JordanLOL Posted October 13, 2019 Share Posted October 13, 2019 I want to ask, Do I need BDAc to have the destruction Effects? Cause I only want realism not Guns.. Lol... Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted October 13, 2019 Author Share Posted October 13, 2019 16 minutes ago, JordanLOL said: I want to ask, Do I need BDAc to have the destruction Effects? Cause I only want realism not Guns.. Lol... No, You don't need it . They are different Mods Quote Link to comment Share on other sites More sharing options...
ssd21345 Posted October 13, 2019 Share Posted October 13, 2019 why ai won't fire missile themselves at guard mode? They only lock on it but won't fire after locked. I use radar data receiver on the missile vehicle. Do you need antenna on radar vehicle and missile vehicle to make it works? Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted October 13, 2019 Share Posted October 13, 2019 (edited) @ssd21345 Need more details... Is it a ground vessel firing at a plane? a plane firing at a ground vessel? a plane firing at a plane? What missiles exactly are being used? how are they mounted on the vessel that is firing the missile? Pictures are good, especially CLOSE-UP of where the missile is mounted... video (IMO) is much better. and the smarter lads in here will want logs I bet The missile vessel must have valid control... a probe core with an antenna, or a manned command pod. all combat vessels must have a weapon manager (of course I know you know this) Try turning off clearance checks and see if that makes the problem go away. if it does, and you are firing the missile from a rail, increase the rail's height, and decrease its length. Edited October 14, 2019 by TheKurgan Quote Link to comment Share on other sites More sharing options...
DirtyVenomSteam Posted October 15, 2019 Share Posted October 15, 2019 Are there any plans for some kind of video-tutorial to bring weapons from Blender to KSP? I've been meaning to make weapons, but, I can't find any good, up to date documentation. Quote Link to comment Share on other sites More sharing options...
C7Aerospace Posted October 15, 2019 Share Posted October 15, 2019 Will the latest version of BDAc work for KSP 1.2.2? I have an older version of BDAc and I am interested in the bugfixes and the EMP. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted October 15, 2019 Author Share Posted October 15, 2019 4 hours ago, C7Aerospace said: Will the latest version of BDAc work for KSP 1.2.2? I have an older version of BDAc and I am interested in the bugfixes and the EMP. No, please check the GitHub page to find which release is for KSP 1.2.2 Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted October 16, 2019 Share Posted October 16, 2019 @C7Aerospace Just remember, BDAc is an incredibly complex mod, and will very rarely be backwards compatible with earlier KSP versions. Quote Link to comment Share on other sites More sharing options...
kcs123 Posted October 17, 2019 Share Posted October 17, 2019 And on top of all complexity there was also complete game engine change from KSP 1.2.x up to 1.7.x and even one more for KSP 1.8.x. Maintaining mod even for latest KSP only is a lot of work, it is hard to expect any backward compatibility too with "simple" recompile. Quote Link to comment Share on other sites More sharing options...
JordanLOL Posted October 17, 2019 Share Posted October 17, 2019 It doesn't work.. Any tips? (With that I mean the effects don't show up) Quote Link to comment Share on other sites More sharing options...
DoctorDavinci Posted October 17, 2019 Share Posted October 17, 2019 1 hour ago, JordanLOL said: It doesn't work.. Any tips? Yes, wait for BDAc to be updated to KSP v1.8 Quote Link to comment Share on other sites More sharing options...
Sidestrafe2462 Posted October 17, 2019 Share Posted October 17, 2019 Cant wait for 1.8 patch! Optimization improvements look very promising for large ship battles Quote Link to comment Share on other sites More sharing options...
DoctorDavinci Posted October 18, 2019 Share Posted October 18, 2019 (edited) @jrodriguez so let me know if you want better precision in targeting etc... for BDAc I wrote some code that does away with using the getworldpos3d deal ( it only converts vector3d's to vector3's ... quick primer, vector3's use floats and vector3d's use doubles ... the difference being doubles are more precise and Unity can only use vector3's) I came up with a way to calculate distance and targeting outside of Unity with vector3d's and then convert it to a vector 3 so Unity can use it since Unity only uses floats in their vector calculations What I believe is going on with the offset targeting is that BDAc is using the getworldpos3d deal which converts the vector3d to a vector3 and then it calculates the parameters whereas I am calculating the parameters in a vector3d and then converting that result to a vector3 (those who understand how mathematics works will understand the significance of this) .... not sure I am right in applying this concept to BDAc but there's an awful lot of getworldpos3d deals in the BDAc code I can give you a function that will do the business for you but unsure if you're even working in this Let me know EDIT: I am referring to the gun targeting being offset, not the missile targeting code (although I would think applying this logistical sequence would possibly be a benefit for the missile targeting) Edited October 18, 2019 by DoctorDavinci Quote Link to comment Share on other sites More sharing options...
Agustin Posted October 18, 2019 Share Posted October 18, 2019 (edited) wrong thread Edited October 18, 2019 by Agustin Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted October 19, 2019 Author Share Posted October 19, 2019 On 10/18/2019 at 10:54 PM, DoctorDavinci said: @jrodriguez so let me know if you want better precision in targeting etc... for BDAc I wrote some code that does away with using the getworldpos3d deal ( it only converts vector3d's to vector3's ... quick primer, vector3's use floats and vector3d's use doubles ... the difference being doubles are more precise and Unity can only use vector3's) I came up with a way to calculate distance and targeting outside of Unity with vector3d's and then convert it to a vector 3 so Unity can use it since Unity only uses floats in their vector calculations What I believe is going on with the offset targeting is that BDAc is using the getworldpos3d deal which converts the vector3d to a vector3 and then it calculates the parameters whereas I am calculating the parameters in a vector3d and then converting that result to a vector3 (those who understand how mathematics works will understand the significance of this) .... not sure I am right in applying this concept to BDAc but there's an awful lot of getworldpos3d deals in the BDAc code I can give you a function that will do the business for you but unsure if you're even working in this Let me know EDIT: I am referring to the gun targeting being offset, not the missile targeting code (although I would think applying this logistical sequence would possibly be a benefit for the missile targeting) Hey Doc. I think it would be useful if you can apply the refactor directly into a BDArmory branch so we can just go and test it. That way it should be easy to evaluate the accuracy of the new approach. Thanks! Quote Link to comment Share on other sites More sharing options...
Sidestrafe2462 Posted October 20, 2019 Share Posted October 20, 2019 On 10/18/2019 at 1:54 PM, DoctorDavinci said: @jrodriguez so let me know if you want better precision in targeting etc... for BDAc I wrote some code that does away with using the getworldpos3d deal ( it only converts vector3d's to vector3's ... quick primer, vector3's use floats and vector3d's use doubles ... the difference being doubles are more precise and Unity can only use vector3's) I came up with a way to calculate distance and targeting outside of Unity with vector3d's and then convert it to a vector 3 so Unity can use it since Unity only uses floats in their vector calculations What I believe is going on with the offset targeting is that BDAc is using the getworldpos3d deal which converts the vector3d to a vector3 and then it calculates the parameters whereas I am calculating the parameters in a vector3d and then converting that result to a vector3 (those who understand how mathematics works will understand the significance of this) .... not sure I am right in applying this concept to BDAc but there's an awful lot of getworldpos3d deals in the BDAc code I can give you a function that will do the business for you but unsure if you're even working in this Let me know EDIT: I am referring to the gun targeting being offset, not the missile targeting code (although I would think applying this logistical sequence would possibly be a benefit for the missile targeting) waitwaitwait- you figured out what was breaking space combat? Quote Link to comment Share on other sites More sharing options...
DoctorDavinci Posted October 20, 2019 Share Posted October 20, 2019 6 hours ago, Sidestrafe2462 said: waitwaitwait- you figured out what was breaking space combat? You say that like space combat was an intended ability of BD Armory, which it really wasn't But with that said ... yes, sort of, maybe The issue of space combat with guns has two main components (maybe more) with those being the use of vector3's to do the gun targeting not being precise enough when KSP uses vector3d's for vessel coordinates and the second being the world reference point (the floating point reference of the focused vessel) and the velocities of the vessel Space combat would likely need a BDAc declared point of reference that takes into account orbital velocities Quote Link to comment Share on other sites More sharing options...
Sidestrafe2462 Posted October 21, 2019 Share Posted October 21, 2019 Hmm. Just a quesion- how do the bullet tracers work for BDAc? I've always wondered if we could have nicer tracers or bullet trails Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted October 21, 2019 Author Share Posted October 21, 2019 (edited) 52 minutes ago, Sidestrafe2462 said: Hmm. Just a quesion- how do the bullet tracers work for BDAc? I've always wondered if we could have nicer tracers or bullet trails It is a just a line with a shader material using a bullet texture. It is like a 2d sprite lol. And Yes, of course there is room for improvement Edited October 21, 2019 by jrodriguez Quote Link to comment Share on other sites More sharing options...
Sidestrafe2462 Posted October 25, 2019 Share Posted October 25, 2019 Another question- how would I go about modding the armor panels to be bigger? Quote Link to comment Share on other sites More sharing options...
Sidestrafe2462 Posted October 25, 2019 Share Posted October 25, 2019 thought- could I just use rescale factor on the parts i want to resize and increase mass accordingly? Quote Link to comment Share on other sites More sharing options...
Sidestrafe2462 Posted October 25, 2019 Share Posted October 25, 2019 9 hours ago, Sidestrafe2462 said: thought- could I just use rescale factor on the parts i want to resize and increase mass accordingly? Yes, I can, but the part HP stays the same. How do I increase that? @jrodriguez Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted October 25, 2019 Author Share Posted October 25, 2019 9 minutes ago, Sidestrafe2462 said: Yes, I can, but the part HP stays the same. How do I increase that? @jrodriguez TweakScale Quote Link to comment Share on other sites More sharing options...
Sidestrafe2462 Posted October 25, 2019 Share Posted October 25, 2019 1 minute ago, jrodriguez said: TweakScale Is it possible to do it in the code though? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted October 25, 2019 Author Share Posted October 25, 2019 34 minutes ago, Sidestrafe2462 said: Is it possible to do it in the code though? You can use a mmpatch override the hp value for a part . I think inside BDArmory installation there are some examples of patches. Quote Link to comment Share on other sites More sharing options...
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