Ryusho Posted February 3, 2015 Share Posted February 3, 2015 I just heard of this mod, and..I want it, so bad, this mod is -amazing- to me...Just, so much want! Link to comment Share on other sites More sharing options...
DeepSlayLP Posted February 6, 2015 Share Posted February 6, 2015 Is it working in 0.90? Link to comment Share on other sites More sharing options...
AntiMatter001 Posted February 8, 2015 Share Posted February 8, 2015 By the way, development on this and my other mods has been slowed because I started working on my own game. I can't promise anything big any time soon.. sorry! no it doesn't work in 0.90 and judging from the message from the BD armoury thread (the one i quoted) won't be for some time :/welcome back BD and god speed! Link to comment Share on other sites More sharing options...
drtedastro Posted February 12, 2015 Share Posted February 12, 2015 Double those wishes.. I am looking forward for this mod to be updated and see what 'new' ideas BD comes up with...All of his mods are good stuff.... Link to comment Share on other sites More sharing options...
raptor30 Posted March 24, 2015 Share Posted March 24, 2015 (edited) anyone have a fix for this that works with 0.90? Edited March 24, 2015 by raptor30 Link to comment Share on other sites More sharing options...
Admiral-Helwyr Posted March 24, 2015 Share Posted March 24, 2015 I really really really want this updated for 0.90.And good luck with your game i'd be interested in seeing it when it is finished. Link to comment Share on other sites More sharing options...
BahamutoD Posted March 25, 2015 Author Share Posted March 25, 2015 Update v6.0-0.90 compatibility-a bit of code clean upNotes:Just attempted to bring it back to previous functionality - nothing new.Let me know if anything doesn't work. Follower SAS still oscillates on medium to heavy weight craft. Link to comment Share on other sites More sharing options...
Admiral-Helwyr Posted March 25, 2015 Share Posted March 25, 2015 Thanks, this works great. Very good mod Link to comment Share on other sites More sharing options...
drtedastro Posted March 25, 2015 Share Posted March 25, 2015 great news,.... thanks. Link to comment Share on other sites More sharing options...
Gaalidas Posted March 25, 2015 Share Posted March 25, 2015 Holy kerbal dung... (I just made that one up) This happens three hours after I'd downloaded the source to make another attempt at recompiling it for 0.90. I probably would have failed too. Link to comment Share on other sites More sharing options...
BahamutoD Posted March 25, 2015 Author Share Posted March 25, 2015 Holy kerbal dung... (I just made that one up) This happens three hours after I'd downloaded the source to make another attempt at recompiling it for 0.90. I probably would have failed too.Heh good thing.. It was more of a headache than I thought it would be. Link to comment Share on other sites More sharing options...
Gaalidas Posted March 27, 2015 Share Posted March 27, 2015 Heh good thing.. It was more of a headache than I thought it would be.And I've had enough of those lately with some of the plugin work I've been struggling to figure out. Unfortunately, I've never actually tried to use this mod for more than a few tiny little probes (it failed, but i think that was because .90 had just been released and this thing was not happy with that.) so I can't say it's a huge part of my gameplay, but I like to know that it's available if I ever need it. Link to comment Share on other sites More sharing options...
WolfGeek101 Posted March 27, 2015 Share Posted March 27, 2015 I may have skipped over an answer but:Has a setting for formation flying been introduced yet, where a craft will hold its position relative to the master no matter the masters movements? Link to comment Share on other sites More sharing options...
BahamutoD Posted March 27, 2015 Author Share Posted March 27, 2015 And I've had enough of those lately with some of the plugin work I've been struggling to figure out. Unfortunately, I've never actually tried to use this mod for more than a few tiny little probes (it failed, but i think that was because .90 had just been released and this thing was not happy with that.) so I can't say it's a huge part of my gameplay, but I like to know that it's available if I ever need it.Yeah it didn't work at all in .90 because of the way SAS got rearranged with the addition of the new autopilot.I may have skipped over an answer but:Has a setting for formation flying been introduced yet, where a craft will hold its position relative to the master no matter the masters movements?Nope, sorry. The plugin is relatively simple - getting a craft to move into the correct relative position would be pretty tricky. Link to comment Share on other sites More sharing options...
Sampa Posted March 27, 2015 Share Posted March 27, 2015 This has to be one of the best things I have seen! When my space battleship fleet is finally complete...I will DEFINITELY be using this to move them around! How many can be picked for following? Link to comment Share on other sites More sharing options...
BahamutoD Posted March 27, 2015 Author Share Posted March 27, 2015 This has to be one of the best things I have seen! When my space battleship fleet is finally complete...I will DEFINITELY be using this to move them around! How many can be picked for following?There's no limit.Follower's oscillation seems alot worse than in 23.5 though.. I'm going to try to fix it. Also, I found a bug where the rcs velocity kill is calculated incorrectly for vessels that have decoupled or changed their 'control from here' point. I've fixed it, so that will be in the next update. Link to comment Share on other sites More sharing options...
Sampa Posted March 27, 2015 Share Posted March 27, 2015 Ok, sweet! Can't wait! Link to comment Share on other sites More sharing options...
BahamutoD Posted March 27, 2015 Author Share Posted March 27, 2015 Alright guys, I'm pretty proud of this. Check it out: Now I just have to test it out with crafts of different shapes and sizes to see what range of adjustability (if any) the steering damper needs. Link to comment Share on other sites More sharing options...
BahamutoD Posted March 29, 2015 Author Share Posted March 29, 2015 Update alpha 7.0- new follower control system-- follower oscillation reduced-- custom steering settings option-- angular momentum limited- fixed error when turning off BT from leader- followers now block out user input- followers thrust ratio constantly updated- leader's thrust limit constantly updated- fixed occasional loss of followers during warp- fixed velocity of followers after warp- other small bug fixesNotes:Steering damper settings are set automatically based on their moment of inertia, but the system isn't perfect.You can override the settings by turning on Custom Damper settings on a follower's BT part.If the follower takes too long to stabilize on a certain axis, try turning up the damper value for that axis.If the follower seems to waste alot of RCS when it's just pointing in one direction, try turning damper values down a little bit.It still doesn't work very well for atmospheric flight. Link to comment Share on other sites More sharing options...
Gaalidas Posted March 30, 2015 Share Posted March 30, 2015 That video was fun. I'm looking forward to messing with this one using my miniature Monoprop drones. Link to comment Share on other sites More sharing options...
Gkirmathal Posted April 10, 2015 Share Posted April 10, 2015 Great mod! Really helps when needing a refuel mission which can now tag along.But got one minor issue/bug with leader/followers not being 'locked' together after switching to an other scene/ship and then using timewarp. When switching scenes back to the lead vessel, followers/leader drifted apart. Is that a known issue?Also what is the min range to engage lead/follow mode? It seems to me it's under 150m range.Could this range be extended to around the 2.2km mark? Link to comment Share on other sites More sharing options...
BahamutoD Posted April 13, 2015 Author Share Posted April 13, 2015 Great mod! Really helps when needing a refuel mission which can now tag along.But got one minor issue/bug with leader/followers not being 'locked' together after switching to an other scene/ship and then using timewarp. When switching scenes back to the lead vessel, followers/leader drifted apart. Is that a known issue?Also what is the min range to engage lead/follow mode? It seems to me it's under 150m range.Could this range be extended to around the 2.2km mark?Yes, ships aren't locked together unless you are focused on one of them - leader/follower relationships aren't persistent. I may try to work on that eventually.The range used to be the full phys range, but recently I found that sometimes physics aren't enabled on vessels in orbit unless they're within that ~150m range. I'm not yet sure if thats a bug with BT or part of a change in ksp 0.90. I'll look into that later too. Link to comment Share on other sites More sharing options...
Crusher48 Posted May 2, 2015 Share Posted May 2, 2015 Will this mod be updated for 1.0? Link to comment Share on other sites More sharing options...
BahamutoD Posted May 2, 2015 Author Share Posted May 2, 2015 There were no code changes from 0.90 to 1.0+ that affect BurnTogether. Give it a try.I'll do further testing when I have time. Link to comment Share on other sites More sharing options...
panzer1b Posted May 7, 2015 Share Posted May 7, 2015 ok this is one of the coollest mods ever!i just mounted alot of .50cals on some frigates, and sent a formation of 3 up against 2 enemy corvettes, star wars style broadside shootouts FTW! Link to comment Share on other sites More sharing options...
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