Veskenapper Posted February 21, 2016 Share Posted February 21, 2016 2 hours ago, BahamutoD said: They have a timer that counts down when they're turning and not making progress on the target, after which they should extend, but I also noticed that it doesn't happen sometimes. I'll look for ways to improve this. Just a thought, but might it be connected to how they consider if progress is being made? When using different designs they won't be able to chase in truly circular patterns, but more elliptical; so half the time they will appear to be closing the gap between them (before it extends). Link to comment Share on other sites More sharing options...
Combatsmithen Posted February 21, 2016 Share Posted February 21, 2016 7 minutes ago, volcanicshrimp said: Does chaff work against PAC-3s? One totally ignored my chaff when I got shot down during a bombing run. countermeasures aren't 100% Link to comment Share on other sites More sharing options...
volcanicshrimp Posted February 21, 2016 Share Posted February 21, 2016 27 minutes ago, Combatsmithen said: countermeasures aren't 100% I know, but I did spam loads in the hope that it might take at least some notice of them. Link to comment Share on other sites More sharing options...
Alphasus Posted February 21, 2016 Share Posted February 21, 2016 How do I turn the tow missile turret? Link to comment Share on other sites More sharing options...
V8jester Posted February 21, 2016 Share Posted February 21, 2016 15 minutes ago, Alphasus said: How do I turn the tow missile turret? Just toggle the turret on and it should fallow the mouse?... Link to comment Share on other sites More sharing options...
Alphasus Posted February 21, 2016 Share Posted February 21, 2016 Just now, V8jester said: Just toggle the turret on and it should fallow the mouse?... How do I toggle it? I selected the weapon in the manager already. Link to comment Share on other sites More sharing options...
sashan Posted February 21, 2016 Share Posted February 21, 2016 Baha, how to add lightning effects to my missile exhaust and gun muzzle? Link to comment Share on other sites More sharing options...
Veskenapper Posted February 21, 2016 Share Posted February 21, 2016 2 hours ago, Alphasus said: How do I toggle it? I selected the weapon in the manager already. Did you make sure guard mode isn't on? Link to comment Share on other sites More sharing options...
Alphasus Posted February 22, 2016 Share Posted February 22, 2016 46 minutes ago, Veskenapper said: Did you make sure guard mode isn't on? No it wasn't on, or the missile would have been switched out of. Link to comment Share on other sites More sharing options...
termanatorbob Posted February 22, 2016 Share Posted February 22, 2016 Baha, could you make a smaller caliber (57mm or so) accurate long range cannon and/or a mouse tracking turret that you can build on, like Infernal Robotics? Link to comment Share on other sites More sharing options...
seamus0riley Posted February 22, 2016 Share Posted February 22, 2016 (edited) Hey Baha, How does guard mode know how to open the bays? I'm trying to use Scoundrels Red vs Blue mod that comes with the mk2 weapons bays but the guard won't open them. It will close them if you force them open though, oddly enough. I swear it worked when the first version of BDA came with the ability for the guard to do that but with the last 2 versions it hasn't worked. *Edit* I actually went back and tried it again, now it's not working at all with any version. I'm just going to try a fresh install and see if it's just my game that's screwed up. When it was working, it was kind of sporadic. Edited February 22, 2016 by seamus0riley Link to comment Share on other sites More sharing options...
dcompart Posted February 22, 2016 Share Posted February 22, 2016 @BahamutoD is there a way that I can use the AI Pilot Module for ships/submersibles? Right now I've resorted to using two engines and slightly reducing max thrust on one to make them steer in circles. It would be amazing if we could have our AI modules dive rather than take off then do maneuvers under water. I have a number of submersibles launching missiles underwater, it's pretty sweet, but right now depth is something that must be manually controlled without AI. Link to comment Share on other sites More sharing options...
Acea Posted February 22, 2016 Share Posted February 22, 2016 16 minutes ago, dcompart said: @BahamutoD is there a way that I can use the AI Pilot Module for ships/submersibles? Right now I've resorted to using two engines and slightly reducing max thrust on one to make them steer in circles. It would be amazing if we could have our AI modules dive rather than take off then do maneuvers under water. I have a number of submersibles launching missiles underwater, it's pretty sweet, but right now depth is something that must be manually controlled without AI. Yeah auto depth control for ships and missiles/torpedoes should be definitely sweet Link to comment Share on other sites More sharing options...
JewelShisen Posted February 22, 2016 Share Posted February 22, 2016 Ok so not sure what is causing this but every time I add the Weapon Manager in the SPH I get SLAMMED with nonstop NRE errors to the log. Nothing breaks and it seems to be ok once launched but just wanted to let you know. Link to comment Share on other sites More sharing options...
GDJ Posted February 22, 2016 Share Posted February 22, 2016 (edited) Sadly I have to report an issue. I have a simulated attack with 3 goalkeepers around KSC. All are mounted on the roof's of the buildings. My plane locks on to two targets with the FLIR targeting pod (small one) and it works great. Third one the plane will not lock on to, the Goalkeeper will lock on to the plane no problem. Guard mode is on for both the third Goalkeeper and plane. Plane's weapon is the AGM-114. The plane does not have RADAR. The problem persists with RADAR as well. Here's the KSP log right after the 2nd Goalkeeper is knocked out:[EXC 22:44:57.055] NullReferenceException UnityEngine.Component.get_gameObject () BahaTurret.TargetSignatureData..ctor (.Vessel v, Single _signalStrength) BahaTurret.VesselRadarData.TryLockTarget (.Vessel v) BahaTurret.ModuleRadar+<RetryLockRoutine>d__2.MoveNext () [LOG 22:44:59.333] Active Vessel is in atmosphere. Cannot save. [LOG 22:45:16.699] [Orbit Targeter]: Target is null [LOG 22:45:17.065] [Orbit Targeter]: Target is null [LOG 22:45:19.424] [Orbit Targeter]: Target is null [LOG 22:45:19.913] [Orbit Targeter]: Target is null [LOG 22:45:21.597] [Orbit Targeter]: Target is null [LOG 22:45:22.459] [Orbit Targeter]: Target is null [LOG 22:45:22.760] Trying to radar lock target [LOG 22:45:22.785] - Acquired lock on target. [LOG 22:45:23.105] [Orbit Targeter]: Target is null [LOG 22:45:25.822] [Orbit Targeter]: Target is null [LOG 22:45:29.459] Active Vessel is in atmosphere. Cannot save. [LOG 22:45:44.053] [Orbit Targeter]: Target is null [LOG 22:45:59.734] Active Vessel is in atmosphere. Cannot save. [LOG 22:46:25.683] [Orbit Targeter]: Target is null [LOG 22:46:27.186] Trying to radar lock target [LOG 22:46:27.244] - Acquired lock on target. [LOG 22:46:29.882] Active Vessel is in atmosphere. Cannot save. [LOG 22:47:00.241] Active Vessel is in atmosphere. Cannot save. [LOG 22:47:22.764] 2 Debris Unloaded [LOG 22:47:22.765] Packing 2 Debris for orbit [LOG 22:47:25.071] 2 Debris Unloaded [LOG 22:47:25.072] Packing 2 Debris for orbit [LOG 22:47:26.231] 2 Unloaded [LOG 22:47:26.233] Saved ripple data: [LOG 22:47:26.234] Packing 2 for orbit [LOG 22:47:30.215] Active Vessel is in atmosphere. Cannot save. [LOG 22:48:00.470] Active Vessel is in atmosphere. Cannot save. [LOG 22:48:30.702] Active Vessel is in atmosphere. Cannot save. [LOG 22:49:01.445] Active Vessel is in atmosphere. Cannot save. [LOG 22:49:31.768] Active Vessel is in atmosphere. Cannot save. [LOG 22:50:01.990] Active Vessel is in atmosphere. Cannot save. [LOG 22:50:32.246] Active Vessel is in atmosphere. Cannot save. [EXC 22:50:36.398] NullReferenceException SpriteMesh.CreateMesh () SpriteMesh.get_mesh () SpriteRoot.Delete () SpriteBase.Delete () UIListItemContainer.Delete () UIScrollList.RemoveItem (Int32 index, Boolean destroy, Boolean doEasing) UIScrollList.RemoveItem (IUIListObject item, Boolean destroy, Boolean doEasing) UIScrollList.RemoveItem (IUIListObject item, Boolean destroy) ApplicationLauncher.RemoveApplication (.ApplicationLauncherButton button) ResourceDisplay.OnDestroy () [EXC 22:50:36.423] NullReferenceException PQSMod_LandClassScatterQuad.Destroy () PQSLandControl+LandClassScatter.DestroyQuad (.PQSMod_LandClassScatterQuad q) PQSMod_LandClassScatterQuad.OnQuadDestroy (.PQ quad) PQ.Destroy () PQ.Destroy () PQ.Destroy () PQ.Destroy () PQ.Destroy () PQ.Destroy () PQ.Destroy () PQ.Destroy () PQ.Destroy () PQ.Destroy () PQ.Destroy () PQS.ResetSphere () PQS.OnDestroy () [EXC 22:50:36.463] NullReferenceException: Object reference not set to an instance of an object FlightGlobals.get_ActiveVessel () Vessel.get_isActiveVessel () BahaTurret.MissileFire.UpdateList () BahaTurret.MissileFire.OnPartJointBreak (.PartJoint j) EventData`1[PartJoint].Fire (.PartJoint data) PartJoint.DestroyJoint () CompoundParts.CModuleStrut.OnTargetLost () CompoundPart.UnsetLink () CompoundPart.DumpTarget () CompoundPart.onPartDestroy () Part.OnDestroy () [EXC 22:50:36.472] NullReferenceException UnityEngine.Component.get_gameObject () MapView.OnDestroy () Using Mac OS-X El Capitan, latest KSP 1.05 Edited February 22, 2016 by GDJ Link to comment Share on other sites More sharing options...
BahamutoD Posted February 22, 2016 Author Share Posted February 22, 2016 (edited) 18 hours ago, sashan said: Baha, how to add lightning effects to my missile exhaust and gun muzzle? For missile exhaust, just add a Light component to the same object that has the exhaust particle emitter. For guns, it's done automatically through code. 14 hours ago, seamus0riley said: Hey Baha, How does guard mode know how to open the bays? I'm trying to use Scoundrels Red vs Blue mod that comes with the mk2 weapons bays but the guard won't open them. It will close them if you force them open though, oddly enough. I swear it worked when the first version of BDA came with the ability for the guard to do that but with the last 2 versions it hasn't worked. *Edit* I actually went back and tried it again, now it's not working at all with any version. I'm just going to try a fresh install and see if it's just my game that's screwed up. When it was working, it was kind of sporadic. Normally (without FAR), they know that a missile is in a cargo bay if it is 'shielded from airstream'. If @Scoundrel's weapon bays don't properly shield parts that are inside them, or you're using FAR, you need to check the "in cargo bay" option on the missiles' right click menu so the weapon manager knows that a bay needs to be opened in order to fire it. 3 hours ago, GDJ said: Sadly I have to report an issue. I have a simulated attack with 3 goalkeepers around KSC. All are mounted on the roof's of the buildings. My plane locks on to two targets with the FLIR targeting pod (small one) and it works great. Third one the plane will not lock on to, the Goalkeeper will lock on to the plane no problem. Thanks, I was able to reproduce the issue. I'll look into it. Good find! edit: Fixed! Edited February 22, 2016 by BahamutoD Link to comment Share on other sites More sharing options...
seamus0riley Posted February 22, 2016 Share Posted February 22, 2016 1 hour ago, BahamutoD said: Normally (without FAR), they know that a missile is in a cargo bay if it is 'shielded from airstream'. If @Scoundrel's weapon bays don't properly shield parts that are inside them, or you're using FAR, you need to check the "in cargo bay" option on the missiles' right click menu so the weapon manager knows that a bay needs to be opened in order to fire it. I thought I had tried that, but probably not. I'll give that a whirl. Thanks! Link to comment Share on other sites More sharing options...
GDJ Posted February 22, 2016 Share Posted February 22, 2016 2 hours ago, BahamutoD said: Thanks, I was able to reproduce the issue. I'll look into it. Good find! edit: Fixed! Awesome, and glad I found something that was reproducible. Now I don't feel nuts. Link to comment Share on other sites More sharing options...
graphite747 Posted February 23, 2016 Share Posted February 23, 2016 (edited) On 2016-02-21 at 2:52 PM, Alphasus said: How do I toggle it? I selected the weapon in the manager already. Bind "Arm/Disarm" in the weapon manager to one of your action groups, or click the large button that does the same thing in the BDArmory menu (top left button), while the missile you want is selected as the current weapon. I think that's what you're missing..? Edited February 23, 2016 by graphite747 Link to comment Share on other sites More sharing options...
BahamutoD Posted February 23, 2016 Author Share Posted February 23, 2016 On 2/21/2016 at 3:52 PM, Alphasus said: How do I toggle it? I selected the weapon in the manager already. If you select a missile from the weapon manager that's attached to a turret, the turret should automatically be enabled. If not, then something's wrong. Link to comment Share on other sites More sharing options...
Greippi1 Posted February 23, 2016 Share Posted February 23, 2016 I have problems getting the radar to notice anything at all from air to ground. I have a few targets around the runway and one further away on the hills behind KSC (equipped with weapon managers and set to a different team), I take off, get some distance and go for the first pass, radar recognizes all targets just fine and I can fire. However once I've flown over the targets and turn around to make a second pass the radar goes blind and finds nothing but the one that's up on the hills. However I did do a test in this situation and launched a Jdam and suddenly the radar screen lights up and finds targets. I have a few mods installed, none of which should affect BDArmory but love if I know tbh: Adjustable Landing Gear Chatterer Distant Objects Docking Port Alignment Indicator Editor Extensions Environmental Visual Enhancements KER Infernal Robotics (+Kanadarm) Scansat Kerbal Alarm Clock Link to comment Share on other sites More sharing options...
Staples Posted February 23, 2016 Share Posted February 23, 2016 Need help... when i start the game, every BDarmory part is white and the parts do not work.. and yes! i have not put the gamedata folder into the KSP gamedata folder.. any suggestions ? Link to comment Share on other sites More sharing options...
sashan Posted February 23, 2016 Share Posted February 23, 2016 2 hours ago, BahamutoD said: If you select a missile from the weapon manager that's attached to a turret, the turret should automatically be enabled. If not, then something's wrong. If I reload the turret using KIS then it won't activate and the missile can only be fired manually using its menu. It won't get targeted after that, and flies unguided. I hadn't tried saving and reloading the game after that, it might help tho. Link to comment Share on other sites More sharing options...
V8jester Posted February 23, 2016 Share Posted February 23, 2016 (edited) 2 hours ago, Staples said: Need help... when i start the game, every BDarmory part is white and the parts do not work.. and yes! i have not put the gamedata folder into the KSP gamedata folder.. any suggestions ? Welcome to the forums! Sometimes mods will do this. (1) make sure you have Module Manager installed. (2) if you already have MM installed and have run the game you will have 4 new files created by MM in the GameData Folder. - Delete the four files (Do not delete the ModuleManager.2.6.18.dll) Usually just a game restart will clear it up but I also like clearing the MM files as well. Edited February 23, 2016 by V8jester Link to comment Share on other sites More sharing options...
BahamutoD Posted February 24, 2016 Author Share Posted February 24, 2016 (edited) Update v0.10.3.3 = New = - Salvo/Barrage toggle for guns - New missile exhaust effects - Missile exhaust prefabs (for modders) = Changes = - Improved AI pilot aiming - Improved AI pilot roll behavior - Improved AI pilot 'regain energy' behavior = Fixes = - Fixed auto cycling active radar lock when launching missile - Fixed gun audio when fire is stopped via weapon safety check - Fixed gun reticle when stopped via safety check - Fixed gap in gapless particle emitter - Fixed incorrect acceleration calculation in pilot speed controller Notes:Missile Exhaust 'Prefabs' - If you want to use a missile exhaust prefab for your missile, remove any existing exhaust particle emitters, and create an empty object called "exhaustTransform" with it's local Y axis pointing in the direction of the exhaust (opposite direction of missile). See image. If you want to use different exhaust prefabs for boost and cruise phase, make a separate gameObject, and name it something like "boostTransform" (it doesn't matter, as long as its referenced in the part config). See image. If you don't set up a separate boost transform, the exhaust prefab will be used for both boost and cruise phases. Then setup the config (in the MissileLauncher part module): exhaustPrefabPath = BDArmory/Models/exhaust/smallExhaust //only line needed if using only one prefab for both thrust phases //only needed for separate boost effects boostExhaustPrefabPath = BDArmory/Models/exhaust/mediumExhaust boostTransformName = boostTransform boostExhaustTransformName = boostTransform Take a look at the part config of AIM-120 for an example of the dual stage exhaust, and the Hellfire for a single exhaust prefab. Edited February 25, 2016 by BahamutoD Link to comment Share on other sites More sharing options...
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