DocNappers Posted November 30, 2024 Author Share Posted November 30, 2024 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. Quote Link to comment Share on other sites More sharing options...
KranSmith Posted November 30, 2024 Share Posted November 30, 2024 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 I contacted him on Discord and Youtube 1 month ago and got no response, maybe he is no longer active I tried add this code to cfg file MODULE { name = ModuleDecouple ejectionForce = 200 isOmniDecoupler = false explosiveNodeID = top } And it didn't work , i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.. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted November 30, 2024 Share Posted November 30, 2024 1 hour ago, KranSmith said: I contacted him on Discord and Youtube 1 month ago and got no response, maybe he is no longer active I tried add this code to cfg file MODULE { name = ModuleDecouple ejectionForce = 200 isOmniDecoupler = false explosiveNodeID = top } And it didn't work , i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. Quote Link to comment Share on other sites More sharing options...
KranSmith Posted December 1, 2024 Share Posted December 1, 2024 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 Quote Link to comment Share on other sites More sharing options...
Natso Posted December 3, 2024 Share Posted December 3, 2024 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? Quote Link to comment Share on other sites More sharing options...
Manul Posted December 15, 2024 Share Posted December 15, 2024 (edited) 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) Edited December 15, 2024 by Manul Quote Link to comment Share on other sites More sharing options...
Natso Posted December 16, 2024 Share Posted December 16, 2024 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) 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 Quote Link to comment Share on other sites More sharing options...
KranSmith Posted December 22, 2024 Share Posted December 22, 2024 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 Quote Link to comment Share on other sites More sharing options...
hellothere___ Posted December 27, 2024 Share Posted December 27, 2024 Is there a setting where you can make a plane with AI Pilot enabled only intercept as in fly alongside an enemy plane, instead of shooting it down? Quote Link to comment Share on other sites More sharing options...
takename7 Posted January 5 Share Posted January 5 Your code ain't working dawg. "radarTimeout" is not working as it should. my missile keeps blowing up instantly after lock is broken. Not just my own missile, the original bd armory aim120 also does this. Terminal guidance is also messed up. It used to be able to lock on anything when I use ARH as Terminal guidance when the missile is launched without a lock. And pls rework your lockedSensorFOVbias, I don't even know what the last 2 string of numbers meant. It's not the same as what you put in the config guide. Quote Link to comment Share on other sites More sharing options...
hellothere___ Posted January 9 Share Posted January 9 On 1/5/2025 at 3:33 AM, takename7 said: Your code ain't working dawg. "radarTimeout" is not working as it should. my missile keeps blowing up instantly after lock is broken. Not just my own missile, the original bd armory aim120 also does this. Terminal guidance is also messed up. It used to be able to lock on anything when I use ARH as Terminal guidance when the missile is launched without a lock. And pls rework your lockedSensorFOVbias, I don't even know what the last 2 string of numbers meant. It's not the same as what you put in the config guide. This is happening to me. Ive launched the AIM-54 a good 20 times and each time after a few seconds the missiles explode mid air. Quote Link to comment Share on other sites More sharing options...
BillNyeTheIE Posted January 11 Share Posted January 11 (edited) On 12/22/2024 at 11:28 AM, KranSmith said: 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 What type of guidance are you using? On 1/5/2025 at 3:33 AM, takename7 said: Your code ain't working dawg. "radarTimeout" is not working as it should. my missile keeps blowing up instantly after lock is broken. Not just my own missile, the original bd armory aim120 also does this. Terminal guidance is also messed up. It used to be able to lock on anything when I use ARH as Terminal guidance when the missile is launched without a lock. And pls rework your lockedSensorFOVbias, I don't even know what the last 2 string of numbers meant. It's not the same as what you put in the config guide. "radarTimeout" is working exactly as intended. The BD AIM-120 is SARH/ARH, when you fire it it is initially guiding via SARH, at this stage when the lock is broken the missile self-destructs as it no longer has guidance data unless "radarLOAL" is true (which is the case for the BD AIM-120), in that case the ARH seeker will turn on and try to find a target. "radarTimeout" is intended for this ARH stage. If there is no target, or the target breaks lock somehow at this stage the missile will search for "radarTimeout" and then self-destruct. You'll know when the missile has successfully acquired using its ARH seeker (if you kept the lock) when an "ACTIVE" indicator flashes on the radar screen, at this point you can safely break the lock. Terminal ARH guidance works just fine without a lock, please describe what issue you're having, because I can dumbfire terminal ARH missiles, both with missiles that are SARH/ARH and with missiles with different initial guidance types, and have them lock on to targets. Are you within ARH range of the target? Is the missile able to engage the target type? (I.E. is Engage Air/Missile/Surface/SLW true?) Missiles also have IFF on them, are you trying to target a friendly? Have you made sure you and your target are on different teams? If you're still having issues, provide a video and log with debug options turned on and a more detailed description of what's happening. "lockedSensorFOVbias" works exactly as stated in the "sidewinder.cfg" file where a more detailed description of it is written, it's working as intended. If you have any confusions about what it's supposed to do feel free to ask but I can't help you if all you tell me is "it don't work". It's a KSP floatcurve as stated, the last 2 digits are the slope of the curve on the left and right of the point, if you want more information about it read documentation about KSP floatcurves. On 1/8/2025 at 5:36 PM, hellothere___ said: This is happening to me. Ive launched the AIM-54 a good 20 times and each time after a few seconds the missiles explode mid air. The BDA-E AIM-54 is currently broken, that's a known issue, it's been fixed and just waiting for a release. You can fix it in your install by replacing your .cfg file with this https://github.com/BrettRyland/BDArmory-Extended/blob/main/BDArmoryExtended/Parts/Missiles/ERRAAM/part.cfg . Edited January 11 by BillNyeTheIE Quote Link to comment Share on other sites More sharing options...
hellothere___ Posted Thursday at 12:15 AM Share Posted Thursday at 12:15 AM On 1/11/2025 at 3:00 PM, BillNyeTheIE said: What type of guidance are you using? "radarTimeout" is working exactly as intended. The BD AIM-120 is SARH/ARH, when you fire it it is initially guiding via SARH, at this stage when the lock is broken the missile self-destructs as it no longer has guidance data unless "radarLOAL" is true (which is the case for the BD AIM-120), in that case the ARH seeker will turn on and try to find a target. "radarTimeout" is intended for this ARH stage. If there is no target, or the target breaks lock somehow at this stage the missile will search for "radarTimeout" and then self-destruct. You'll know when the missile has successfully acquired using its ARH seeker (if you kept the lock) when an "ACTIVE" indicator flashes on the radar screen, at this point you can safely break the lock. Terminal ARH guidance works just fine without a lock, please describe what issue you're having, because I can dumbfire terminal ARH missiles, both with missiles that are SARH/ARH and with missiles with different initial guidance types, and have them lock on to targets. Are you within ARH range of the target? Is the missile able to engage the target type? (I.E. is Engage Air/Missile/Surface/SLW true?) Missiles also have IFF on them, are you trying to target a friendly? Have you made sure you and your target are on different teams? If you're still having issues, provide a video and log with debug options turned on and a more detailed description of what's happening. "lockedSensorFOVbias" works exactly as stated in the "sidewinder.cfg" file where a more detailed description of it is written, it's working as intended. If you have any confusions about what it's supposed to do feel free to ask but I can't help you if all you tell me is "it don't work". It's a KSP floatcurve as stated, the last 2 digits are the slope of the curve on the left and right of the point, if you want more information about it read documentation about KSP floatcurves. The BDA-E AIM-54 is currently broken, that's a known issue, it's been fixed and just waiting for a release. You can fix it in your install by replacing your .cfg file with this https://github.com/BrettRyland/BDArmory-Extended/blob/main/BDArmoryExtended/Parts/Missiles/ERRAAM/part.cfg . ok, thank you. Quote Link to comment Share on other sites More sharing options...
Hank Kerman Posted Thursday at 10:44 PM Share Posted Thursday at 10:44 PM Whenever I try to install this mod via CKAN, KSP doesn't like to boot up. I don't know why but I know for certain it is only when this mod is installed. Quote Link to comment Share on other sites More sharing options...
BillNyeTheIE Posted Friday at 12:51 AM Share Posted Friday at 12:51 AM 1 hour ago, Hank Kerman said: Whenever I try to install this mod via CKAN, KSP doesn't like to boot up. I don't know why but I know for certain it is only when this mod is installed. Can you post a log file? Also, does a manual install of the latest version work? Simply unzipping and drag-and-dropping/cut-and-pasting the "BDArmory" folder included into your "Kerbal Space Program/GameData" folder should be enough (in case you're not familiar with this process). Were you using a previous version of BDArmory before? Off the top of my head, a common reason for the game to hang on load is improper formatting within certain files (GameData/BulletDefs/BD_Bullets.cfg for example, the "def" bullet define has to be correctly formatted). If you've modified mod files in some way or are grandfathering in these files from an older install, a clean install of the mod could help you, if you haven't I'll have to look at the logs to be able to tell what's wrong, without them I can't help you. Quote Link to comment Share on other sites More sharing options...
Hank Kerman Posted Friday at 01:43 AM Share Posted Friday at 01:43 AM 2 hours ago, BillNyeTheIE said: Can you post a log file? Also, does a manual install of the latest version work? Simply unzipping and drag-and-dropping/cut-and-pasting the "BDArmory" folder included into your "Kerbal Space Program/GameData" folder should be enough (in case you're not familiar with this process). Were you using a previous version of BDArmory before? Off the top of my head, a common reason for the game to hang on load is improper formatting within certain files (GameData/BulletDefs/BD_Bullets.cfg for example, the "def" bullet define has to be correctly formatted). If you've modified mod files in some way or are grandfathering in these files from an older install, a clean install of the mod could help you, if you haven't I'll have to look at the logs to be able to tell what's wrong, without them I can't help you. Hope this helps: https://drive.google.com/file/d/1yxLxDhmqzGy8VuPoMEnLFWNy-hxKti5z/view?usp=drive_link Quote Link to comment Share on other sites More sharing options...
BillNyeTheIE Posted Friday at 04:50 AM Share Posted Friday at 04:50 AM 3 hours ago, Hank Kerman said: Hope this helps: https://drive.google.com/file/d/1yxLxDhmqzGy8VuPoMEnLFWNy-hxKti5z/view?usp=drive_link Can't access the file, are you sure you've shared it? Quote Link to comment Share on other sites More sharing options...
Hank Kerman Posted Friday at 09:15 PM Share Posted Friday at 09:15 PM 17 hours ago, BillNyeTheIE said: Can't access the file, are you sure you've shared it? Just changed it. Quote Link to comment Share on other sites More sharing options...
BillNyeTheIE Posted 14 hours ago Share Posted 14 hours ago (edited) On 1/17/2025 at 1:15 PM, Hank Kerman said: Just changed it. It doesn't look like there's anything wrong in the log, there's a few bullet config related null exceptions but those are normal and it's just the code taking care of missing fields in cfgs. Is it just loading slower or is it actually getting stuck? Could you give more details about what exactly the loading problem is? Also the mentions of "KSP_x64_Data" in your log are a bit strange, could you verify that you installed CKAN correctly and directed it to the correct folder? Where is BDA+ being installed? Is it placed in the "Kerbal Space Program/GameData" folder? Do you have only one copy of BDArmory.dll in your game folder? Edited 13 hours ago by BillNyeTheIE Quote Link to comment Share on other sites More sharing options...
DocNappers Posted 4 hours ago Author Share Posted 4 hours ago On 1/17/2025 at 2:43 AM, Hank Kerman said: Hope this helps: https://drive.google.com/file/d/1yxLxDhmqzGy8VuPoMEnLFWNy-hxKti5z/view?usp=drive_link This looks like yet another instance of BDBNIC causing KSP to not boot. It's loaded immediately after BDArmory due to being next alphabetically, causing the last entries in the log to be BDArmory's entries. Can you try the fix I posted there and see if this fixes your booting issue? 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.