.zip, ModuleManager-4.1.3.zip, and PhysicsRangeExtender.1.19_03282020.zip. Created a new craft, and added two GAU guns, 30mm ammo, Flight AI and Weapon Manager parts to it. It starts up fine, with two of these crafts doing their usual dog fight manoeuvrers, however, they never fire their weapons because I see "Ammo Left: 0". I first thought I had added the wrong type of ammo, but it's right. I do get things to fire when I set "Infinite Ammo", but that doesn't seem to do anything in Competition Mode (I guess the AI reads whether there is ammo left before attempting to fire?). Looked at the log but couldn't see anything out of the ordinary. Help? :-) Quote Link to comment Share on other sites More sharing options...
Box of Stardust Posted May 10, 2020 Share Posted May 10, 2020 @jrodriguez One last thing regarding the IR missile issue, but this time it might be a clue. I think so far all of the tests that have gone wrong/unreliably have been done on Windows OS, but someone else tested on Mac OS and everything seems to be fine for them. Hopefully this info might help in some way to track down the issue. Or not, idk. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted May 11, 2020 Share Posted May 11, 2020 20 hours ago, Derick said: I've just made a new install of KSP 1.9.1, BDArmory.1.3.4.0_04092020.zip, ModuleManager-4.1.3.zip, and PhysicsRangeExtender.1.19_03282020.zip. ZIP? Did you extract the stuff to the correct Gamedata folder? Are gau 8s set to target Air? Can you manually fire the guns? Quote Link to comment Share on other sites More sharing options...
Derick Posted May 11, 2020 Share Posted May 11, 2020 4 hours ago, Xd the great said: ZIP? Did you extract the stuff to the correct Gamedata folder? Are gau 8s set to target Air? Can you manually fire the guns? Yes, the ZIP files as download through the links provided through GitHub and from Sarbian: https://github.com/jrodrigv/PhysicsRangeExtender/releases/download/1.19.0/PhysicsRangeExtender.1.19_03282020.zip https://github.com/PapaJoesSoup/BDArmory/releases/download/v1.3.4/BDArmory.1.3.4.0_04092020.zip https://ksp.sarbian.com/jenkins/job/ModuleManager/157/artifact/ModuleManager-4.1.3.zip Yes, it's in the correct Gamedata folder: derick@singlemalt:~/games/kerbal/BD-KSP/KSP_linux$ ls -l GameData/ total 2420 drwxr-xr-x 16 derick derick 4096 May 10 14:43 BDArmory -rw-r--r-- 1 derick derick 141824 Nov 30 14:55 ModuleManager.4.1.3.dll -rw-r--r-- 1 derick derick 2186618 May 10 15:25 ModuleManager.ConfigCache -rw-r--r-- 1 derick derick 93204 May 10 15:25 ModuleManager.ConfigSHA -rw-r--r-- 1 derick derick 8662 May 10 15:25 ModuleManager.Physics -rw-r--r-- 1 derick derick 27686 May 10 15:25 ModuleManager.TechTree drwxr-xr-x 4 derick derick 4096 May 10 14:20 PhysicsRangeExtender drwx------ 21 derick derick 4096 May 10 14:25 Squad derick@singlemalt:~/games/kerbal/BD-KSP/KSP_linux$ ls -l GameData/*/settings.cfg -rw-r--r-- 1 derick derick 2741 May 10 15:33 GameData/BDArmory/settings.cfg -rw-r--r-- 1 derick derick 116 Apr 22 2019 GameData/PhysicsRangeExtender/settings.cfg The GAU-8s are set to target everything (including Air). I can manually fire them, as long as I set "infinite Ammo". I think the crux of the problem is that it doesn't see there there *is* ammo, even though I've added the boxes to the craft. Quote Link to comment Share on other sites More sharing options...
Briso Posted May 11, 2020 Share Posted May 11, 2020 Hi. I have a problem. My Patriot Missile Launcher doesn't fire on a radar tip in guard mode. It just accompanies the target, but does not shoot. What might be the problem ? Quote Link to comment Share on other sites More sharing options...
Xd the great Posted May 12, 2020 Share Posted May 12, 2020 8 hours ago, Briso said: Hi. I have a problem. My Patriot Missile Launcher doesn't fire on a radar tip in guard mode. It just accompanies the target, but does not shoot. What might be the problem ? 1. Check you used a locking radar and has a radar lock (not just a detection) 2. Check that missiles do not fire into oneself. 3. Check that missiles in weapon bays are set to be in cargo bays. 4. Check that missiles are set to engage air/missiles and enemy is in range. 5. check that both you and enemy has weapons manager, and is set to different teams. 11 hours ago, Derick said: I think the crux of the problem is that it doesn't see there there *is* ammo, even though I've added the boxes to the craft. Ammo count for guns is broken, try with one craft with guard mode off and the other with guard mode on and autopilot on, and they are set to different teams. Guns still work, but ammo count in UI always show 0 even with sufficient ammo. Quote Link to comment Share on other sites More sharing options...
The Space Man Posted May 12, 2020 Share Posted May 12, 2020 I wish there was a way to make the ai in guard mode a little more accurate with gun cannons when shooting at targets on the ground, all my fighters fail to even hit a idle tank with the GAU-8 Quote Link to comment Share on other sites More sharing options...
Briso Posted May 12, 2020 Share Posted May 12, 2020 18 hours ago, Xd the great said: 1. Check you used a locking radar and has a radar lock (not just a detection) 2. Check that missiles do not fire into oneself. 3. Check that missiles in weapon bays are set to be in cargo bays. 4. Check that missiles are set to engage air/missiles and enemy is in range. 5. check that both you and enemy has weapons manager, and is set to different teams. Ammo count for guns is broken, try with one craft with guard mode off and the other with guard mode on and autopilot on, and they are set to different teams. Guns still work, but ammo count in UI always show 0 even with sufficient ammo. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted May 13, 2020 Share Posted May 13, 2020 @Briso Did you try reinstalling the game? Also try this: https://kerbalx.com/Xdthegreat/pac-3-missile-vehicle Quote Link to comment Share on other sites More sharing options...
Briso Posted May 13, 2020 Share Posted May 13, 2020 14 hours ago, Xd the great said: @Briso Did you try reinstalling the game? Also try this: https://kerbalx.com/Xdthegreat/pac-3-missile-vehicle For me, your craft file has earned. Thanks for the help. Quote Link to comment Share on other sites More sharing options...
Samaico Posted May 14, 2020 Share Posted May 14, 2020 On 5/10/2020 at 4:44 AM, jrodriguez said: You need to disable the mod control in LMP config and ensure that all of your friends are using the same mods and yes this question is better to ask it in the LMP thread oh, I`m sorry. I tought it was a problem with the mod not with lmp itself... what a dumb mistake. Thanks a lot! Quote Link to comment Share on other sites More sharing options...
Derick Posted May 14, 2020 Share Posted May 14, 2020 On 5/11/2020 at 4:49 PM, Derick said: Yes, the ZIP files as download through the links provided through GitHub and from Sarbian: https://github.com/jrodrigv/PhysicsRangeExtender/releases/download/1.19.0/PhysicsRangeExtender.1.19_03282020.zip https://github.com/PapaJoesSoup/BDArmory/releases/download/v1.3.4/BDArmory.1.3.4.0_04092020.zip https://ksp.sarbian.com/jenkins/job/ModuleManager/157/artifact/ModuleManager-4.1.3.zip … The GAU-8s are set to target everything (including Air). I can manually fire them, as long as I set "infinite Ammo". I think the crux of the problem is that it doesn't see there there *is* ammo, even though I've added the boxes to the craft. FWIW, I tried again and now it all works lovely — No idea why :-) Quote Link to comment Share on other sites More sharing options...
OmegaForce Posted May 19, 2020 Share Posted May 19, 2020 Anyone else have a problem with "detonation override" and "stage on proximity" not working with modular missiles? Currently using: BDArmory Continued 1.3.4 Modular Missiles 3.0 Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted May 19, 2020 Author Share Posted May 19, 2020 5 hours ago, OmegaForce said: Anyone else have a problem with "detonation override" and "stage on proximity" not working with modular missiles? Currently using: BDArmory Continued 1.3.4 Modular Missiles 3.0 I have tested it and it works for me. If you can upload a video or the missile craft maybe I can tell you if you are doing something wrong. Quote Link to comment Share on other sites More sharing options...
RustyVader Posted May 20, 2020 Share Posted May 20, 2020 On 4/24/2020 at 3:42 AM, Xd the great said: What version are you using? How high are you deploying the bombs from? What bombs are you using? Hmm, did you use Module manager and PRE? Also, try reinstalling the mods. I’m using the latest version. Also, I downloaded bd armory from a friend because I had no idea how to download load it all correctly. My friend had it all set up for me unless something’s missing. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted May 20, 2020 Share Posted May 20, 2020 2 hours ago, RustyVader said: Also, I downloaded bd armory from a friend because I had no idea how to download load it all correctly. My friend had it all set up for me unless something’s missing. I would need to see a screenshot of your Gamedata file Quote Link to comment Share on other sites More sharing options...
serialblack Posted May 21, 2020 Share Posted May 21, 2020 Hey love the this mod, but I do have a question/request if at all possible......how time consuming/difficult would it be to make some RO/RP-1 configs for this? or even era specific mission....more a thought than anything. Just think this would add an amazing new twist to the realism suite, and seeing that the military was/is technically involved in all of it anyways, kinda makes sense, no? Either way, if its possible, I would definitely be on board with it. Quote Link to comment Share on other sites More sharing options...
RustyVader Posted May 21, 2020 Share Posted May 21, 2020 22 hours ago, Xd the great said: I would need to see a screenshot of your Gamedata file Here, let me give you the link to the game data for the Mod. Keep in mind there are Mod expansions with the Mod. https://www.mediafire.com/file/n8281pje5srpfc0/GameData.zip/file Quote Link to comment Share on other sites More sharing options...
Xd the great Posted May 21, 2020 Share Posted May 21, 2020 41 minutes ago, serialblack said: Hey love the this mod, but I do have a question/request if at all possible......how time consuming/difficult would it be to make some RO/RP-1 configs for this? or even era specific mission....more a thought than anything. Just think this would add an amazing new twist to the realism suite, and seeing that the military was/is technically involved in all of it anyways, kinda makes sense, no? Either way, if its possible, I would definitely be on board with it. Um, probably a lot of work. But you are always free to try and make it work. Quote Link to comment Share on other sites More sharing options...
serialblack Posted May 21, 2020 Share Posted May 21, 2020 I'd have a better idea of how to fix an old raptor engine than make configs and mods lol, but thanks for the response. As I said, it would be a good add-on in my opinion, if someone could do it, but I'll make do without it Quote Link to comment Share on other sites More sharing options...
Xd the great Posted May 21, 2020 Share Posted May 21, 2020 9 hours ago, RustyVader said: Here, let me give you the link to the game data for the Mod. Keep in mind there are Mod expansions with the Mod. https://www.mediafire.com/file/n8281pje5srpfc0/GameData.zip/file No, I need a screenshot of you gamedata folder, not a download. Quote Link to comment Share on other sites More sharing options...
The Space Man Posted May 21, 2020 Share Posted May 21, 2020 Having a problem with audio break up that only happens when the ai starts firing the Millennium Cannon, or any turret gun that uses a looped sound file. Anyone else get this issue? https://www.dropbox.com/s/rx788d4gy5r62e8/Audio bug.mp3 Quote Link to comment Share on other sites More sharing options...
BrawlerAce Posted May 22, 2020 Share Posted May 22, 2020 (edited) How sensitive is the AIM-9 seeker? I had trouble locking up an aircraft using Juno engines but the Goliath engine was easy for me to lock on to. edit: Just to resolve this, it just had to do with my aircraft design that gave the Sidewinder locking issues. Edited June 3, 2020 by BrawlerAce Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.