xD-FireStriker Posted September 18, 2021 Share Posted September 18, 2021 12 hours ago, jrodriguez said: Hi all, I just released a new version of BDAMultiplayer for KSP 1.12.2 and LMP 0.28, you can find it here: https://github.com/jrodrigv/BDAMultiplayer/releases/tag/0.4 Thanks heaps Quote Link to comment Share on other sites More sharing options...
Jeb_Needs_A_Parachute Posted September 19, 2021 Share Posted September 19, 2021 It is the end of a type of modding with the end f dev work on KSP1. However, KSP2 should bring good modding support... while many may not ever pick up modding again on KSP2, some new people will hopefully join. Thanks for the years of keeping the mod alive, @jrodriguez. Quote Link to comment Share on other sites More sharing options...
gilflo Posted September 19, 2021 Share Posted September 19, 2021 Hello guys I am interested with this project as I take part to some BDA contest. I am building a submarine for the naval contest and I noticed that the water AI is not able to steer the ships in 3 dimensions. it's mainly configured for surface naval operations. As a consequence you must build a submarine that will dive by default, but as there is no instructions for the AI to navigate between 2 depth limits , the submarine seems to be always steering to the bottom of the sea. Depending how you built it, it will navigate at 2 or 3 meters because it is unable to go deeper under surface - so it's nearly a surface boat - or it will dive slowly and indefinitely. My question is: Are you working on an update to allow submarine to navigate between 2 depth as Air AI is able to fly between a maximum and a minimum altitude? Thank you for this fantastic mod! Quote Link to comment Share on other sites More sharing options...
gadnuk Posted September 21, 2021 Share Posted September 21, 2021 (edited) Sidewinder vs Flare , flare doesn't seem to work the missile seems to ignore the flares, or is the issue that the aircraft is too slow ? also, when flying manually, sidewinder doesn't lock ever. am i missing something?https://streamable.com/hfzzct (both crafts are identical , and have only sidewinder + flare equipped) Edited September 21, 2021 by gadnuk wrongly worded Quote Link to comment Share on other sites More sharing options...
Jeb_Needs_A_Parachute Posted September 22, 2021 Share Posted September 22, 2021 Hi @gadnuk, what version are you running and are you sure none of the other mods you are running are conflicting? I would help a lot with figuring out the problems. Quote Link to comment Share on other sites More sharing options...
gadnuk Posted September 22, 2021 Share Posted September 22, 2021 (edited) @Jeb_Needs_A_Parachute hi, version 1.3.4.0 , downloaded it here from the most recent update https://github.com/jrodrigv/BDAMultiplayer/releases/tag/0.4 ( the video had the old version, but it didnt make a difference) , i just tested it without all addons except module manager and phys. range extender, which are necessary for bdarmory i believe, no change. So you have no problems with flares/sidewinders? Edited September 22, 2021 by gadnuk Quote Link to comment Share on other sites More sharing options...
Jeb_Needs_A_Parachute Posted September 22, 2021 Share Posted September 22, 2021 Hi @gadnuk, no I have not had problems with Flares and sidewinders. It might be that the sidewinder is within the guaranteed kill boundaries, in which case a flare would do nothing. Otherwise, I've never had this problem myself. Quote Link to comment Share on other sites More sharing options...
The solid fuel chemist Posted September 29, 2021 Share Posted September 29, 2021 (edited) @Jeb_Needs_A_ParachuteAs far as i am aware, i have the most recent versions of all mods and am on ksp version 1.12.1.3142, however all guns are broken and will not fire, their aimers being stuck wherever i turn the gun on or at the launch site, and no turrets will turn to follow any input, even radar slaving. the weapon manager says they have zero ammo despite the actual ammo count, but when i turn on ammo gauges it reads correctly, tested by draining half ammo in SPH. i also think i have the flares not working bug the other guy mentioned, and for clarity im using the multiplayer version of the mod as that has been recompiled for 1.12 Edited September 29, 2021 by The solid fuel chemist Quote Link to comment Share on other sites More sharing options...
Jeb_Needs_A_Parachute Posted September 29, 2021 Share Posted September 29, 2021 Ok @The solid fuel chemist, that may well be a bug. I've never encountered it. Sorry. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted September 29, 2021 Author Share Posted September 29, 2021 5 hours ago, The solid fuel chemist said: @Jeb_Needs_A_Parachute for clarity im using the multiplayer version of the mod as that has been recompiled for 1.12 The multiplayer version will only work when playing in multiplayer with LMP. If you want to play in single player you should go the Runway Project version of BDArmory Quote Link to comment Share on other sites More sharing options...
Miniwave Posted October 4, 2021 Share Posted October 4, 2021 Is there a way to increase the hitpoint values of the Abrams turret? I don't see anything related to its hitpoints in it's .cfg file If it's possible what else can we change? bullet dispersion? bullet damage? Quote Link to comment Share on other sites More sharing options...
DuckDuckCute Posted October 9, 2021 Share Posted October 9, 2021 (edited) Sometimes when weapon ( from BDAc or other MODs) exploded, such as a bomb or missile hit the target, the screen turn black, but the UIs and windows and sidebars are still shown, and the aircraft sounds like still running (the voices and engine sounds are fine), and I can even switch to the map mode to see the planet view and my craft's icon moving on it. (This is the screenshot:https://imgur.com/a/2bOcwQr The interesting part is that this phenomena doesn't happen all the time, it happens in a frenquency about 1/3, so the bomb or missile could possibly explode fine, but sometime the black screen bug happen. So I think this is not a regular malignant BUG, but something random and perhaps about the computer performance? If anyone have aslo encounter such problem or even know what's behind this strange little black screen bug after weapon exlosion, I'll be grateful to know. Edited October 9, 2021 by DuckDuckCute Quote Link to comment Share on other sites More sharing options...
Vault_Buster Posted October 12, 2021 Share Posted October 12, 2021 Hi! Been looking at the documentation for the radar so I can make my own classic radar sets from history. Some of them being old radar gunsets used by F-86s and the AN/APQ-120 for the Phantom, my problem is that the documentation for Radar Configuration , doesn't cover what scanRotationSpeed, lockRotationSpeed and lockRotationAngle really means. I made a test radar and I really can't find a difference between the stock radar and my radar. This is not including other variables I can probably extrapolate their use, for instance lockAttemptFOV being used for when you're attempting to lock an aircraft and it represents the pointing of the radar beam. I assume. but changing the first 3 I see no noticeable change. If someone can provide some extra information on these variables, I'd appreciate it. Quote Link to comment Share on other sites More sharing options...
Darth Nihilus Posted October 23, 2021 Share Posted October 23, 2021 (edited) Good day. I have problems during bomb drops. I have my bombs set to ripple, triger armed and a bomb selected but no matter if they are on the rotary rack or not only two bombs will fire at a time and that prevents me from carpet bombing. I saw in an old post from 2016 that it was something to do with weapon grouping but i dont have any options anywhere to group bombs together.... what can i do to fix this? Edited November 1, 2021 by Darth Nihilus typos Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted October 28, 2021 Share Posted October 28, 2021 Hello all. I'm back from an extended Hiatus. @jrodriguez, need any help from a washed up Software developer? Quote Link to comment Share on other sites More sharing options...
memerman02 Posted November 13, 2021 Share Posted November 13, 2021 can yall make the inline radars for the mk 2 planes? Quote Link to comment Share on other sites More sharing options...
teacherboi Posted December 4, 2021 Share Posted December 4, 2021 I recently downloaded BD Armory, and installed in in a fresh copy of KSP. When I try to place a part in the VAB, it just flashes and won't mount. I've tried the weapon manager, guns, missile rail,inline radar, etc., and they just flash red and don't mount. Quote Link to comment Share on other sites More sharing options...
obnox twin Posted December 9, 2021 Share Posted December 9, 2021 (edited) On 12/5/2021 at 11:35 AM, teacherboi said: I recently downloaded BD Armory, and installed in in a fresh copy of KSP. When I try to place a part in the VAB, it just flashes and won't mount. I've tried the weapon manager, guns, missile rail,inline radar, etc., and they just flash red and don't mount. Have you installed the dependencies they are Physic Ranger Extended and Module Manager. Make sure you have them installed and in your game data folder Edited December 9, 2021 by obnox twin Quote Link to comment Share on other sites More sharing options...
VostokV5 Posted December 17, 2021 Share Posted December 17, 2021 (edited) Hello, my sidewinders don't seem to lock on any target. However, they lock fine on targets when flown by AI. How do I fix this? I am currently running BDA for Runway Project 1.4.7 on KSP 1.11.2. Edited December 17, 2021 by VostokV5 Quote Link to comment Share on other sites More sharing options...
VostokV5 Posted December 17, 2021 Share Posted December 17, 2021 On 5/23/2020 at 5:39 AM, BrawlerAce said: 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. What exactly in your design gave the Sidewinder locking issues? Quote Link to comment Share on other sites More sharing options...
mega234 Posted January 6, 2022 Share Posted January 6, 2022 hello, does the bd armory ai work on the water and/or boats? thanks for the help. Quote Link to comment Share on other sites More sharing options...
Baker_02 Posted January 16, 2022 Share Posted January 16, 2022 Hello does Modular Missile Guidance work for GPS coordinates? I am unable to make it work, in this case hitting the island runway from default launch site. I tried to set my rocket to both cruise and ballistic guidance but every time my rocket flight to almost opposite direction . Here is prelaunch settingshttps://ibb.co/x5mGtYW Here rocket flights to wrong direction https://ibb.co/0cwkwd3 And here it ends https://ibb.co/JvpS82h I tried to hit the same GPS coordinates with pre build cruise missle from BDA and it worked no problem. Any idea what should I set differently? Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted January 25, 2022 Share Posted January 25, 2022 I'm getting requests to look into merging code from Project Runway and BDA Continued. As I understood things, during my absence, the BDA team disbanded, and Project Runway took over maintenance. @jrodriguez started a multiplayer fork, as far as I know. Is this a correct assessment? I've not heard from the other members of the old BDA team in a while, so I'm just putting out feelers to see what the state of BDA Continued is. What are the differences between the two forks, and is there a reason to bring BDAc "up to date? What is the value proposition in doing so? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted January 25, 2022 Author Share Posted January 25, 2022 3 hours ago, Papa_Joe said: I'm getting requests to look into merging code from Project Runway and BDA Continued. As I understood things, during my absence, the BDA team disbanded, and Project Runway took over maintenance. @jrodriguez started a multiplayer fork, as far as I know. Is this a correct assessment? I've not heard from the other members of the old BDA team in a while, so I'm just putting out feelers to see what the state of BDA Continued is. What are the differences between the two forks, and is there a reason to bring BDAc "up to date? What is the value proposition in doing so? Hi Papa, your assessment is correct. From my point of view, it doesn't make sense to merge the code from the Runway Project because it is in my opinion the natural successor of our Bdarmory Continued. If any, maybe it could make sense to do some basic maintenance to ensure that BDAc continue working without fatal errors or exceptions just in case someone prefers the legacy Bdarmory Continued Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted January 25, 2022 Share Posted January 25, 2022 9 hours ago, jrodriguez said: Hi Papa, your assessment is correct. From my point of view, it doesn't make sense to merge the code from the Runway Project because it is in my opinion the natural successor of our Bdarmory Continued. If any, maybe it could make sense to do some basic maintenance to ensure that BDAc continue working without fatal errors or exceptions just in case someone prefers the legacy Bdarmory Continued Good to hear from you Jesus! I'll take a look and see what can be done to at least make it run on the current version. No promises. 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.