DocNappers Posted October 22, 2022 Author Share Posted October 22, 2022 28 minutes ago, Octavio1 said: On a side note, one of my recently made fighters has an issue where clicking on a weapon (such as a gun) doesn't fire when clicking, even with everything that's needed, changing out the weapons to a different gun doesn't help either, only this one has a problem for some reason (I am using the 10/21 update) Check that the guns have line-of-sight (F2 in the SPH, guns won't fire if they'll hit the firing craft) and you have the right ammo or "Infinite Ammo" is enabled. Quote Link to comment Share on other sites More sharing options...
Alastor the Kerbal Demon Posted October 22, 2022 Share Posted October 22, 2022 (edited) 1 hour ago, Octavio1 said: well I can see why you don't have memory issues, I should eventually get an upgrade for that lol On a side note, one of my recently made fighters has an issue where clicking on a weapon (such as a gun) doesn't fire when clicking, even with everything that's needed, changing out the weapons to a different gun doesn't help either, only this one has a problem for some reason (I am using the 10/21 update) Adding onto that trying to get my missile trucks to connect with my radar truck doesn't work properly https://imgur.com/a/PNPXeMb The radar receiver module connects with the radar, but it just shows "1KM" and doesn't display anything on the screen, however shooting the missiles do work Guard mode also freaks out when it detects an enemy aircraft and repeatedly locks on, then exits lock of an enemy aircraft, and missiles do not shoot 39 minutes ago, DocNappers said: Check that the guns have line-of-sight (F2 in the SPH, guns won't fire if they'll hit the firing craft) and you have the right ammo or "Infinite Ammo" is enabled. Thanks, this worked! Edited October 22, 2022 by Octavio1 Quote Link to comment Share on other sites More sharing options...
Rektango Posted October 23, 2022 Share Posted October 23, 2022 (edited) How can I add more hull options? I see files where I can add more armor options but I can't seem to find the one for hull. Edited October 23, 2022 by Rektango Quote Link to comment Share on other sites More sharing options...
DocNappers Posted October 23, 2022 Author Share Posted October 23, 2022 12 hours ago, Octavio1 said: The radar receiver module connects with the radar, but it just shows "1KM" and doesn't display anything on the screen, however shooting the missiles do work Use the little - and + to adjust the display range (the max depends on the radar). Note that the "Logarithmic RWR Display" option in the radar settings affects the radar window as well as the RWR window. Also, if the target is stealthy enough, beyond a certain range the radar won't detect them. 12 hours ago, Octavio1 said: Guard mode also freaks out when it detects an enemy aircraft and repeatedly locks on, then exits lock of an enemy aircraft, and missiles do not shoot That would require a lot more debugging to figure out why it's doing that (enable Debug->AI, Debug->Weapons and Debug->Missiles, then check the KSP.log file for lines with [BDArmory...]). It could be that the enemy aircraft is stealthy enough to be only barely detectable by the radar. Quote Link to comment Share on other sites More sharing options...
Rektango Posted October 23, 2022 Share Posted October 23, 2022 How do I add more hull options beyond the original three? I can see that we can add more armor options but I can't seem to find the config for hull. Quote Link to comment Share on other sites More sharing options...
DocNappers Posted October 23, 2022 Author Share Posted October 23, 2022 6 minutes ago, Rektango said: How do I add more hull options beyond the original three? I can see that we can add more armor options but I can't seem to find the config for hull. I think that's hard-coded to those 3 at the moment. Quote Link to comment Share on other sites More sharing options...
bruh_moment Posted October 23, 2022 Share Posted October 23, 2022 16 hours ago, DocNappers said: You're most likely using a FireSpitter engine. BDA+ can activate the engine, but FS has a check for the vessel being the active vessel in order to control it. Also, the VTOL/Heli AI is very limited compared to the pilot AI since it's based on the surface AI and hasn't really had too much work done on it. Yes, I was using an FS engine, thanks for the info! Quote Link to comment Share on other sites More sharing options...
Alastor the Kerbal Demon Posted October 23, 2022 Share Posted October 23, 2022 10 hours ago, DocNappers said: Use the little - and + to adjust the display range (the max depends on the radar). Note that the "Logarithmic RWR Display" option in the radar settings affects the radar window as well as the RWR window. Also, if the target is stealthy enough, beyond a certain range the radar won't detect them. That would require a lot more debugging to figure out why it's doing that (enable Debug->AI, Debug->Weapons and Debug->Missiles, then check the KSP.log file for lines with [BDArmory...]). It could be that the enemy aircraft is stealthy enough to be only barely detectable by the radar. clicking on the + and - doesn't seem to effect it at all, and it seems like all radars are affected as well I'm gonna launch KSP and turn on the debug mode, and attempt to recreate the scenario and attach it to this reply soon Quote Link to comment Share on other sites More sharing options...
Alastor the Kerbal Demon Posted October 23, 2022 Share Posted October 23, 2022 11 hours ago, DocNappers said: Use the little - and + to adjust the display range (the max depends on the radar). Note that the "Logarithmic RWR Display" option in the radar settings affects the radar window as well as the RWR window. Also, if the target is stealthy enough, beyond a certain range the radar won't detect them. That would require a lot more debugging to figure out why it's doing that (enable Debug->AI, Debug->Weapons and Debug->Missiles, then check the KSP.log file for lines with [BDArmory...]). It could be that the enemy aircraft is stealthy enough to be only barely detectable by the radar. https://streamable.com/q1nydq Video 1 (Shows most of the issues, including disconnecting the datalink not affecting anything, forgot to enable the debug, whoops!) https://streamable.com/ce0wkk Video 2 (Enabled debug, and re-ran the test, showing most of the existing issues) The fighter is based of a SU 9, so im not sure if its considered "Stealthy" [LOG 16:48:01.809] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.34 [LOG 16:48:01.809] [BDArmory.MissileFire]: Checking turret range - target is INSIDE gimbal limits! signedAnglePitch: 43.20646, minPitch: -15, maxPitch: 85, tolerance: 0 [LOG 16:48:01.809] [BDArmory.MissileFire]: CIWS TEST - No weapon selected for target SU 9 ARMED [LOG 16:48:01.809] [BDArmory.MissileFire]: Checking turret range - target is INSIDE gimbal limits! signedAnglePitch: 43.20646, minPitch: -15, maxPitch: 85, tolerance: 0 [LOG 16:48:01.809] [BDArmory.MissileFire]: CIWS TEST - No weapon selected for target SU 9 ARMED [LOG 16:48:01.809] [BDArmory.MissileFire]: CIWS TEST is disengaging - no valid weapons - no valid targets [LOG 16:48:02.214] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.20 [LOG 16:48:02.214] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:48:02.214] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:48:02.214] [BDArmory.MissileFire]: RADAR TRUCK is disengaging - no valid weapons - no valid targets [LOG 16:48:02.833] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.50 [LOG 16:48:02.833] [BDArmory.MissileFire]: Checking turret range - target is INSIDE gimbal limits! signedAnglePitch: 43.59386, minPitch: -15, maxPitch: 85, tolerance: 0 [LOG 16:48:02.833] [BDArmory.MissileFire]: CIWS TEST - No weapon selected for target SU 9 ARMED [LOG 16:48:02.833] [BDArmory.MissileFire]: Checking turret range - target is INSIDE gimbal limits! signedAnglePitch: 43.59386, minPitch: -15, maxPitch: 85, tolerance: 0 [LOG 16:48:02.833] [BDArmory.MissileFire]: CIWS TEST - No weapon selected for target SU 9 ARMED [LOG 16:48:02.833] [BDArmory.MissileFire]: CIWS TEST is disengaging - no valid weapons - no valid targets [LOG 16:48:03.234] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.23 [LOG 16:48:03.234] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:48:03.234] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:48:03.234] [BDArmory.MissileFire]: RADAR TRUCK is disengaging - no valid weapons - no valid targets [LOG 16:48:03.854] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.72 [LOG 16:48:03.854] [BDArmory.MissileFire]: Checking turret range - target is INSIDE gimbal limits! signedAnglePitch: 44.10403, minPitch: -15, maxPitch: 85, tolerance: 0 [LOG 16:48:03.854] [BDArmory.MissileFire]: CIWS TEST - No weapon selected for target SU 9 ARMED [LOG 16:48:03.854] [BDArmory.MissileFire]: Checking turret range - target is INSIDE gimbal limits! signedAnglePitch: 44.10403, minPitch: -15, maxPitch: 85, tolerance: 0 [LOG 16:48:03.854] [BDArmory.MissileFire]: CIWS TEST - No weapon selected for target SU 9 ARMED [LOG 16:48:03.854] [BDArmory.MissileFire]: CIWS TEST is disengaging - no valid weapons - no valid targets [LOG 16:45:54.389] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.41 [LOG 16:45:54.389] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:45:54.389] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:45:54.389] [BDArmory.MissileFire]: RADAR TRUCK is disengaging - no valid weapons - no valid targets [LOG 16:45:54.481] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 3.55 [LOG 16:45:54.481] [BDArmory.MissileFire]: Checking turret range - target is INSIDE gimbal limits! signedAnglePitch: 34.74651, minPitch: -15, maxPitch: 85, tolerance: 0 [LOG 16:45:54.481] [BDArmory.MissileFire]: CIWS TEST - No weapon selected for target SU 9 ARMED [LOG 16:45:54.481] [BDArmory.MissileFire]: CIWS TEST is engaging highest priority target (SU 9 ARMED) with [LOG 16:45:55.408] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.45 [LOG 16:45:55.408] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:45:55.408] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:45:55.408] [BDArmory.MissileFire]: RADAR TRUCK is disengaging - no valid weapons - no valid targets [LOG 16:45:55.463] [BDArmory.PooledBullet] Penetration: 126.2095mm. impactSpeed: 645.2586m/s. bulletMass = 0.388kg. Caliber: 30mm. Length: 58.40456mm. Sabot: False [LOG 16:45:55.464] [BDArmory.PartExtensions]: Ballistic Hitpoints Applied to proceduralTankLiquid: 16.57987 [LOG 16:45:55.464] [BDArmory.PooledBullet] Penetration: 148.7226mm. impactSpeed: 728.9607m/s. bulletMass = 0.388kg. Caliber: 30mm. Length: 58.40456mm. Sabot: False [LOG 16:45:55.464] [BDArmory.PooledBullet]: Ricochet chance: 7.673848 [LOG 16:45:55.464] [BDArmory.PooledBullet]: Force Applied 3.09| Vessel mass in kgs=9924.17| bullet effective mass =0.388 [LOG 16:45:55.502] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 3.30 [LOG 16:45:55.502] [BDArmory.MissileFire]: Checking turret range - target is INSIDE gimbal limits! signedAnglePitch: 36.12674, minPitch: -15, maxPitch: 85, tolerance: 0 [LOG 16:45:55.502] [BDArmory.MissileFire]: CIWS TEST - No weapon selected for target SU 9 ARMED [LOG 16:45:55.502] [BDArmory.MissileFire]: CIWS TEST is engaging highest priority target (SU 9 ARMED) with [LOG 16:45:56.427] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.49 [LOG 16:45:56.427] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:45:56.428] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:45:56.428] [BDArmory.MissileFire]: RADAR TRUCK is disengaging - no valid weapons - no valid targets [LOG 16:45:56.531] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 3.40 [LOG 16:45:56.531] [BDArmory.MissileFire]: Checking turret range - target is INSIDE gimbal limits! signedAnglePitch: 37.76952, minPitch: -15, maxPitch: 85, tolerance: 0 [LOG 16:45:56.531] [BDArmory.MissileFire]: CIWS TEST - Firing possible with GoalkeeperMk1 CIWS [LOG 16:45:56.531] [BDArmory.MissileFire]: CIWS TEST - Selected weapon GoalkeeperMk1 CIWS [LOG 16:45:56.531] [BDArmory.MissileFire]: CIWS TEST is engaging highest priority target (SU 9 ARMED) with GoalkeeperMk1 CIWS [LOG 16:45:57.451] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.52 [LOG 16:45:57.451] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:45:57.451] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:45:57.451] [BDArmory.MissileFire]: RADAR TRUCK is disengaging - no valid weapons - no valid targets [LOG 16:45:57.541] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.61 [LOG 16:45:57.542] [BDArmory.MissileFire]: Checking turret range - target is INSIDE gimbal limits! signedAnglePitch: 39.38445, minPitch: -15, maxPitch: 85, tolerance: 0 [LOG 16:45:57.542] [BDArmory.MissileFire]: CIWS TEST - Firing possible with GoalkeeperMk1 CIWS [LOG 16:45:57.542] [BDArmory.MissileFire]: CIWS TEST - Selected weapon GoalkeeperMk1 CIWS [LOG 16:45:57.542] [BDArmory.MissileFire]: CIWS TEST is engaging highest priority target (SU 9 ARMED) with GoalkeeperMk1 CIWS [LOG 16:45:58.481] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.54 [LOG 16:45:58.481] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:45:58.481] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:45:58.481] [BDArmory.MissileFire]: RADAR TRUCK is disengaging - no valid weapons - no valid targets [LOG 16:45:58.564] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.66 [LOG 16:45:58.564] [BDArmory.MissileFire]: Checking turret range - target is INSIDE gimbal limits! signedAnglePitch: 41.26837, minPitch: -15, maxPitch: 85, tolerance: 0 [LOG 16:45:58.564] [BDArmory.MissileFire]: CIWS TEST - Firing possible with GoalkeeperMk1 CIWS [LOG 16:45:58.564] [BDArmory.MissileFire]: CIWS TEST - Selected weapon GoalkeeperMk1 CIWS [LOG 16:45:58.564] [BDArmory.MissileFire]: CIWS TEST is engaging highest priority target (SU 9 ARMED) with GoalkeeperMk1 CIWS [LOG 16:45:59.493] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.56 [LOG 16:45:59.493] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:45:59.493] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:45:59.493] [BDArmory.MissileFire]: RADAR TRUCK is disengaging - no valid weapons - no valid targets [LOG 16:45:59.593] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.65 [LOG 16:45:59.593] [BDArmory.MissileFire]: Checking turret range - target is INSIDE gimbal limits! signedAnglePitch: 42.84794, minPitch: -15, maxPitch: 85, tolerance: 0 [LOG 16:45:59.593] [BDArmory.MissileFire]: CIWS TEST - Firing possible with GoalkeeperMk1 CIWS [LOG 16:45:59.593] [BDArmory.MissileFire]: CIWS TEST - Selected weapon GoalkeeperMk1 CIWS [LOG 16:45:59.593] [BDArmory.MissileFire]: CIWS TEST is engaging highest priority target (SU 9 ARMED) with GoalkeeperMk1 CIWS [LOG 16:45:59.648] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.66 [LOG 16:45:59.648] [BDArmory.MissileFire]: Checking turret range - target is INSIDE gimbal limits! signedAnglePitch: 42.91803, minPitch: -15, maxPitch: 85, tolerance: 0 [LOG 16:45:59.648] [BDArmory.MissileFire]: CIWS TEST - No weapon selected for target SU 9 ARMED [LOG 16:45:59.648] [BDArmory.MissileFire]: CIWS TEST is engaging highest priority target (SU 9 ARMED) with [LOG 16:45:59.873] [BDArmory.PooledBullet] Penetration: 120.3968mm. impactSpeed: 624.0499m/s. bulletMass = 0.388kg. Caliber: 30mm. Length: 58.40456mm. Sabot: False [LOG 16:45:59.873] [BDArmory.PartExtensions]: Ballistic Hitpoints Applied to turboFanEngine: 18.08745 [LOG 16:45:59.873] [BDArmory.PooledBullet] Penetration: 153.3502mm. impactSpeed: 746.5803m/s. bulletMass = 0.388kg. Caliber: 30mm. Length: 58.40456mm. Sabot: False [LOG 16:45:59.873] [BDArmory.PooledBullet]: Ricochet chance: 5.264624 [LOG 16:45:59.873] [BDArmory.PooledBullet]: Force Applied 1.36| Vessel mass in kgs=9909.683| bullet effective mass =0.388 [LOG 16:46:00.513] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.60 [LOG 16:46:00.514] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:46:00.514] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:46:00.514] [BDArmory.MissileFire]: RADAR TRUCK is disengaging - no valid weapons - no valid targets [LOG 16:46:00.666] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 3.42 [LOG 16:46:00.666] [BDArmory.MissileFire]: Checking turret range - target is INSIDE gimbal limits! signedAnglePitch: 44.44573, minPitch: -15, maxPitch: 85, tolerance: 0 [LOG 16:46:00.666] [BDArmory.MissileFire]: CIWS TEST - No weapon selected for target SU 9 ARMED [LOG 16:46:00.666] [BDArmory.MissileFire]: CIWS TEST is engaging highest priority target (SU 9 ARMED) with [LOG 16:46:00.795] [BDArmory.PooledBullet] Penetration: 119.8502mm. impactSpeed: 622.0612m/s. bulletMass = 0.388kg. Caliber: 30mm. Length: 58.40456mm. Sabot: False [LOG 16:46:00.795] [BDArmory.PartExtensions]: Ballistic Hitpoints Applied to B9.Aero.Wing.Procedural.TypeA: 14.17937 [LOG 16:46:00.795] [BDArmory.PooledBullet] Penetration: 131.0932mm. impactSpeed: 663.1804m/s. bulletMass = 0.388kg. Caliber: 30mm. Length: 58.40456mm. Sabot: False [LOG 16:46:00.795] [BDArmory.PooledBullet]: Ricochet chance: 16.27478 [LOG 16:46:00.795] [BDArmory.PooledBullet]: Force Applied 35.36| Vessel mass in kgs=9907.262| bullet effective mass =0.388 [LOG 16:46:00.952] [BDArmory.PooledBullet] Penetration: 120.7802mm. impactSpeed: 625.4454m/s. bulletMass = 0.388kg. Caliber: 30mm. Length: 58.40456mm. Sabot: False [LOG 16:46:00.952] [BDArmory.PartExtensions]: Ballistic Hitpoints Applied to proceduralTankLiquid: 11.48251 [LOG 16:46:00.952] [BDArmory.PooledBullet] Penetration: 114.1611mm. impactSpeed: 601.4096m/s. bulletMass = 0.388kg. Caliber: 30mm. Length: 58.40456mm. Sabot: False [LOG 16:46:00.952] [BDArmory.PooledBullet]: Ricochet chance: 6.306898 [LOG 16:46:00.952] [BDArmory.PooledBullet]: Force Applied 1.96| Vessel mass in kgs=9906.874| bullet effective mass =0.388 [LOG 16:46:01.038] [BDArmory.PooledBullet] Penetration: 122.1815mm. impactSpeed: 630.5491m/s. bulletMass = 0.388kg. Caliber: 30mm. Length: 58.40456mm. Sabot: False [LOG 16:46:01.038] [BDArmory.PartExtensions]: Ballistic Hitpoints Applied to B9.Aero.Wing.Procedural.TypeA: 16.56555 [LOG 16:46:01.038] [BDArmory.PooledBullet] Penetration: 147.4396mm. impactSpeed: 724.1049m/s. bulletMass = 0.388kg. Caliber: 30mm. Length: 58.40456mm. Sabot: False [LOG 16:46:01.038] [BDArmory.PooledBullet]: Ricochet chance: 18.59809 [LOG 16:46:01.038] [BDArmory.PooledBullet]: Force Applied 1.12| Vessel mass in kgs=9906.678| bullet effective mass =0.388 [LOG 16:46:01.126] [BDArmory.PooledBullet] Penetration: 122.12mm. impactSpeed: 630.3251m/s. bulletMass = 0.388kg. Caliber: 30mm. Length: 58.40456mm. Sabot: False [LOG 16:46:01.126] [BDArmory.PartExtensions]: Ballistic Hitpoints Applied to B9.Aero.Wing.Procedural.TypeA: 17.53492 [LOG 16:46:01.126] [BDArmory.PooledBullet] Penetration: 152.8mm. impactSpeed: 744.4764m/s. bulletMass = 0.388kg. Caliber: 30mm. Length: 58.40456mm. Sabot: False [LOG 16:46:01.126] [BDArmory.PooledBullet]: Ricochet chance: 14.64829 [LOG 16:46:01.126] [BDArmory.PooledBullet]: Force Applied 1| Vessel mass in kgs=9906.431| bullet effective mass =0.388 [LOG 16:46:01.432] [BDArmory.PooledBullet] Penetration: 124.2898mm. impactSpeed: 638.2407m/s. bulletMass = 0.388kg. Caliber: 30mm. Length: 58.40456mm. Sabot: False [LOG 16:46:01.432] [BDArmory.PartExtensions]: Ballistic Hitpoints Applied to proceduralTankLiquid: 16.99211 [LOG 16:46:01.432] [BDArmory.PooledBullet] Penetration: 152.6195mm. impactSpeed: 743.7869m/s. bulletMass = 0.388kg. Caliber: 30mm. Length: 58.40456mm. Sabot: False [LOG 16:46:01.432] [BDArmory.PooledBullet]: Ricochet chance: 8.546836 [LOG 16:46:01.432] [BDArmory.PooledBullet]: Force Applied 4.94| Vessel mass in kgs=9905.686| bullet effective mass =0.388 [LOG 16:46:01.525] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.61 [LOG 16:46:01.525] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:46:01.525] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:46:01.525] [BDArmory.MissileFire]: RADAR TRUCK is disengaging - no valid weapons - no valid targets [LOG 16:46:01.694] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 3.11 [LOG 16:46:01.694] [BDArmory.MissileFire]: Checking turret range - target is INSIDE gimbal limits! signedAnglePitch: 45.65303, minPitch: -15, maxPitch: 85, tolerance: 0 [LOG 16:46:01.694] [BDArmory.MissileFire]: CIWS TEST - No weapon selected for target SU 9 ARMED [LOG 16:46:01.694] [BDArmory.MissileFire]: CIWS TEST is engaging highest priority target (SU 9 ARMED) with [LOG 16:46:02.555] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.65 [LOG 16:46:02.555] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:46:02.555] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:46:02.555] [BDArmory.MissileFire]: RADAR TRUCK is disengaging - no valid weapons - no valid targets [LOG 16:46:02.711] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.97 [LOG 16:46:02.711] [BDArmory.MissileFire]: Checking turret range - target is INSIDE gimbal limits! signedAnglePitch: 46.59598, minPitch: -15, maxPitch: 85, tolerance: 0 [LOG 16:46:02.711] [BDArmory.MissileFire]: CIWS TEST - Firing possible with GoalkeeperMk1 CIWS [LOG 16:46:02.711] [BDArmory.MissileFire]: CIWS TEST - Selected weapon GoalkeeperMk1 CIWS [LOG 16:46:02.711] [BDArmory.MissileFire]: CIWS TEST is engaging highest priority target (SU 9 ARMED) with GoalkeeperMk1 CIWS [LOG 16:46:03.576] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.67 [LOG 16:46:03.576] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:46:03.576] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:46:03.576] [BDArmory.MissileFire]: RADAR TRUCK is disengaging - no valid weapons - no valid targets [LOG 16:46:03.725] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 3.03 [LOG 16:46:03.725] [BDArmory.MissileFire]: Checking turret range - target is INSIDE gimbal limits! signedAnglePitch: 47.20761, minPitch: -15, maxPitch: 85, tolerance: 0 [LOG 16:46:03.725] [BDArmory.MissileFire]: CIWS TEST - Firing possible with GoalkeeperMk1 CIWS [LOG 16:46:03.725] [BDArmory.MissileFire]: CIWS TEST - Selected weapon GoalkeeperMk1 CIWS [LOG 16:46:03.725] [BDArmory.MissileFire]: CIWS TEST is engaging highest priority target (SU 9 ARMED) with GoalkeeperMk1 CIWS [LOG 16:46:04.585] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.69 [LOG 16:46:04.585] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:46:04.585] [BDArmory.MissileFire]: RADAR TRUCK - No weapon selected for target SU 9 ARMED [LOG 16:46:04.585] [BDArmory.MissileFire]: RADAR TRUCK is disengaging - no valid weapons - no valid targets [LOG 16:46:04.750] [BDArmory.BDATargetManager]: Selected SU 9 ARMED with target score of 2.64 [LOG 16:46:04.750] [BDArmory.MissileFire]: Checking turret range - target is INSIDE gimbal limits! signedAnglePitch: 46.90363, minPitch: -15, maxPitch: 85, tolerance: 0 [LOG 16:46:04.750] [BDArmory.MissileFire]: CIWS TEST - Firing possible with GoalkeeperMk1 CIWS [LOG 16:46:04.750] [BDArmory.MissileFire]: CIWS TEST - Selected weapon GoalkeeperMk1 CIWS [LOG 16:46:04.750] [BDArmory.MissileFire]: CIWS TEST is engaging highest priority target (SU 9 ARMED) with GoalkeeperMk1 CIWS [LOG 16:46:05.097] [FLIGHT GLOBALS]: Switching To Vessel SU 9 ARMED ---------------------- [LOG 16:46:05.097] Flight globals not ready - Setting active vessel at frame 461756 Not sure what's happening here, but I'm assuming overheat? It spams more of this in the .log file Quote Link to comment Share on other sites More sharing options...
DocNappers Posted October 24, 2022 Author Share Posted October 24, 2022 23 hours ago, Octavio1 said: The fighter is based of a SU 9, so im not sure if its considered "Stealthy" Not sure what's happening here, but I'm assuming overheat? OK, yeah, I see the radar through the data link not showing the correct range. It looks like the range capability of the RADAR TRUCK isn't being passed to the CIWS TEST via the data link and the target is beyond the 1km range that's being shown. I'm not too familiar with that section of the code, so I'll try to get one of the other devs to look at it. The debugging info is showing the RADAR TRUCK targeting the SU 9 ARMED, but not having any valid weapons to attack it and the CIWS TEST is alternating between firing on the SU 9 and not firing due to the weapon not being available due to overheating or not being within the gimbal limits. Also, it got some hits. 23 hours ago, Octavio1 said: It spams more of this in the .log file Yeah, debugging, especially damage debugging, can spam the logs a lot. Quote Link to comment Share on other sites More sharing options...
Ilya_G Posted October 24, 2022 Share Posted October 24, 2022 @DocNappers, I have a few suggestions. I wonder if it is possible to implement them? 1. I am preparing localization into Russian. When it is fully ready and tested, I will be happy to send the files to you 2. Clouds. The gun aiming marker works in them, as does the AI. Is it possible to make the AI not see the target in the clouds if additional systems (radar and thermal imager, for example) are not installed on the device? Then WW2 style fights will be more realistic If I remember something else, I will supplement this post Quote Link to comment Share on other sites More sharing options...
DocNappers Posted October 24, 2022 Author Share Posted October 24, 2022 26 minutes ago, Ilya_G said: @DocNappers, I have a few suggestions. I wonder if it is possible to implement them? 1. I am preparing localization into Russian. When it is fully ready and tested, I will be happy to send the files to you 2. Clouds. The gun aiming marker works in them, as does the AI. Is it possible to make the AI not see the target in the clouds if additional systems (radar and thermal imager, for example) are not installed on the device? Then WW2 style fights will be more realistic If I remember something else, I will supplement this post Hi @Ilya_G! 1. Localization is most definitely welcome. I'm not sure what languages the other devs know that are supported by KSP, but the main language seems to be English (mostly US, but also some NZ in places). The German localization is pretty much up-to-date thanks to a guy in the RWP (Scott Manley's) discord server, but the other languages are either nonexistent or woefully out-of-date. 2. I'm not sure that'd be feasible/possible since, to my knowledge, the clouds provided by various mods don't use colliders (otherwise planes would crash into them), which would be needed in order to block the line-of-sight checks (which use raycasts and layer masks). In order to provide some level of being visually obscured by clouds in BDA+ without using colliders would require the mod providing the clouds (e.g., EVE) to be able to calculate the visibility information along the line between two locations (i.e., between planes) and provide this in a function or variables that BDA could access through reflection (delegates can be used to avoid the overhead that reflection usually has). Quote Link to comment Share on other sites More sharing options...
Alastor the Kerbal Demon Posted October 25, 2022 Share Posted October 25, 2022 (edited) 3 hours ago, DocNappers said: OK, yeah, I see the radar through the data link not showing the correct range. It looks like the range capability of the RADAR TRUCK isn't being passed to the CIWS TEST via the data link and the target is beyond the 1km range that's being shown. I'm not too familiar with that section of the code, so I'll try to get one of the other devs to look at it. The debugging info is showing the RADAR TRUCK targeting the SU 9 ARMED, but not having any valid weapons to attack it and the CIWS TEST is alternating between firing on the SU 9 and not firing due to the weapon not being available due to overheating or not being within the gimbal limits. Also, it got some hits. Yeah, debugging, especially damage debugging, can spam the logs a lot. Thanks for the input! If you need too I can also provide the craft files so the issue can be located more easily if need to be Edited October 25, 2022 by Octavio1 sentence flow improvement Quote Link to comment Share on other sites More sharing options...
DocNappers Posted October 25, 2022 Author Share Posted October 25, 2022 6 hours ago, Octavio1 said: Thanks for the input! If you need too I can also provide the craft files so the issue can be located more easily if need to be Looks like SuicidalInsanity has found and fixed the bug already, so it'll be in the next release. Quote Link to comment Share on other sites More sharing options...
brokenbolt Posted October 25, 2022 Share Posted October 25, 2022 Can the AI use breaking ground propellors? Quote Link to comment Share on other sites More sharing options...
Sidestrafe2462 Posted October 25, 2022 Share Posted October 25, 2022 1 hour ago, brokenbolt said: Can the AI use breaking ground propellors? If they’re configured to use the regular throttle controls via KAL and the motor is activated, I don’t see why not. Do note that the various BDA family methods of in flight craft spawning do wipe KALS. Quote Link to comment Share on other sites More sharing options...
Alastor the Kerbal Demon Posted October 25, 2022 Share Posted October 25, 2022 7 hours ago, DocNappers said: Looks like SuicidalInsanity has found and fixed the bug already, so it'll be in the next release. Awesome! Can't wait for the next update Quote Link to comment Share on other sites More sharing options...
Neros7 Posted October 27, 2022 Share Posted October 27, 2022 On 10/18/2022 at 12:39 PM, Neros7 said: Is it possible to edit the existing IRST-Pod to be able to track? And how to make glide bombs work somewhat realistically? Would be glad if someone could help me Are you guys able to help me? Quote Link to comment Share on other sites More sharing options...
Sidestrafe2462 Posted October 27, 2022 Share Posted October 27, 2022 1 hour ago, Neros7 said: Are you guys able to help me? I don’t know about IRST, but glide bombs could probably be done with GPS/dumb bomb CFG edited to have more lift/less drag. On the other hand, you could make a cruise missile with the custom missile system using a really bad “push” engine. Quote Link to comment Share on other sites More sharing options...
Neros7 Posted October 27, 2022 Share Posted October 27, 2022 On 10/18/2022 at 12:39 PM, Neros7 said: Is it possible to edit the existing IRST-Pod to be able to track? And how to make glide bombs work somewhat realistically? Would be glad if someone could help me Are you guys able to help me? Quote Link to comment Share on other sites More sharing options...
Ilya_G Posted October 27, 2022 Share Posted October 27, 2022 9 hours ago, Neros7 said: Is it possible to edit the existing IRST-Pod to be able to track? It doesn't work for me either 9 hours ago, Neros7 said: And how to make glide bombs work somewhat realistically? Can you tell me the official name of the part (it is advisable to take a screenshot) 9 hours ago, Neros7 said: Would be glad if someone could help me Call the mod creator via @ On 10/25/2022 at 1:34 AM, Ilya_G said: If I remember something else, I will supplement this post 3. Recently remembered It is possible to integrate BDA with Kerbal Krash System In your case, to "break" the parts, "hitpoints" are used - a pseudo-resource, the amount of which decreases depending on the damage KKS uses "Damage" - a certain value that is initially 0, and increases depending on the impact on the part. If it exceeds a certain limit, the part stops working normally (engines overheat, fuel tanks lose resources). You can test the mod yourself Together they seem to work well, but if combined...you understand On 10/25/2022 at 2:26 AM, DocNappers said: 2. I'm not sure that'd be feasible/possible since, to my knowledge, the clouds provided by various mods don't use colliders (otherwise planes would crash into them), which would be needed in order to block the line-of-sight checks (which use raycasts and layer masks). You can ask the creator of EVE yourself how best to implement this. As I know, this is the only mod that gives clouds (EVE is a plugin that simply adds the function of clouds, but does not add them itself, and configs, for example BoulderCo, AVP, etc. add clouds using the functions of EVE itself) EVE is planning to update heavily soon, so now it will be best to contact its creator solution Author EVE - @blackrack Quote Link to comment Share on other sites More sharing options...
DocNappers Posted October 27, 2022 Author Share Posted October 27, 2022 6 hours ago, Neros7 said: Is it possible to edit the existing IRST-Pod to be able to track? I don't think so as the IRST doesn't have locking capabilities, but one of the other devs may know more. 33 minutes ago, Ilya_G said: Call the mod creator via @ Please don't ping people unnecessarily as it'll just annoy them. We already get notifications on threads that we follow and reply to them when we have time and if we know the answer. Also, a lot of the time other users can answer many types of questions, particularly about reconfiguring parts (as Sidestrafe2462 did above), without putting the onus on the devs. 7 hours ago, Neros7 said: And how to make glide bombs work somewhat realistically? I don't really know what you're asking for here and Sidestrafe2462 already gave you something of an answer. 41 minutes ago, Ilya_G said: It is possible to integrate BDA with Kerbal Krash System I assume this is a question of if it's possible. I see KKS hasn't updated since KSP 1.10.0 in Aug 2020, so I don't know what state it's in, but assuming it still works, combining BDA+'s health system and KKS's damage system would be non-trivial. The main difficulties I see with it off the top of my head are: Avoiding making it a dependency, which would require either: using reflection to communicate between the mods, which is fragile and likely to break if anything changes, or expanding on BDA+'s damage events with the required information to allow a third party mod to do the translation between BDA+ and KKS, which is also non-trivial as the kinetic impact information that KKS requires isn't contained in the current damage events. BDA+ has a variety of types of damage that affect the health of parts that don't translate properly into Krash events (e.g., explosive force applied to an entire side of a part instead of being a point impact). BDA+ already has battle damage that degrades the performance of parts. Having KKS also affect them would likely either make them break twice as fast or fluctuate between degraded conditions depending on how such conditions are applied. Performance. I'm not sure what effect KKS has on performance, but presumably the KKS's deformations to the colliders make many meshes non-convex, which are computationally more expensive. So, while the idea seems pretty cool, I think it'd be rather difficult to get it to work. Similarly, the amount of work required to get the line-of-sight checks for EVE clouds and the integration-without-making-EVE-a-dependency-of-BDA+ is really quite high and so unlikely to happen. Quote Link to comment Share on other sites More sharing options...
Ilya_G Posted October 28, 2022 Share Posted October 28, 2022 (edited) 17 hours ago, DocNappers said: I see KKS hasn't updated since KSP 1.10.0 in Aug 2020 KKS has not been updated since 2020, because its author has not visited the forum since about the same time. And the mod does not have to be updated every time. It works fine on the current version of the game (1.12.3), so personally I don't see the point in updating it If you want, you can dig into it yourself. Something tells me that the author will not get in touch anymore. Either KSP2 will be released by then, making everything that has been done for KSP1 unnecessary to one degree or another 17 hours ago, DocNappers said: Avoiding making it a dependency, which would require either For BDA+ there is already a dependency called Physics Range Extender. Every second puts mods on the clouds, so this is not a big problem I would be more worried about performance issues... By the way, would you like to add some weapons from SpannerMonkey? He had a line of "SMI" mods By the way, it would be great to add radar control screens, etc. to RPM and MAS mods that are designed to change IVA (especially MAS, which is a continuation of RPM and contains more functionality with fewer bugs) Edited October 28, 2022 by Ilya_G Quote Link to comment Share on other sites More sharing options...
DocNappers Posted October 28, 2022 Author Share Posted October 28, 2022 1 hour ago, Ilya_G said: KKS has not been updated since 2020, because its author has not visited the forum since about the same time. And the mod does not have to be updated every time. It works fine on the current version of the game (1.12.3), so personally I don't see the point in updating it No, I mean that the last commit on the KKS github repo was on 5 Aug 2020 and I know that KSP 1.11 introduced some changes that broke some stuff (BDA+ has special handling for these breakages to remain compatible with KSP 1.9.0). If it still works without throwing exceptions on the latest KSP, then that's fine, but the lack of active development means that any existing bugs aren't likely to get fixed. And as I said earlier, the amount of work required to integrate the two is quite significant (if at all possible), so since (as you pointed out) KSP2 isn't that far away, I don't see this as something I'll be looking into. BDA+ depends on PRE and ModuleManager, which are reasonable dependencies, but adding a dependency like KKS simply for this behaviour is unwarranted and would likely annoy most users of BDA+. I've had contact with SpannerMonkey and various others from that group, however, BDA+ is a framework for how part-types behave, not a part-pack mod. For that there exists mods like AirplanePlus, Moderately Plane Related, the as-yet unreleased BDArmory-Extended and numerous others. Quote Link to comment Share on other sites More sharing options...
BronzeShoe20968 Posted October 28, 2022 Share Posted October 28, 2022 my mods seem to just disable the steam workshop load folder Quote Link to comment Share on other sites More sharing options...
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