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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]


DocNappers

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2 hours ago, KranSmith said:

Can we add "Decouple Speed " into this code? , it from BDModular missile

BD Modular Missiles Parts is a separate mod maintained by @jrodriguez, so you'd have to ask him, but it doesn't look like it's been updated in the last 4 years.

You could always make the necessary adjustments to the part config to be compatible with the latest BDA+ yourself.

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1 hour ago, DocNappers said:

BD Modular Missiles Parts is a separate mod maintained by @jrodriguez, so you'd have to ask him, but it doesn't look like it's been updated in the last 4 years.

You could always make the necessary adjustments to the part config to be compatible with the latest BDA+ yourself.

I contacted him on Discord and Youtube 1 month ago and got no response, maybe he is no longer active

I tried add this code to cfg file

MODULE
	{
		name = ModuleDecouple
		ejectionForce = 200
		isOmniDecoupler = false
		explosiveNodeID = top		
	}		

And it didn't work , i don't know how to make it work..

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1 hour ago, KranSmith said:

I contacted him on Discord and Youtube 1 month ago and got no response, maybe he is no longer active

I tried add this code to cfg file

MODULE
	{
		name = ModuleDecouple
		ejectionForce = 200
		isOmniDecoupler = false
		explosiveNodeID = top		
	}		

And it didn't work , i don't know how to make it work..

Hi mate, sorry for not answering before. I'm not sure what could be happening although my guess is that maybe something has changed in BDArmory Runway Project that has potentially break BDModularMissiles mod?  I know that after the release of KSP 1.12.5 everything was working as expected and AFAIK with BDArmoryContinued it should still work fine. If it doesn't let me know and I will review it and fix it.

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23 hours ago, jrodriguez said:

Hi mate, sorry for not answering before. I'm not sure what could be happening although my guess is that maybe something has changed in BDArmory Runway Project that has potentially break BDModularMissiles mod?  I know that after the release of KSP 1.12.5 everything was working as expected and AFAIK with BDArmoryContinued it should still work fine. If it doesn't let me know and I will review it and fix it.

Everything works fine and I found a way to fix what I just asked above, thank you for this great mod

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On 11/29/2024 at 8:46 PM, DocNappers said:

Someone who makes parts (i.e., the other devs) should be able to help explain that. I only write code.

I wonder if we can integrate radar display and target display into IVA and ASET?

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  • 2 weeks later...
On 12/3/2024 at 7:48 PM, Natso said:

I wonder if we can integrate radar display and target display into IVA and ASET?

I'm trying. That's not as easy as I thought it would be, and I'm not sure if it is possible without major changes to BDArmory code ( this is what Vulcan did for his awesome IVAs but I don't want to go this way)

hGTDysk.jpeg

Edited by Manul
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14 hours ago, Manul said:

I'm trying. That's not as easy as I thought it would be, and I'm not sure if it is possible without major changes to BDArmory code ( this is what Vulcan did for his awesome IVAs but I don't want to go this way)

hGTDysk.jpeg

And I also discovered that the guidance system is not effective when shooting at water surface targets (warships). When firing at warships using the guidance system (GPS, Radar), the missile often misses the target by 10-20m

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On 11/30/2024 at 7:25 PM, DocNappers said:

BD Modular Missiles Parts is a separate mod maintained by @jrodriguez, so you'd have to ask him, but it doesn't look like it's been updated in the last 4 years.

You could always make the necessary adjustments to the part config to be compatible with the latest BDA+ yourself.

Is there any way to edit the file to make the guided missile more accurate? , missiles often miss targets at sea or on the ground about 10-15m away

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