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


jrodriguez

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  On 11/16/2020 at 12:34 AM, Titotacoman said:

ive tried everything and i cant get past 20mm vulcan in loading screen ive redownloaded from ckan and github but nothing works

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Sorry for the late response (Busy answering ground tank question). IF you want to try a different version, try BDAc for the runway project. IF not, then you have 2 options: a) remove the part from BDAc by editing it out of the file, or b) trying different versions, e.g. spaceport (if still there).

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  • 2 weeks later...
  On 11/30/2020 at 12:29 AM, TycoonTitian01 said:

I have an issue where the loading of KSP gets stuck on loading Squad?BDArmory.1.3.4.0_04092020/GameData/BDArmory/Parts/20mmVulcan/vulcanTurret/bagaGatlingGun halp

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Problem with your installation.

Your install should be KSP/Gamedata/BDArmory/Parts/20mmvulcanTurret/...

not KSP/Gamedata/BDArmory.1.3.4_04092020/Gamedata/BDArmory/Parts/20mmvlcanTurret/...

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Hi,

My friends and I are using the LMP-compatible release, and we cannot use the weapon manager or adjust things from BDAc. We extracted the master folder to GameData and have access to all the parts, and have PRE and MM installed, but can't use our weapons. Any tips?
 

Thanks!

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Hello, I have decided to update my KSP from 1.8.1 to 1.10.1 and found the issue that few weapon packs I am using get this error, which only occurs on some weapons. I am using Runway project BDA but since that project has no official forum post I am posting it here.  The issue doesn't occur merely at aviator arsenal weapons, so that's also why I am not posting it in specific weapon mod threads. Here is the error:

[LOG 13:30:41.294] PartLoader: Compiling Part 'AviatorArsenal/Cannons/Hispano mk2 Enclosed Barrel/hispanoMK2enclosed/N-37'
[EXC 13:30:41.310] NullReferenceException: Object reference not set to an instance of an object
    BDArmory.Modules.ModuleWeapon.GetInfo () (at <1a20dbc044c547a8a2dda274d66fc98e>:0)
    PartLoader.CompilePartInfo (AvailablePart newPartInfo, Part part) (at <c1858a3f77504bd1aaa946fdccf84670>:0)
    PartLoader+<CompileParts>d__56.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
    UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

Since the game freezes loading at this stage, I cannot know what is happening, but if I remove any of those broken parts, it stops at another one and loads only if all of them are removed  fully. Anyone encountered this problem or has any idea what can be causing this?


EDIT: From looking at the BDA code, the GetInfo method gets the weapon type, ammo, and all other information. But when I checked the weapon, it is not including all the info. Specifically the explosive boolean and bulletType. I suppose that is causing the nullPointerEx right?

EDIT2: After further investigation I found out that indeed that weapons hasn't the bulletType configured, nor its explosive mass. Explosive miss can be omitted I think, but the test will show...


EDIT3: Yes, explosive is omitted, and adding any bulletType was sufficient to make it work. Now to fix all other broken weapons of weapons packs....


EDIT4: Has BDA weapons configs changed between 1.8.1 and 1.10.1? Because it seems BDA weapons now has airDetonation which wasn't there? How does these airDetonation variables work, if asomeone can tell?  I mean its quite obvious how it works, but at what range does the bullet explode? The distance to the target when the bullet is fired or when the bullet is in flight? Or maybe at radar locked target range automatically, or with the timing set to true, at specific distance no matter what? How to time it thou? Any specifics would be sueful and greatly appreciated!

(After testing I found out airDetonation simply detonates the bullets at the max air detonation range (in SPH, couldn't find out how it can be defined in config its called maxAirDetonationRange in config) even when the target is closer, so if it misses, it doesn't explode at his distance. The airDetonationTiming has the functionality to explode at target distance.


EDIT5: I also found proximityDetonation exists but no weapons from stock BDA nor weapon pack is using it. Does it work as bullet proximity detonation like when missile explodes when in proximity? And if so, what variable can set the proximity fuse distance?

(I found out after testing that it works like that, exploding in proximity, but it also needs detonationRange = float variable for the detonation distance and airDetonation true.)


So tl,dr, I fixed all issues and documented my process of doing that. :D

Edited by Toonu
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  On 12/12/2020 at 3:50 AM, Xd the great said:

Any screenshot of you Gamedata folder?

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I fixed it, it was my bad, the problem was the oldies files of Weapon Expansion mod, i tried to delete it and replace with the new Weapon Expansion (350mb) but it was built for KSP 1.9.1 and apparently not compatible with Runaway Version 1.10.1, so i decided to delete the Weapon Expansion mod and run BDA only, and now it works fine.

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Can one change the ballance between high caliber rounds and low caliber rounds?

Like making the 20mm stuff better and the howitzer a bit worse.

I have many parts and weapon mods, is there a global slider?

 

And would this work for old weapon mod parts for bdarmory?

Edited by Neros7
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  • 2 weeks later...

:confused:why my weapon manager is empty?

  On 5/1/2019 at 10:21 PM, jrodriguez said:

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.

r646YyN.png

 

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):

  Reveal hidden contents
  Reveal hidden contents
 

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

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  On 1/2/2021 at 10:51 PM, kerbalk said:

https://imgur.com/a/STk77Sw

What does Steer ki mean? I'm trying to tweak it so that i can have a bomber wing, and make allies not roll and pitch all over the place, and i need to know that this means.

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Integral parameter of PID controller:

More info and methods how to tune it can be found on wikipedia and on various other web sites.

 

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  On 12/23/2020 at 9:27 PM, dreadanaught said:

Is this known to work with KSP 1.11?

 

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  On 12/30/2020 at 3:30 PM, memeking89 said:

does anyone know if this will work for 1.11

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Runway version does.

  On 1/2/2021 at 6:24 PM, MadReaper 213 said:

Hello, I have an issue with a Maverick missile. When I tried to fire a missile from the rotary bomrack in the cargobay, it won´t fire. Does anyone have the same problem?

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Is the bombrack placed correctly and the missiles attached correctly? The weapons manager will prevent you fron firing a missile if it will hit your plane.

  On 1/2/2021 at 10:51 PM, kerbalk said:

https://imgur.com/a/STk77Sw

What does Steer ki mean? I'm trying to tweak it so that i can have a bomber wing, and make allies not roll and pitch all over the place, and i need to know that this means.

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It could be an airframe problem (too much roll authority on control surfaces)

Also increase your G limiter and AoA limiter.

Edited by Xd the great
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  On 1/9/2021 at 5:05 AM, Katzecha said:

I keep having an issue where the game says "Module manager is missing. BDA will not work properly." I tried reinstalling the mod but the issue persists. Do you have any direct fixes I can use? 

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Do you have Module Manager installed?   It is a seperate mod that many many mods require to function. 

 

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