Piatzin Posted February 21, 2022 Share Posted February 21, 2022 Is it possible to use the modular missile guidance unit to launch parasite craft? E.g. a small drone with a weapon manager and AI pilot, that becomes an independent entity after launch? I've been trying to get ships to launch support craft in this way but I haven't had much success. Just wondering if it's impossible in the first place or if I should keep trying. The main problem I have is that the drones seem to stay linked to the mother ship. I've tried getting the MMG unit to eject itself after launch but that doesn't seem to do anything. Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted February 23, 2022 Share Posted February 23, 2022 On 2/1/2022 at 6:32 PM, Spunge_bub12 said: Here is the bug, I've posted a screenshot on Imgur. After testing with @Acid_Burn9, we have determined that it appears that BDModularMissleParts is causing the graying of the Hud of Mk22. I"m looking at the Modular missles mod now, but it is a new area for me, so that will take time and a lot of questions (building parts and models). If you remove BDModularMissileParts, the BDMk22 hud is transparent. Quote Link to comment Share on other sites More sharing options...
Acid_Burn9 Posted February 23, 2022 Share Posted February 23, 2022 On 1/25/2022 at 9:39 AM, jrodriguez said: 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. Huh? Never knew BDAc had a successor... What is this Runway Project? Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted February 23, 2022 Share Posted February 23, 2022 (edited) 1 hour ago, Acid_Burn9 said: Huh? Never knew BDAc had a successor... What is this Runway Project? Yup. There is and it is active. Scott Manley also uses it. There have been some significant changes from my understanding, and it has grown more complex. That is one of the major reasons that this fork was discontinued. I'm ony reviving it to make it compatible with 1.12.3, and support those that don't want the changes that were made that break a fair number of existing part mods. A fair number of config changes, changes to the way bullets are handled, the ability to mix and match ammo, and more. Check it out! Edited February 23, 2022 by Papa_Joe Quote Link to comment Share on other sites More sharing options...
Acid_Burn9 Posted February 24, 2022 Share Posted February 24, 2022 3 hours ago, Papa_Joe said: Check it out! Does it have a forum thread? I can only find the SpaceDock page. Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted February 24, 2022 Share Posted February 24, 2022 (edited) 54 minutes ago, Acid_Burn9 said: Does it have a forum thread? I can only find the SpaceDock page. YOu can start here. Runway Project | Scott Manley Wiki | Fandom It does not appear that there is a forum thread for it. Github source: BrettRyland/BDArmory: Gun turrets and other weapon systems for KSP (github.com) Edited February 24, 2022 by Papa_Joe Quote Link to comment Share on other sites More sharing options...
Ymmit34 Posted February 25, 2022 Share Posted February 25, 2022 Question: how does one reload a missile turret? Quote Link to comment Share on other sites More sharing options...
Acid_Burn9 Posted February 26, 2022 Share Posted February 26, 2022 15 hours ago, Ymmit34 said: Question: how does one reload a missile turret? Well you should be able to do it with an engineer. Spawn a craft with new missiles, use engineer to move them and attach to the turret. Quote Link to comment Share on other sites More sharing options...
Kebab Kerman Posted March 8, 2022 Share Posted March 8, 2022 How can I keep a missile on a turret from changing back to lateral ejection when I set it to forward ejection? Quote Link to comment Share on other sites More sharing options...
Ben J. Kerman Posted March 13, 2022 Share Posted March 13, 2022 Has anyone had problems with this mod on 1.12? Quote Link to comment Share on other sites More sharing options...
SancthuaryID Posted March 17, 2022 Share Posted March 17, 2022 On 3/13/2022 at 1:46 PM, Ben J. Kerman said: Has anyone had problems with this mod on 1.12? Nothing, except the IR/Heat missile guidance which doesn't lock without radar lock first. Only affect player-controlled vehicle (runaway project also get same issue) Anything else other than that is working perfectly Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted March 18, 2022 Share Posted March 18, 2022 13 hours ago, SancthuaryID said: Nothing, except the IR/Heat missile guidance which doesn't lock without radar lock first. Only affect player-controlled vehicle (runaway project also get same issue) Anything else other than that is working perfectly Good to know. I'll look at the logic. Quote Link to comment Share on other sites More sharing options...
TBCN Posted March 20, 2022 Share Posted March 20, 2022 Can someone help me with radar data reciver having only 1km range? Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted March 21, 2022 Share Posted March 21, 2022 For those that are interested, I'm reviving the original BDAc thread, as i'm going to be resuming maintenance this BDAc fork going forward. I've discussed this with @jrodriguez, and he is fine with me reviving my original thread. As you all know, I've released a beta version for KSP 1.12.3 and it seems to be working for the most part. I will be updating my original thread with that version. Please post any issues you find going forward in that thread. I will continue to look into this thread for a short while to catch any stragglers, but please refer to the original thread below: Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted March 23, 2022 Share Posted March 23, 2022 (edited) On 2/23/2022 at 5:54 PM, Papa_Joe said: changes that were made that break a fair number of existing part mods. After being involved with BDA for a couple years before RWP, and being part of RWP for the last 2 years, I can say that BDA for RWP keeps all that was BDAc and just builds upon it. The additions, new capabilities, bullet balancing, bug fixes and so much more is well worth a look. Legacy missiles ALL still work, I know this because I re-released many of Spanners without changing anything at all. All weapons that had the own bullet defs still work perfectly fine. Some weapons that used BDAc bullet defs may have been affected, and may need very minor updates. No other parts, that I know of, have been broken. Edited March 23, 2022 by TheKurgan Quote Link to comment Share on other sites More sharing options...
Manul Posted March 23, 2022 Share Posted March 23, 2022 16 hours ago, TheKurgan said: Legacy missiles ALL still work, I know this because I re-released many of Spanners without changing anything at all. Guided missiles work fine but unguided don't, the legacy module RocketLauncher isn't recognized by RWP. Also I noticed a problem with air-to-air missiles that work in a vacuum as they do in the atmosphere despite having no maneuvering thrusters Quote Link to comment Share on other sites More sharing options...
Dioso Posted March 24, 2022 Share Posted March 24, 2022 hello how can i make the explosion fx of the bullet hitting smaller Quote Link to comment Share on other sites More sharing options...
Kerbal Combat Posted March 26, 2022 Share Posted March 26, 2022 So a have a few questions regarding the BDA Project runway. I’m just curious, because I currently use the BDAc (1.9.1) and a bunch of other weapon mods. Because it has a larger array of weapons to use. I have tried the project runway mod for 3 days and it was causing some issues. NKDR quit working even with the most recent version. “Module manager not compatible, blah blah something .dll with this version.” Missiles & bombs weren’t doing much damage. 4-6 missiles to destroy a craft. 6-10 missiles to destroy a craft with armor plates. That is with the default armor settings. (Armor default = 150) AI was constantly driving in the opposite direction. Like it was trying to run way from the fight, it also would never engage during the fight. So i tried uninstalling and reinstalling and I had the same issues again. So I went back to (v1.9.1). I also didn’t know the crafts, I had would become incompatible when changing back to a previous version. So I had to rebuild them all. Additional questions Will their be any additional missiles and bombs added to the mod in the future? I tried different modes like battle damage and bleeding heart, and paintball mode and couldn’t figure what they did. I would like to try the runway project again, but I don’t want to lose the craft I have already built. Weapon mods I use now BD Armory Continued (v1.3.4) Kerbal Field (v2.4.1) MalFunc Industries (v1.1.3) North Kerbin Dynamics Renewed (v0.0.16) TBone's XAGM (1.0.5) Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted March 26, 2022 Author Share Posted March 26, 2022 53 minutes ago, Kerbal Combat said: So a have a few questions regarding the BDA Project runway. Sorry but this is not the BDA Project Runway thread. This is the legacy BDA thread Quote Link to comment Share on other sites More sharing options...
Kerbal Combat Posted March 26, 2022 Share Posted March 26, 2022 26 minutes ago, jrodriguez said: Sorry but this is not the BDA Project Runway thread. This is the legacy BDA thread The BDA Project Runway redirects to this page. Quote Link to comment Share on other sites More sharing options...
Kerbal Combat Posted March 26, 2022 Share Posted March 26, 2022 1 hour ago, jrodriguez said: Sorry but this is not the BDA Project Runway thread. This is the legacy BDA thread Is the BDAc still being updated? I saw a post saying BDA 1.12.3 was released. Is that not the same as the project runway? Quote Link to comment Share on other sites More sharing options...
Kerbal Combat Posted March 26, 2022 Share Posted March 26, 2022 On 2/23/2022 at 5:54 PM, Papa_Joe said: Yup. There is and it is active. Scott Manley also uses it. There have been some significant changes from my understanding, and it has grown more complex. That is one of the major reasons that this fork was discontinued. I'm ony reviving it to make it compatible with 1.12.3, and support those that don't want the changes that were made that break a fair number of existing part mods. A fair number of config changes, changes to the way bullets are handled, the ability to mix and match ammo, and more. Check it out! So is BDA compatible with 1.12.3 now? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted March 26, 2022 Author Share Posted March 26, 2022 3 hours ago, Kerbal Combat said: Is the BDAc still being updated? I saw a post saying BDA 1.12.3 was released. Is that not the same as the project runway? No it is not the same. BDA " Runway project" is a better and newer version forked from BDAC 2 years ago. The version released for 1.12.3 is just a maintenance release of BDAc. 2 hours ago, Kerbal Combat said: So is BDA compatible with 1.12.3 now? Yes Quote Link to comment Share on other sites More sharing options...
Dioso Posted March 27, 2022 Share Posted March 27, 2022 HEY HELP MY BDA GUI IS IN THE BOTTOM OF THE SCREEN HOW DO I GET IT BACK UP PLEASE HELP ME !!!!!!!!! Quote Link to comment Share on other sites More sharing options...
Dioso Posted March 27, 2022 Share Posted March 27, 2022 pelase ghelp me Quote Link to comment Share on other sites More sharing options...
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