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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23


BahamutoD

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I'm dying for wing-men.

And I know this is far-fetched but do you have any plans to decrease missile weight or size? I only ask because the whiplash engine is too big for fighter jets now, and the panther isn't super powerful. A moderate weapons payload really makes the crafts too slow.

could be a good thing, I mean really previously there was no real limit to payload, I don't see a problem with a payload challenge.

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Something to think about for the next update after the "very small update" to fix CKAN compatibility: Torpedoes. It might be as simple as modifying your cruise missiles to have a cruise altitude of -2m.

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Since this normally doesn't happen, I'd recommend a full reinstall (first the mod, and if that doesn't work, then the whole game). If it still doesn't work after that, I'll need more info - output log, other mods, etc.

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Everything seems to work in my end in KSP 1.0.5 :)

Something to think about for the next update after the "very small update" to fix CKAN compatibility: Torpedoes. It might be as simple as modifying your cruise missiles to have a cruise altitude of -2m.

Thank you for replying! That means a lot! I will definitely try to find and erase all traces of BDArmory, though I would like to know if there are any associated plugins that come with the mod and/or if that information is on the first page of this thread and I've never noticed it. I don't think I have the heart to reinstall KSP, nor am I sure it's possible since I have the steam version of it. If I can't get your mod to work-which would be quite a shame due to the loss of my many plane designs for this and, more importantly, my landships-then I might switch to the skillful weapons and damage mod...maybe...

- - - Updated - - -

@Kagame: The NAS has torps now I think. or they will have them. It's an addon for BDArmory that adds in WWII Naval weapons.

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Thank you for replying! That means a lot! I will definitely try to find and erase all traces of BDArmory, though I would like to know if there are any associated plugins that come with the mod and/or if that information is on the first page of this thread and I've never noticed it.

The only plugin it uses is BahaTurret.dll which is in BDArmory/Plugins.

Unless you messed something up, all you should have to do is delete the BDArmory folder from GameData and put a fresh one in from the zip.

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Where does it complain about the Vulcan? I have an idea about where the mesh needs to be fixed but I don't know where to check if it's still complaining.

In the main logfile when it's voxelating ( voxelizing? there isn't a word for this :) ) the craft at flight scene start. Should look like this:

"Error in mesh triangle; triangle plane components are NaN or triangle is degenerate; FAR unable to use this triangle"

It might even show up in the editor, actually, I didn't check.

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The only plugin it uses is BahaTurret.dll which is in BDArmory/Plugins.

Unless you messed something up, all you should have to do is delete the BDArmory folder from GameData and put a fresh one in from the zip.

Okay, thanks! I'll do that! That was probably why it krakened on me! Now my addons will work! NAS HERE I COME! *Naval artillery opens up, explosions ensue*

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Well, I took out the old file, and put in the new one from the zip, and it still Krakened. Also, when I put the old one back in, the ammo for everything but the dual fifty cal disappeared, and the sounds and reticule also disappeared, though that may have been from me putting the yaw and pitch range to zero for fixed guns on my lovely WWII fighter since the 20mms didn't have any ammo. All the ammo has disappeared. I can't find it anywhere, and yes I've checked the filters.

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Well, I took out the old file, and put in the new one from the zip, and it still Krakened. Also, when I put the old one back in, the ammo for everything but the dual fifty cal disappeared, and the sounds and reticule also disappeared, though that may have been from me putting the yaw and pitch range to zero for fixed guns on my lovely WWII fighter since the 20mms didn't have any ammo. All the ammo has disappeared. I can't find it anywhere, and yes I've checked the filters.

If the sounds and ammo textures go missing then the mod folder was installed in the wrong place. Make sure the file path in your install is GameData/BDArmory/Parts/AmmoBox etc. There's really no reason for a kraken attack in BDArmory.. it would help if I could see your log file (KSP_Data/ouput_log.txt).

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If the sounds and ammo textures go missing then the mod folder was installed in the wrong place. Make sure the file path in your install is GameData/BDArmory/Parts/AmmoBox etc. There's really no reason for a kraken attack in BDArmory.. it would help if I could see your log file (KSP_Data/ouput_log.txt).

Quick question here, the turrets I'm making are a little twitchy when aiming... is this a problem with 1.0.5 or is it something I could be doing wrong?

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Thats what im planning to do. But it will take maybe some part editing for me.

For the damage itself you could try some kind of rocket launcher with special bullets that you have to follow for them to actually hit, and they must go straight down, a laser wont hit the ksp from the lowest possible orbit

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If the sounds and ammo textures go missing then the mod folder was installed in the wrong place. Make sure the file path in your install is GameData/BDArmory/Parts/AmmoBox etc. There's really no reason for a kraken attack in BDArmory.. it would help if I could see your log file (KSP_Data/ouput_log.txt).

Okay, I'll keep that in mind, but I'll probably just reinstall the game.

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If anyone's interested, I'll be working on the AI Wingmen on Twitch for about an hour starting now.

http://www.twitch.tv/bahamutod

Edit:

Its been over for a while of course, but if you missed it, I got the wingmen to behave much better.

Sorry I missed it.

are you still planing on waiting til 1.1 to release wingman even though 1.1 is ETA unknown?

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Sorry I missed it.

are you still planing on waiting til 1.1 to release wingman even though 1.1 is ETA unknown?

It depends. I still have a few more things to do for it which may take a while. The 'Follow' command is pretty much done, and the 'Orbit' command is about half done. I might also want to do 'Fly To' and maybe attempt a 'Land' command. Each of these would have adjustable parameters like speed, formation positioning for the follow command, radius for orbit, glide slope for landing, etc, so that would be a fair bit of UI, which is why I thought I should wait for the UI update.

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I guess they would be able to, yeah.

Btw here's a highlight from yesterday's stream:

http://www.twitch.tv/bahamutod/v/25512180

The wingmen form up on the large ship, follow through a maneuver, break off when the leader goes below their min altitude, and rejoin later.

You may also notice that the AI will use the Panther's afterburner for extra boost when it needs/wants it.

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Try it out.

So far, no issues observed, except the experimental missile guidance mode possibly being slightly wonkier than usual (although it is much more likely that my cruise missile lacking any control surfaces and relying exclusively on thrust vectoring and reaction wheels to steer is to blame here).

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I don't know how feasible this is, but would you be able to configure the AI to only use 66% throttle if AJE is installed and only use 100% throttle when they really need speed? That really the only flaw when using AJE with this mod. With AJE 66-100% throttle is the afterburner and 0-66% is the regular throttle. Again no idea how feasible this is, so feel free to shoot it down.

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It depends. I still have a few more things to do for it which may take a while. The 'Follow' command is pretty much done, and the 'Orbit' command is about half done. I might also want to do 'Fly To' and maybe attempt a 'Land' command. Each of these would have adjustable parameters like speed, formation positioning for the follow command, radius for orbit, glide slope for landing, etc, so that would be a fair bit of UI, which is why I thought I should wait for the UI update.

1.1 is still quite far off, it took this long and they just broke off 1.0.5 instead of fully finishing 1.1... I'd say more than just a couple months before 1.1 drops. Basically, you have all the time in the world if you don't want to wait!

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