DocNappers Posted June 15 Author Share Posted June 15 3 hours ago, Birdman31 said: My game appears to be having trouble with the new update. the game starts fine on the 1.6.11 version but it fails to start on the 1.6.12 version and I'm not exactly sure why Check for errors and exceptions in your KSP.log file. It's working correctly for me ™, so I would need more information to figure out why it's not working for you. Quote Link to comment Share on other sites More sharing options...
Birdman31 Posted June 15 Share Posted June 15 1 hour ago, DocNappers said: Check for errors and exceptions in your KSP.log file. It's working correctly for me ™, so I would need more information to figure out why it's not working for you. Would you like to see the log file? there does seem to be a few issues with BDarmory https://drive.google.com/file/d/1c-ziGQsfWldvaRhHYVZN4mLoIhC1QfxY/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
DocNappers Posted June 17 Author Share Posted June 17 On 6/15/2024 at 1:51 PM, Birdman31 said: Would you like to see the log file? there does seem to be a few issues with BDarmory https://drive.google.com/file/d/1c-ziGQsfWldvaRhHYVZN4mLoIhC1QfxY/view?usp=sharing I don't see anything in the log that would prevent KSP from starting. The errors in the log from BDArmory about using default values when it's parsing various bullet types aren't important (they should really only be warnings), they just indicate that those bullet types might not be working as originally intended due to incomplete or outdated configs. The log ends after parsing the various material types, which is generally where the log entries change to that of other mods (such as EVE for my installs, but may be different on yours). So, I suspect that it's a different mod that is preventing KSP from starting. You might be able to find more info in the Player.log file (see https://forum.kerbalspaceprogram.com/topic/83212-how-to-get-support-read-first/ for where that might be) and/or by setting "LOG_INSTANT_FLUSH = True" in KSP's main settings.cfg file. Quote Link to comment Share on other sites More sharing options...
Av8tor8a Posted June 19 Share Posted June 19 (edited) I was wondering if a cleaner variant of the open cockpit be added. I know it doesn't fit the part description, but having a taped-together, paint-scratched cockpit in a craft with no other parts in such condition looks a little odd. Unrelated, but is there a way to get rid of this? I don't know why it shows, and why it doesn't appear to show with the Oerlikon, https://imgur.com/a/VT2hxmh Edited June 22 by Av8tor8a Quote Link to comment Share on other sites More sharing options...
dank16 Posted June 21 Share Posted June 21 Why the AI can't lock on missiles? Quote Link to comment Share on other sites More sharing options...
DocNappers Posted June 22 Author Share Posted June 22 On 6/19/2024 at 3:08 AM, Av8tor8a said: I was wondering if a cleaner variant of the open cockpit be added. I know it doesn't fit the part description, but having a taped-together, paint-scratched cockpit in a craft with no other parts in such condition looks a little odd. Unrelated, but is there a way to get rid of this? I don't know why it shows, and why it doesn't appear to show with the Oerlikon, https://imgur.com/a/VT2hxmh BDA+ isn't a parts mod. It only has a few parts designed to show off what functionality is supported. So, variations on the open cockpit would be more appropriate in other mods such as "Moderately Plane Related" or "BDArmory Extended" (though the latter is more focussed on weapons). The "weapon alignment indicator" (which I presume is what you're referring to) is toggled with F2 in the SPH. The other toggle BDA+ provides in the SPH is a CASE ammo explosion visualiser, which is toggled with F3. Quote Link to comment Share on other sites More sharing options...
Av8tor8a Posted June 22 Share Posted June 22 3 hours ago, DocNappers said: BDA+ isn't a parts mod. It only has a few parts designed to show off what functionality is supported. So, variations on the open cockpit would be more appropriate in other mods such as "Moderately Plane Related" or "BDArmory Extended" (though the latter is more focussed on weapons). I believe that would be the case if you're talking about it as a separate part. I was thinking of a legitimate variant similar to what is available to the AWACS radar. I imagine someone would need to get approval to incorporate a variant of a part not present in their mod, but I could be mistaken. 4 hours ago, DocNappers said: The "weapon alignment indicator" (which I presume is what you're referring to) is toggled with F2 in the SPH. The other toggle BDA+ provides in the SPH is a CASE ammo explosion visualiser, which is toggled with F3. Thank you. But why wouldn't it appear on the Oerlikon? Quote Link to comment Share on other sites More sharing options...
DocNappers Posted June 22 Author Share Posted June 22 5 hours ago, Av8tor8a said: I believe that would be the case if you're talking about it as a separate part. I was thinking of a legitimate variant similar to what is available to the AWACS radar. Ah ok, I can ask the others (I don't do the modelling side of things, only the coding). The guy that originally made the open cockpit is vary rarely around and I'm not sure what's involved in making a variant for a part from an existing model. 5 hours ago, Av8tor8a said: Thank you. But why wouldn't it appear on the Oerlikon? The alignment indicator doesn't show for APS (Active Protection System) turrets, but I suspect that it's a bug that it's not showing for turrets that can act both as APS and regular turrets. Quote Link to comment Share on other sites More sharing options...
Av8tor8a Posted June 22 Share Posted June 22 50 minutes ago, DocNappers said: The alignment indicator doesn't show for APS (Active Protection System) turrets, but I suspect that it's a bug that it's not showing for turrets that can act both as APS and regular turrets. I see, thank you for clarifying. Quote Link to comment Share on other sites More sharing options...
Natso Posted June 23 Share Posted June 23 (edited) Al still restricts the use of missiles made from "Modular missile", is there any way to fix it? Edited June 23 by Natso Quote Link to comment Share on other sites More sharing options...
KranSmith Posted June 23 Share Posted June 23 The missile using " Modular missile " cannot keep a constant low altitude ( I set cruise mode to 30m ) and the missile continuously increases and decreases altitude which causes it to be detected . Can active probe radar be added? , just fire the missile and it will automatically lock on the target and rush in Quote Link to comment Share on other sites More sharing options...
CalvonVulcan Posted June 29 Share Posted June 29 idk if it is this mod but it is really annoying, the Firebottles, When i fly my super sonic jet at mach 4.3-4.5 (Changes in altitude), i normally fly at 16.200 meters and then the small fireball apears on one of my tanks and takes my fire bottles and then expldoes my craft, it is getting really annoying, does anybody have solution? Thanks! Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted June 30 Share Posted June 30 22 hours ago, CalvonVulcan said: idk if it is this mod but it is really annoying, the Firebottles, When i fly my super sonic jet at mach 4.3-4.5 (Changes in altitude), i normally fly at 16.200 meters and then the small fireball apears on one of my tanks and takes my fire bottles and then expldoes my craft, it is getting really annoying, does anybody have solution? Thanks! Without looking at anything, but having dealt with these issues, it is possible that you are experiencing the Kraken. at those velocities, the floating-point math can get messy for your individual parts. if it is only happening when you change altitudes at that speed, it would explain it. Yes rockets seem to work, but it is a different flight regime. Of course I could be wrong, but that's my guess. I don't think it is the Mod. Quote Link to comment Share on other sites More sharing options...
CalvonVulcan Posted June 30 Share Posted June 30 1 hour ago, Papa_Joe said: Without looking at anything, but having dealt with these issues, it is possible that you are experiencing the Kraken. at those velocities, the floating-point math can get messy for your individual parts. if it is only happening when you change altitudes at that speed, it would explain it. Yes rockets seem to work, but it is a different flight regime. Of course I could be wrong, but that's my guess. I don't think it is the Mod. no, not the kraken, ive done it what feels like a million times before installing BDArmory and it has never happened Quote Link to comment Share on other sites More sharing options...
dank16 Posted July 1 Share Posted July 1 I did an AI debug to see why the AI can't intercept missiles, and it said:" -RBS-15 Cruise Missile Engaged by 0" Is there any way to fix this? Quote Link to comment Share on other sites More sharing options...
DocNappers Posted July 5 Author Share Posted July 5 (edited) On 6/29/2024 at 9:03 PM, CalvonVulcan said: idk if it is this mod but it is really annoying, the Firebottles, When i fly my super sonic jet at mach 4.3-4.5 (Changes in altitude), i normally fly at 16.200 meters and then the small fireball apears on one of my tanks and takes my fire bottles and then expldoes my craft, it is getting really annoying, does anybody have solution? Thanks! If it's using up your fire bottles, then it's BDA+'s fires that are occuring, which is an option under the Battle Damage settings — you can disable battle damage, disable fires completely, or just disable "Fires Add Heat" to prevent auto-ignition of fuel/parts when they reach their ignition temperatures (493K for kerosene, 900K for ammo, 510K for wood, etc. (see GameData/BDArmory/BulletDefs/BD_Materials.cfg for the various material properties, a value of -1 means it won't auto-ignite)). Edited July 5 by DocNappers Quote Link to comment Share on other sites More sharing options...
Av8tor8a Posted July 8 Share Posted July 8 Now that I think of it, does the underwater AI know how to both submerge and surface? I'm trying to build a submarine with deck guns, and would like to know if AI is worth adding or if manually controlling it would be better. Quote Link to comment Share on other sites More sharing options...
Birdman31 Posted July 16 Share Posted July 16 Sorry for the late reply, I kinda gave up on solving it for a bit. Here's the Player.log file: https://drive.google.com/file/d/1c-ziGQsfWldvaRhHYVZN4mLoIhC1QfxY/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
DocNappers Posted July 16 Author Share Posted July 16 2 hours ago, Birdman31 said: Sorry for the late reply, I kinda gave up on solving it for a bit. Here's the Player.log file: https://drive.google.com/file/d/1c-ziGQsfWldvaRhHYVZN4mLoIhC1QfxY/view?usp=sharing This is the same log file that you posted above, to which I already gave an answer here. Quote Link to comment Share on other sites More sharing options...
Birdman31 Posted July 16 Share Posted July 16 50 minutes ago, DocNappers said: This is the same log file that you posted above, to which I already gave an answer here. Sorry, this one should be the Player.log: https://drive.google.com/file/d/1kQ2AGOfKgcIGZiGGUAUhoyvbLi94EViI/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
DocNappers Posted July 16 Author Share Posted July 16 (edited) 10 hours ago, Birdman31 said: Sorry, this one should be the Player.log: https://drive.google.com/file/d/1kQ2AGOfKgcIGZiGGUAUhoyvbLi94EViI/view?usp=sharing The Player.log doesn't appear to show anything more than the KSP.log did. However, I have to reiterate that the last message is where a typical log switches to messages from other mods, so I very much suspect that BDA+ is not the cause of the issue here and you'll need to manually figure out which mod is causing the problem by removing mods until KSP can get past that point. On 7/8/2024 at 3:57 PM, Av8tor8a said: Now that I think of it, does the underwater AI know how to both submerge and surface? I'm trying to build a submarine with deck guns, and would like to know if AI is worth adding or if manually controlling it would be better. The surface AI set to submarine type will try to adjust its altitude to an appropriate depth for combat (surfacing or returning to "Combat Alt." as needed). It does this by adjusting pitch, though, not by adjusting ballast. Edited July 16 by DocNappers Quote Link to comment Share on other sites More sharing options...
Av8tor8a Posted July 28 Share Posted July 28 (edited) On 7/16/2024 at 2:57 PM, DocNappers said: The surface AI set to submarine type will try to adjust its altitude to an appropriate depth for combat (surfacing or returning to "Combat Alt." as needed). It does this by adjusting pitch, though, not by adjusting ballast. I'm assuming a strong engine is more/less required in that case, pitch alone won't do it. MOAR BOOSTERS it is, then. Last question for a while, but is there any particular reason why the reactive armor isn't adjustable? I'm trying to build a modernized Ratte now, I'm not about to spend an hour placing countless ERA segments. Edited July 31 by Av8tor8a Quote Link to comment Share on other sites More sharing options...
loxeban228 Posted July 29 Share Posted July 29 I have a problem. Every time I fly a plane for long periods of time, the fuel tanks start burning and eventually explode. I know this is due to BDA's fire system but I don't want to disable it, how can I stop my engine and fuel tanks from overheating? Quote Link to comment Share on other sites More sharing options...
takename7 Posted July 29 Share Posted July 29 How to set guidance duration to missile, i dont like it to immidiately blow up after loosing lock. I would like to give some missile datalink ability. Quote Link to comment Share on other sites More sharing options...
Engineer356 Posted August 8 Share Posted August 8 Will you add new weapons for space with that new orbital so module? If you want some ideas I got a few videos from space dock you can use for some inspiration for some weapons and other things. Maybe have some parts inspired by Theo Bouvier’s work. https://m.youtube.com/playlist?list=PLqOEDroJnZHwQmn3g8zLmLqMK2RIyejYh Quote Link to comment Share on other sites More sharing options...
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