Jump to content

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


BahamutoD

Recommended Posts

  On 2/9/2016 at 10:34 PM, Combatsmithen said:

I said this before and ill say it again, in 10.1 im missing the green dot/circle for aiming bombs, guns, and missiles, ive tried re installing BD armory twice to no avail. My youtube series is ongoing right now and I need these reticles to continue it. And i dont feel like making a list of all the mods ive installed then making an entire new KSP folder and downloading and installing all the mods again.

Expand  
  Quote

Q: I'm missing ammo boxes or other parts, or aiming reticles, or the toolbar button. What's wrong?

A: This is because BDArmory can't find the textures or models, and that's because BDArmory is looking for them in a very specific location. If you installed BDArmory in the wrong place, it can't find those textures.

The BDArmory folder which is inside the GameData folder of the zip file needs to be copied into the GameData folder of KSP.

Expand  

If you verified you installed it in the right place and haven't renamed any folders, send your output_log.txt.

 

Edit: I watched your video, and it looks like they do show up, but in the wrong place.  That's really odd!  Send me your output_log although I don't know how much that would help.

Edited by BahamutoD
Link to comment
Share on other sites

  On 2/9/2016 at 11:12 PM, BahamutoD said:

If you verified you installed it in the right place and haven't renamed any folders, send your output_log.txt.

Expand  

I'm also missing green circles, until I press F2. :P Interface dissapears, circles appear... Then I press f2 again and it's vice versa.

Link to comment
Share on other sites

is it possible to add guns to things like prop engines? im trying to do it for an ME bf109e to add the twin machineguns to the top of the engine but they dont want to fire and the prop stops spinning

 

Link to comment
Share on other sites

  On 2/10/2016 at 12:49 AM, amankd said:

sorted issue no1, i is possible to add guns to engines no problem there, but an inflight issue, how do i get my muzzleFX to stay on the end of my barrel, inflight they seem to trail off behind

Expand  

Hi  They wont stay  on the end of the barrel, the time it takes to initiate the effect and the time it takes to play mean that the end of the barrel has moved on quite a long way by the time the effect finishes playing, its just the same with ground vehicles although less noticeable due to lower speeds

Also without exception you can weaponise pretty much every part in the game, although it can take some effort in things that have IVA's attached

Edited by SpannerMonkey(smce)
Link to comment
Share on other sites

  On 2/9/2016 at 9:30 PM, BahamutoD said:

Thank you.  It looks like the problem is it can't find the save files for the settings or the GPS targets.  Can you check to make sure you have settings.cfg and gpsTargets.cfg in your BDArmory folder?  If you do, then something else weird is going on, because it seems to be looking for the file in a GameData folder on your desktop.. I have no idea why it would do that.

 

As I said to those with similar problems in the previous page, I need to see your output_log.txt to be able to help.

 

I have no idea why that would happen.  Send me your part config and I'll take a look.

Expand  

I cant find it. Is it generated after the game crashes? My game didn't crash when the weird thing happened.

Link to comment
Share on other sites

I have this problem from time to time as well. If I quick-save and reload, the reticles comes back.

  On 2/9/2016 at 11:24 PM, sashan said:

I'm also missing green circles, until I press F2. :P Interface dissapears, circles appear... Then I press f2 again and it's vice versa.

Expand  

I have this problem from time to time also. If I quick save and reload, the reticles return to normal.

Link to comment
Share on other sites

  On 2/9/2016 at 11:12 PM, BahamutoD said:

If you verified you installed it in the right place and haven't renamed any folders, send your output_log.txt.

 

Edit: I watched your video, and it looks like they do show up, but in the wrong place.  That's really odd!  Send me your output_log although I don't know how much that would help.

Expand  

How do I get my output log when my game doesn't crash? Also the reticle for the sidewinder appeared behind me for a brief moment, it didn't stay there, and it disapeered. When i press F2 its still not there, and when i try reloading the game, or going back to the hangars and going out again they aren't there. Quickloading doesn't fix it either

Link to comment
Share on other sites

  On 2/10/2016 at 1:20 AM, SpannerMonkey(smce) said:

Hi  They wont stay  on the end of the barrel, the time it takes to initiate the effect and the time it takes to play mean that the end of the barrel has moved on quite a long way by the time the effect finishes playing, its just the same with ground vehicles although less noticeable due to lower speeds

Also without exception you can weaponise pretty much every part in the game, although it can take some effort in things that have IVA's attached

Expand  

(amankd) You just have to uncheck "Simulate World Space" in the editor for things like muzzle flashes that you don't want trailing in the wind.  There's a bug in the KSPParticleEmitter script so in unity it looks like it's not pointing the right direction, but as long as it looks right with Simulate World Space checked, it will look right in game with in unchecked, and the particles will stay relative to the local space of the emitter.

 

  On 2/10/2016 at 2:39 AM, bananasrawesome said:

I cant find it. Is it generated after the game crashes? My game didn't crash when the weird thing happened.

Expand  
  On 2/10/2016 at 1:34 PM, Combatsmithen said:

How do I get my output log when my game doesn't crash? Also the reticle for the sidewinder appeared behind me for a brief moment, it didn't stay there, and it disapeered. When i press F2 its still not there, and when i try reloading the game, or going back to the hangars and going out again they aren't there. Quickloading doesn't fix it either

Expand  

[kspdirectory]/KSP_Data/output_log.txt

It gets produced everytime you play.

 

PS: 

https://www.youtube.com/watch?v=xHn5Lppb2Gw

Edited by BahamutoD
Link to comment
Share on other sites

  On 2/10/2016 at 2:02 PM, BahamutoD said:

(amankd) You just have to uncheck "Simulate World Space" in the editor for things like muzzle flashes that you don't want trailing in the wind.  There's a bug in the KSPParticleEmitter script so in unity it looks like it's not pointing the right direction, but as long as it looks right with Simulate World Space checked, it will look right in game with in unchecked, and the particles will stay relative to the local space of the emitter.

 

[kspdirectory]/KSP_Data/output_log.txt

It gets produced everytime you play.

 

PS: 

https://www.youtube.com/watch?v=xHn5Lppb2Gw

Expand  

Awesome. Will that also work with Air to Air missiles?
I keep thinking this mod can't get much better but you keep proving me wrong.

Link to comment
Share on other sites

Hey, in addition to the rotary missile rack, could you make a vertical one as well? Like, have a toggle to increase/decrease the length of the rack, how many spots are on the rack, etc... 

Also, I had an idea for how to automate the opening of weapons bays. You know how the Wing Commander can remotely activate control groups? What if you used that same functionality to the Weapons Manager itself, so that when a certain weapon was selected, it would activate the action group that opens the cargo bay doors. Of course, we would have to tell it what that is, and actually have it set to what we tell it, but it should work.

Link to comment
Share on other sites

  On 2/10/2016 at 2:02 PM, BahamutoD said:

(amankd) You just have to uncheck "Simulate World Space" in the editor for things like muzzle flashes that you don't want trailing in the wind.  There's a bug in the KSPParticleEmitter script so in unity it looks like it's not pointing the right direction, but as long as it looks right with Simulate World Space checked, it will look right in game with in unchecked, and the particles will stay relative to the local space of the emitter.

 

[kspdirectory]/KSP_Data/output_log.txt

It gets produced everytime you play.

 

PS: 

https://www.youtube.com/watch?v=xHn5Lppb2Gw

Expand  

here is my log 

https://drive.google.com/file/d/0B0O7pGYHMKRGeWJXVjV5MENzbXc/view?usp=sharing

Edited by sumghai
Fixed quotes
Link to comment
Share on other sites

Hey Paulo, I dont't know if you remember me (watched a few streams) but I was wondering how to properly take advantage of the near-daily updates found in your github page. I see the BahaTurret file but I'm not sure how to use it. I'm honestly not entirely sure if it's purpose there is to be used, but I simply wish to explore those awesome new features ASAP!!! :D if it is not possible to use the code on github, I kindly ask that you just do a quick release for all things bombing so far such as the bomb Ai, the rack, and any other small features (even if it is buggy). Not as a main release, but more as a sort of Beta thread. This could be updated on github every few days or so, and would be glitchy, but would serve as a testing ground for your work, and as a way for us to fully experience what you've been up to! I hope you read this message! 

 

~ClassyCoder

Link to comment
Share on other sites

  On 2/10/2016 at 9:09 PM, ClassyCoder said:

Hey Paulo, I dont't know if you remember me (watched a few streams) but I was wondering how to properly take advantage of the near-daily updates found in your github page. I see the BahaTurret file but I'm not sure how to use it. I'm honestly not entirely sure if it's purpose there is to be used, but I simply wish to explore those awesome new features ASAP!!! :D if it is not possible to use the code on github, I kindly ask that you just do a quick release for all things bombing so far such as the bomb Ai, the rack, and any other small features (even if it is buggy). Not as a main release, but more as a sort of Beta thread. This could be updated on github every few days or so, and would be glitchy, but would serve as a testing ground for your work, and as a way for us to fully experience what you've been up to! I hope you read this message! 

 

~ClassyCoder

Expand  

i would appreciate if you put these updates on kerbal stuff i dont know how to get the stuff from github and its  a lot easier to get maybe monthly updates to it

Link to comment
Share on other sites

A development version is a development version, things are often experimental, broken, missing, or even broke on purpose.
If you don't know how to get the GitHub version yourself you should not even be considering using it at all, as your feedback on one of these broken builds may be completely irrelevant.
And besides, it can crunch your savegame just like that, and you are on your own when bad stuff happens.

BDArmory plugin can be found on github, but the assets required for such features to work will often be missing, as they are only added for the releases.
For all the reasons above I would not even consider downloading and trying out a development version, it's not public, not for the public, only for developers.
It's the exact same reason why KSP has QA and Experimentals, but on these cases "the public" does not even have access to such versions.

Link to comment
Share on other sites

  On 2/11/2016 at 12:53 AM, tetryds said:

A development version is a development version, things are often experimental, broken, missing, or even broke on purpose.
If you don't know how to get the GitHub version yourself you should not even be considering using it at all, as your feedback on one of these broken builds may be completely irrelevant.
And besides, it can crunch your savegame just like that, and you are on your own when bad stuff happens.

BDArmory plugin can be found on github, but the assets required for such features to work will often be missing, as they are only added for the releases.
For all the reasons above I would not even consider downloading and trying out a development version, it's not public, not for the public, only for developers.
It's the exact same reason why KSP has QA and Experimentals, but on these cases "the public" does not even have access to such versions.

Expand  

thanks 

Link to comment
Share on other sites

I can't find the output log for 1.0.5 but I can find it for 1.0.4. Well, I am having the same mod issues with 1.0.4 so I might stick to that version instead. Anyways, here's the output log for 1.0.4:

  Reveal hidden contents

 

Link to comment
Share on other sites

in case of multiple missile turret has mounted on vessel, just one turret is active. 

 

7uJUnZP.jpg

here is an example, just left sided turret works only. the other one stay inactive until left sided turret fires all missiles its owned. It should be fixed like other gun turrets.

 

and, would he-kv missile be fixed in next update?

Edited by selshas
Link to comment
Share on other sites

  On 2/11/2016 at 7:50 AM, selshas said:

in case of multiple missile turret has mounted on vessel, just one turret is active. 

Expand  

Only the turret with the missile that will be fired next is active. When the missiles on turret 1 are depleted, the turret 2 will become active.

//I see you edited your post and I didn't reload the page for a long time before posting, so my post is obsolete.

Edited by Feni
new info
Link to comment
Share on other sites

  On 2/11/2016 at 12:06 PM, Feni said:

Only the turret with the missile that will be fired next is active. When the missiles on turret 1 are depleted, the turret 2 will become active.

Expand  

of course it will. but you know what i said.

in above screenshot, two missile turret installed both side of the ship. so that it can cover every 360 degree. but current turret mechanism does not allow this.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...