jrodriguez Posted May 26, 2015 Share Posted May 26, 2015 Hi,I would like to know if it is possible (from a development point of view) to create a version of BDArmory fully synced in order to play multiplayer using DMP. If the answer is yes, my second question is how complicated it is?Thanks. Link to comment Share on other sites More sharing options...
Matrixmage Posted May 26, 2015 Share Posted May 26, 2015 Hi,I would like to know if it is possible (from a development point of view) to create a version of BDArmory fully synced in order to play multiplayer using DMP. If the answer is yes, my second question is how complicated it is?Thanks.Unless Bahamuto decides to modify DMP, or darklight does it for him, this'll never happen. Link to comment Share on other sites More sharing options...
BahamutoD Posted May 26, 2015 Author Share Posted May 26, 2015 (edited) I think I found the problem... It seems as though even if you have infinite ammo set as True, you still need an ammo box with the relevant ammo on board even though it does not use this ammo.My earlier tests that made me say it did not work with missiles as well as guns was flawed in some way as missiles do fire, and me saying that I had enough ammo on board all the time was not incorrect, but incomplete as there seems to be a strange lag for a weapon to start firing(much longer than the refresh rate), the log makes it seem as this "disengaging - no valid weapons" or "Turret can not reach target (250.7478 vs 2500, yawRange: 90). Continuing." is the problem but as I said it does start to fire after a fairly long pause ("Turret can not reach target" is false as the target is well within the swivel range).Alright, it took a while but I finally hunted down the issue. It will be fixed in the next update. The fix also requires that the turrets be setup precisely in Unity, so those of you making custom turrets have to be especially careful. Follow the video I posted about it earlier. Edited May 26, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
dsonbill Posted May 26, 2015 Share Posted May 26, 2015 (edited) @BahamutoD:Do you have/would be able to compile a simple list of things that need to be synced between clients for DMP, and the name of their respective .cs files? I took a *very* brief look at the git repo, but I was wondering if you already had this information on hand.If the information can be found in the thread somewhere, I'll go and search for it. Actually, I'll do that right now If I'm asking for too much information, feel free to let me know and I'll just start digging through BDArmory. I'm also in #DMP right now if you'd rather talk that way.EDIT: Is it basically just the "can't update other player's crafts" problem? I think I might be able to work around this... Edited May 26, 2015 by dsonbill Link to comment Share on other sites More sharing options...
KerbinDriveYards Posted May 26, 2015 Share Posted May 26, 2015 Thanks BahamutoD! Clearly I didn't even understand it as well as I thought I did... That will help a lot though! Love this mod by the way! Link to comment Share on other sites More sharing options...
Hookswords Posted May 27, 2015 Share Posted May 27, 2015 I just wanted to share this here with you. I couldnt have made this without several of your mods. Thank you! Link to comment Share on other sites More sharing options...
HiAmerica Posted May 27, 2015 Share Posted May 27, 2015 Would like to see more guns in future updates. A nuke would also be cool Link to comment Share on other sites More sharing options...
phas Posted May 27, 2015 Share Posted May 27, 2015 gravity is constant Definitely one of the few videogames where this is not true Link to comment Share on other sites More sharing options...
Sufficient Anonymity Posted May 27, 2015 Share Posted May 27, 2015 Would like to see more guns in future updates. A nuke would also be coolNukes are pretty pointless in KSP. Even out at max physics range, you've good a good risk of flattening both yourself and the target. Link to comment Share on other sites More sharing options...
Hellbrand Posted May 27, 2015 Share Posted May 27, 2015 Do antennas serve any purpose in BD armory? or are they not needed on craft? Link to comment Share on other sites More sharing options...
adsii1970 Posted May 27, 2015 Share Posted May 27, 2015 This is an awesome mod as it is... The only thing I think would make it better (near perfect) would be photon torpedoes - as in Star Trek... - - - Updated - - -Do antennas serve any purpose in BD armory? or are they not needed on craft?It all depends on the purpose of your craft. If you are arming them to the teeth with blowing something up with no other aims, no. If you are building craft that are multi-purpose roles, then yes, go ahead. I always include antennas on mine since my main goal is to explore and discover. Link to comment Share on other sites More sharing options...
yobeefjerky Posted May 27, 2015 Share Posted May 27, 2015 Ok, im gonna get it out of the way right now, THIS MOD IS AWESOME, but i have noticed something strange, when trying to make custom weapons (mainly changing the bullet color on the 50 cal turret) i cant see the bullet when it fires, it could be that ive set the Alpha value of the bullet to 255 because i assumed that would make it solid, so essentially how does the Alpha value work, is it: 0=solid or 0=transparent? Link to comment Share on other sites More sharing options...
SpudmanWP Posted May 27, 2015 Share Posted May 27, 2015 I use CKAN and have loaded BD Armory and several other mods.While I can see the other mods in Science Mode, I cannot find BD Armory items in the part list.Is there something else I need to do? (I have researched half of the 90 cost items)Sorry for the noob questions.Funny (although likely much repeated) story, I was busy last night at 10 trying to perfect my orbit while not running out of fuel and mapping the globe..Looked up and it was 2am Link to comment Share on other sites More sharing options...
Styles2304 Posted May 27, 2015 Share Posted May 27, 2015 Ok, im gonna get it out of the way right now, THIS MOD IS AWESOME, but i have noticed something strange, when trying to make custom weapons (mainly changing the bullet color on the 50 cal turret) i cant see the bullet when it fires, it could be that ive set the Alpha value of the bullet to 255 because i assumed that would make it solid, so essentially how does the Alpha value work, is it: 0=solid or 0=transparent?Since you have a possible source of the problem... Have you tried putting it to 0 and seeing the out come? Link to comment Share on other sites More sharing options...
BahamutoD Posted May 27, 2015 Author Share Posted May 27, 2015 255 is solid. Are you sure the color is the only thing you changed? Link to comment Share on other sites More sharing options...
andreasblom Posted May 28, 2015 Share Posted May 28, 2015 255 is solid. Are you sure the color is the only thing you changed?is there any devolopment on the seismic charge? will it be released? Link to comment Share on other sites More sharing options...
Blu Drako Posted May 28, 2015 Share Posted May 28, 2015 is there any devolopment on the seismic charge? will it be released?it will be released in the future when BD decides to add more sci-fi weapons Link to comment Share on other sites More sharing options...
badboyz31 Posted May 28, 2015 Share Posted May 28, 2015 it will be released in the future when BD decides to add more sci-fi weaponsActually I prefer more of naval weaponry, maybe underwater torpedo. Link to comment Share on other sites More sharing options...
Blu Drako Posted May 28, 2015 Share Posted May 28, 2015 Actually I prefer more of naval weaponry, maybe underwater torpedo.Well excuse you. I was just saying that the seismic charge from star wars will be released when BD decides to make more sci-fi weapons.Torpedos will be nearly impossible to make because the current missile coding makes it so as soon as any bomb/missile touches the water, it explodes.And look up Not Enuff Dakka, he adds some turrets that you can use on ships. Be nice, i wasn't even talking to you. Link to comment Share on other sites More sharing options...
Styles2304 Posted May 28, 2015 Share Posted May 28, 2015 ... That escalated quickly Link to comment Share on other sites More sharing options...
Lunar Fire Posted May 28, 2015 Share Posted May 28, 2015 Hello. I have been trying to get this mod to work for a week now but it still wont. The weapons manager wont let me do anything when I try to get it to do an action in action selector. Ex: Fire, Next,Prev. Same with the missiles or bombs they do do anything. I need help on how to fix this. Link to comment Share on other sites More sharing options...
LayTzz_swe Posted May 28, 2015 Share Posted May 28, 2015 Any chance you're gonna update this to work with FAR? Because now, my missles fly straight towards their target but dip down and chrash just before impact Link to comment Share on other sites More sharing options...
dsonbill Posted May 28, 2015 Share Posted May 28, 2015 Well excuse you. I was just saying that the seismic charge from star wars will be released when BD decides to make more sci-fi weapons.Torpedos will be nearly impossible to make because the current missile coding makes it so as soon as any bomb/missile touches the water, it explodes.And look up Not Enuff Dakka, he adds some turrets that you can use on ships. Be nice, i wasn't even talking to you.I don't think they were trying to be rude; just giving their input Link to comment Share on other sites More sharing options...
Blu Drako Posted May 28, 2015 Share Posted May 28, 2015 I don't think they were trying to be rude; just giving their input well, it was stated in a rude way..... Link to comment Share on other sites More sharing options...
badboyz31 Posted May 28, 2015 Share Posted May 28, 2015 (edited) Well excuse you. I was just saying that the seismic charge from star wars will be released when BD decides to make more sci-fi weapons.Torpedos will be nearly impossible to make because the current missile coding makes it so as soon as any bomb/missile touches the water, it explodes.And look up Not Enuff Dakka, he adds some turrets that you can use on ships. Be nice, i wasn't even talking to you.Well, my apology if my quote was rude, but I had no mean to offend you at all. I understand that everyone have their own "preferences", and I didn't know about the missile code would not allow torpedo to exist (AGM-86 is actually a kind of air torpedo for me). Anyway, sorry for the mess, and thanks for explaining. Edited May 28, 2015 by badboyz31 Link to comment Share on other sites More sharing options...
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