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bdarmory's Issues

RasterPropMonitor integration

As suggested by forum user "Angstinator" and supported by "SpannerMonkey(smce)", allow Raster Prop Monitor screens to display radar and targeting pod data, possibly also the weapons manager interface itself for more immersive combat.

[Request] Multiple weapons on a turret

Turrets with multiple weapons (such as my LAV-AD turret being withheld from my addon) seem to fight themselves. By this I mean I have made a turret that has a gau gatling gun and a set of stinger pods on the same platform. They use the same transforms and turret setup, though I have tried separating them by both Turret ID and 2 separate turret modules, but this has not worked. I am still looking for a workaround, but the current situation seems that the GAU and Stinger fight each other when aiming as one of them is deactivated and as such wants to be in the idle position, while the other should be free moving. This causes stuttering and lockups in the aiming process and breaks the part in general.

Investigation for the black kraken and the "Look rotation viewing vector is zero"

I'm still running into a bug with the PAC turret when leaving the craft then coming back to it and everything turns black and it spams the logs with this forever

[LOG 12:00:15.338] Look rotation viewing vector is zero

and here are the links to the logs


save

reproduce steps
take the premade craft and fire some missiles don't deselect the missiles
leave the craft and return in a few seconds the screen will go black

Add bomb pair drop function

clipped from original repository

Dropping bombs in pair is an important function to avoid unbalanced weight on attack planes. Since BDArmory tracks symmetric counterpart, it should be relatively easy to make a drop in pair function. we may have to have the stage of ripple switch button changed.

Trigger arming not used

Looking through code I see that isArmed is actually not used anywhere. Perhaps a feature that was yet to be implemented such as a "safety" to make sure a weapon does not fire?

Something's wrong with missile hitboxes...

According to Kerbal Inventory System (a mod), the AGM-86C, which is one of (if not the) largest missile in BDArmory, has a volume of 2151 (2k) liters. Now the HARM, which has a the biggest wingspan when placed as a normal part (KIS shouldn't, and properly doesn't detect the folding wings of AGM-86), has 10535 (10k) liters of volume. WTF? This is important as volume counts how much stuff can fit into a container.

Format of the executable (.exe) or library (.dll) is invalid v0.11.1.1 bug fix

Program\GameData\BDArmory\Plugins\BahaTurret.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. at Mono.Cecil.PE.ImageReader.ReadImage () [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00000] in <filename unknown>:0 at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0

Dll only showing as 56kb previous version was 498kb No BD functionality (I know that's obvious from the above , just clears up any ambiguity)

AMRAAM range is glitched

When firing an AMRAAM at below 5 km, the missile usually works properly. However, when firing from above 10 km, switching away from the launching vessel makes the missile explode a few seconds after switching to it, before it reaches its target. Can someone check if this is not just my issue? My BDArmory is in a bad environment as @DoctorDavinci pointed out.

[Request] Guard mode enhancements

Would it be possible to add a feature where you could configure guard modes accuracy with turrets. Possibly implementing a slider to control whether guard mode will be 100% accurate (How it is currently) or a lower percentage (Having incorrect lead, or aiming to the left or right etc.). Also, you should be able to select whether or not guard mode can intercept incoming projectiles (Missiles, bombs etc.) I think these two (hopefully) simple additions could add great depth to the guard mode.

RBS 15

The RBS-15 Cruise Missile after launch it flyes about 10 km then explodes due to overheating (Probably becouse FAR)

[Feature Request]: 'helicopter' mode for AI pilot #21

In my head this seems simple, but I'm sure that it's far from the truth.

But the idea in my head was to simply use throttle for climbing, instead of pitch, while in 'helicopter' mode. Also a decrease in 'sensitivity' for roll while preforming maneuvers, preferring yaw over roll at least.

(Please over look any spelling mistakes... I've been awake for FAR~~~ too long...)
from BahamutoD#21

Kursor of the Kraken

This occurs in a fresh install with only BDArmory installed:

The issue is when you press the \ key to toggle your mouse to camera pan mode and then switch vessels using the [ or ] key, your cursor reappears in the center of the screen and stays there until you exit the pan mode.

I have discovered that this only occurs when focus switches to a part that does not have a weapon manager module attached to it ... It also occurs when you switch to a Kerbal

I dug through the log for the video I posted and found the exceptions being spammed


[LOG 11:54:51.441] [FLIGHT GLOBALS]: Switching To Vessel AGM-114 ----------------------
[LOG 11:54:51.445] [PlanetariumCamera]: Focus: AGM-114
[EXC 11:54:51.569] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.BDATargetManager.GetMissileTarget (BahaTurret.MissileFire mf, Boolean targetingMeOnly)
BahaTurret.MissileFire.SmartFindTarget ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:51.851] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.BDATargetManager.GetMissileTarget (BahaTurret.MissileFire mf, Boolean targetingMeOnly)
BahaTurret.MissileFire.SmartFindTarget ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:52.855] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.BDATargetManager.GetMissileTarget (BahaTurret.MissileFire mf, Boolean targetingMeOnly)
BahaTurret.MissileFire.SmartFindTarget ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:53.040] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.BDATargetManager.GetMissileTarget (BahaTurret.MissileFire mf, Boolean targetingMeOnly)
BahaTurret.MissileFire.SmartFindTarget ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:53.333] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.BDATargetManager.GetMissileTarget (BahaTurret.MissileFire mf, Boolean targetingMeOnly)
BahaTurret.MissileFire.SmartFindTarget ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:53.415] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.MissileFire.UpdateGuardViewScan ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:54.002] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.MissileFire.UpdateGuardViewScan ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:54.104] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.BDATargetManager.GetMissileTarget (BahaTurret.MissileFire mf, Boolean targetingMeOnly)
BahaTurret.MissileFire.SmartFindTarget ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:54.338] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.MissileFire.UpdateGuardViewScan ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:54.363] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.BDATargetManager.GetMissileTarget (BahaTurret.MissileFire mf, Boolean targetingMeOnly)
BahaTurret.MissileFire.SmartFindTarget ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:54.547] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.BDATargetManager.GetMissileTarget (BahaTurret.MissileFire mf, Boolean targetingMeOnly)
BahaTurret.MissileFire.SmartFindTarget ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:54.665] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.MissileFire.UpdateGuardViewScan ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:54.706] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.MissileFire.UpdateGuardViewScan ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:54.964] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.MissileFire.UpdateGuardViewScan ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:54.968] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.BDATargetManager.GetMissileTarget (BahaTurret.MissileFire mf, Boolean targetingMeOnly)
BahaTurret.MissileFire.SmartFindTarget ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:55.008] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.MissileFire.UpdateGuardViewScan ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:55.340] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.MissileFire.UpdateGuardViewScan ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:55.384] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.MissileFire.UpdateGuardViewScan ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:55.680] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.MissileFire.UpdateGuardViewScan ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:55.704] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.MissileFire.UpdateGuardViewScan ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:55.767] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.BDATargetManager.GetMissileTarget (BahaTurret.MissileFire mf, Boolean targetingMeOnly)
BahaTurret.MissileFire.SmartFindTarget ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:55.926] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.BDATargetManager.GetMissileTarget (BahaTurret.MissileFire mf, Boolean targetingMeOnly)
BahaTurret.MissileFire.SmartFindTarget ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:55.985] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.MissileFire.UpdateGuardViewScan ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:56.111] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.BDATargetManager.GetMissileTarget (BahaTurret.MissileFire mf, Boolean targetingMeOnly)
BahaTurret.MissileFire.SmartFindTarget ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:56.451] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.MissileFire.UpdateGuardViewScan ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:56.475] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.MissileFire.UpdateGuardViewScan ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:56.513] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.MissileFire.UpdateGuardViewScan ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[LOG 11:54:56.574] AGM-114 Hellfire Missile linecast hit on model_island_ap_exterior_v46_ground_collider
[LOG 11:54:56.576] [F: 19178]: [00:00:11]: AGM-114 Hellfire Missile exploded due to overheating.
[LOG 11:54:56.577] bahaAGM-114 Exploded!! - blast awesomeness: 0.5
[LOG 11:54:56.578] [bahaAGM-114]: Deactivated
[LOG 11:54:56.583] AGM-114 Hellfire Missile linecast hit on model_island_ap_exterior_v46_ground_collider
[LOG 11:54:56.584] bahaAGM-114 Exploded!! - blast awesomeness: 0.5
[LOG 11:54:56.585] [bahaAGM-114]: Deactivated
[LOG 11:54:56.603] [F: 19178]: [00:00:11]: Clamp-O-Tron Docking Port Jr. exploded due to overheating.
[LOG 11:54:56.605] [Explosion] Combined.
[LOG 11:54:56.605] dockingPort3 (CANUKWorks CP-302 Mishka Rover) Exploded!! - blast awesomeness: 0.5
[LOG 11:54:56.612] Saved ripple data: M230,True,650;
[LOG 11:54:56.616] [dockingPort3 (CANUKWorks CP-302 Mishka Rover)]: Deactivated
[LOG 11:54:56.618] [F: 19178]: [00:00:11]: Modular Girder Segment exploded due to overheating.
[LOG 11:54:56.619] [Explosion] Combined.
[LOG 11:54:56.620] trussPiece1x Exploded!! - blast awesomeness: 0.5
[LOG 11:54:56.639] Saved ripple data: M230,True,650;
[LOG 11:54:56.657] [trussPiece1x]: Deactivated
[LOG 11:54:56.659] [F: 19178]: [00:00:11]: TR-2L Ruggedized Vehicular Wheel exploded due to overheating.
[LOG 11:54:56.661] [Explosion] Combined.
[LOG 11:54:56.661] wheelMed Exploded!! - blast awesomeness: 0.5
[LOG 11:54:56.666] [wheelMed]: Deactivated
[LOG 11:54:56.668] [F: 19178]: [00:00:11]: 30mm Ammunition Box exploded due to overheating.
[LOG 11:54:56.669] [Explosion] Combined.
[LOG 11:54:56.670] baha30mmAmmo Exploded!! - blast awesomeness: 0.5
[LOG 11:54:56.671] [baha30mmAmmo]: Deactivated
[LOG 11:54:56.673] [F: 19178]: [00:00:11]: TR-2L Ruggedized Vehicular Wheel exploded due to overheating.
[LOG 11:54:56.675] [Explosion] Combined.
[LOG 11:54:56.675] wheelMed Exploded!! - blast awesomeness: 0.5
[LOG 11:54:56.680] [wheelMed]: Deactivated
[LOG 11:54:56.682] [F: 19178]: [00:00:11]: 30mm Ammunition Box exploded due to overheating.
[LOG 11:54:56.683] [Explosion] Combined.
[LOG 11:54:56.684] baha30mmAmmo Exploded!! - blast awesomeness: 0.5
[LOG 11:54:56.685] [baha30mmAmmo]: Deactivated
[LOG 11:54:56.688] [F: 19178]: [00:00:11]: EAS-1 External Command Seat exploded due to overheating.
[LOG 11:54:56.689] [Explosion] Combined.
[LOG 11:54:56.690] seatExternalCmd Exploded!! - blast awesomeness: 0.5
[LOG 11:54:56.695] [seatExternalCmd]: Deactivated
[LOG 11:54:56.779] [F: 19178]: [bahaM230ChainGun] Collision Enhancer Punch Through - vel: 216.0067
[LOG 11:54:56.781] [F: 19178]: [00:00:11]: M230 Chain Gun Turret collided into the surface.
[LOG 11:54:56.782] [Explosion] Combined.
[LOG 11:54:56.783] bahaM230ChainGun Exploded!! - blast awesomeness: 0.5
[LOG 11:54:56.784] [bahaM230ChainGun]: Deactivated
[WRN 11:54:56.841] Kerbal Jebediah Kerman was marked as debris, fixed.
[LOG 11:54:56.845] 2 explosions created.
[EXC 11:54:56.868] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.BDATargetManager.GetMissileTarget (BahaTurret.MissileFire mf, Boolean targetingMeOnly)
BahaTurret.MissileFire.SmartFindTarget ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[LOG 11:54:57.034] [FLIGHT GLOBALS]: Switching To Vessel Jebediah Kerman ----------------------
[LOG 11:54:57.036] [PlanetariumCamera]: Focus: Jebediah Kerman
[WRN 11:54:57.044] [Part]: kerbalEVA holds crew but has no interior model defined!
[EXC 11:54:57.425] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.TargetInfo.get_position ()
BahaTurret.MissileFire.SmartPickWeapon (BahaTurret.TargetInfo target, Single turretRange)
BahaTurret.MissileFire.SmartFindTarget ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()
[EXC 11:54:57.523] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.MissileFire.StartGuardTurretFiring ()
BahaTurret.MissileFire+d__162.MoveNext ()
[LOG 11:54:57.584] [FLIGHT GLOBALS]: Switching To Vessel CANUKWorks CP-302 Mishka Rover Probe ----------------------
[LOG 11:54:57.586] [PlanetariumCamera]: Focus: CANUKWorks CP-302 Mishka Rover Probe
[LOG 11:54:58.797] [FLIGHT GLOBALS]: Switching To Vessel CANUKWorks CP-302 Mishka Rover Debris ----------------------
[LOG 11:54:58.798] [PlanetariumCamera]: Focus: CANUKWorks CP-302 Mishka Rover Debris
[EXC 11:54:58.907] NullReferenceException: Object reference not set to an instance of an object
BahaTurret.TargetInfo.get_position ()
BahaTurret.MissileFire.SmartPickWeapon (BahaTurret.TargetInfo target, Single turretRange)
BahaTurret.MissileFire.SmartFindTarget ()
BahaTurret.MissileFire.GuardMode ()
BahaTurret.MissileFire.OnFixedUpdate ()
Part.ModulesOnFixedUpdate ()
Part.FixedUpdate ()

Physics Range persistence

In the latest update the physics range no longer stays saved with overall.
For example, if i spawn a ship from the SPH/VAB and set the physics range to 30km then move my ship to the water and spawn another ship via vesslemover. If i then move that second craft beyond 5km and place it then switch back to the first ship and try to switch back to the second ship it says the craft is out of range. When i then go and click set range to 30km again it acts like the ship would when it loads into physics range….blows up.

The work around is to place both ships side by side then set the physics range. Then i can move my target ship beyond 5km and not worry about it getting out of the 30km physics range.

Deflector shield

Idea to add a part or modify an existing part to create a field around, or in a direction from itself to protect a craft from incoming rounds and/or missiles. Should probably consume EC to remain activated.

Guard Mode - Allow weighted priority to Anti-Air

The Guard mode will at times use the wrong weapon for anti-air.
Example, place a cannon and a Goal keeper on the same craft and enable Guard Mode.
The cannon will fire at the incoming craft and the Goal Keeper will not fire at all.

Is there a way for the Guard mode to use more than one weapon and prioritize targets, i.e. the priority should be incoming missiles. This may need to be weighted in some way in the configuration of each weapon.

Hydra 70's

The Hydra 70 sound is either too long, or bugging out.

When in ripple mode hold your fire button down and the sound will play over itself again and again and again, and continues to play at the cockpit view (haven't tested the world view) until the rocket hits the ground.

from

Fixed guns: rotate-to-target

Again with the space combat.
There are several fixed-mounted weapons with no swivel range (in vanilla BDA: M2 machine gun, 20mm and 30mm autocannon, rocket pods) that are remarkably difficult to bring on target in space-to-space combat due to their fixed nature preventing auto-targeting via radar or laser lock.

I thus would like to request an aiming option for fixed guns that involves rotating the entire connected vessel via RCS or reaction wheels.
I do not know if such is possible - frankly, the math involved is beyond me - but I most certainly hope that it is.

Jammer does nothing

The ECM Jammer only drains electricity when activated, otherwise it does nothing. Radars still work properly even with a jammer nearby.

Vessel Targeting - COM / Weapon Manager

Vessel Targeting , focus needs to switch from COM target only. Large modular targets with many vulnerable areas are having these spaces and fitted equipment rendered, for want of a better word ornamental, all they do is carry the COM into battle then stand by while it dies, No section other than that immediately attached to the COM takes more than minor damage or offers protection to the COM area, except in direct frontal attacks, which on large vessels is very unlikely.

//////Original edited intro //////////////////////////////////////////////////////////////////////////
At present the AI controlled weapons fire only at the opponents weapon manager module position. This means that once the WM is destroyed the AI ceases firing, and in recent experiments at 4km range have shown little collateral damage to surrounding parts.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Would it be possible for the AI to create a list of weapons on the opponent once identified as a target? and by referring to that list continue to fire upon any weapon installed on a confirmed target. OR perhaps create a part module with the only purpose to identify the part as a valid target, although i believe the code already identifies turrets and fixed weapon installations, and obviously the location of the opponents WM module, so perhaps it's just a matter of recording that info as belonging to the target rather than a generic weapon pool

PAC-3 lag issue

This is a well-known issue and easy to reproduce.

When you fire a PAC-3 missile the FPS drops drastically over time. I think this is due to the smoke particles.

Weapon manager non functional in build 01553

Noticed non functional weapon manager on loading vessel.
Created new install with only BDAc and quickstart.
Tested again weapon manager non functional, gui opens shows no weapon manager found message Checked cfg and log, error as follows

`[ERR 12:40:42.693] Module ModuleWeapon threw during OnStart: System.MissingMethodException: Method not found: 'Part.FindModelComponents'.
at Part.ModulesOnStart () [0x00000] in :0

[ERR 12:40:42.697] Module MissileFire threw during OnStart: System.MissingFieldException: Field '.GameEvents.onPartJointBreak' not found.
at Part.ModulesOnStart () [0x00000] in :0 `

Compiles with the following errors
'Krakensbane' does not contain a definition for 'Threshold' \ModuleWeapon.cs
Argument 1: cannot convert from 'method group' to 'EventData<PartJoint, float>.OnEvent' \MissileFire.cs

Reload sound missing

As reported on page 18 of the forum thread: The M1 Abrams turret and the M102 Howitzer (maybe more) are supposed to have a reload audio but they don't seem to be playing it at all. The path still seems correct, "reloadAudioPath = BDArmory/Parts/m1Abrams/sounds/reload".

Memory Leak When Viewing BDArmory Tab

gajbooks commented on May 5

Memory leaks when viewing the BDArmory tab with all the parts in it. Vanilla install + BDArmory only. Causes lag/CTD after long enough. Resets upon scene change. Shoots up to 11 GB RAM usage in about half a minute with more third-party BDArmory parts.

The above came from here: https://github.com/BahamutoD/BDArmory/issues/48


There is additional info here: http://forum.kerbalspaceprogram.com/index.php?/topic/76926-11-bdarmory-v01101-compatibility-fixes-apr-23/&page=302#comment-2601430


I can confirm that there is some meat on this bone ... Fresh install with only BDArmory

One thing I have noticed is that if I open the BDA tab I get an immediate spike of 8-10% usage on my CPU by KSP, however this also happens when I open the utility tab so there is definitely more digging to do on this subject

(Request) Radar images

Is it possible to include a system that takes radar images of a target area from space or from a airplane? Like the american Keyhole spy satellites?

Suggestion:Implement a FAR like voxel modeling system for stealth

Ferram4 supposedly offered at one point to help implement a voxel system for radar stealth( and it would be nice to have the same kind of system for thermal stealth), and now may be the time to do so. With more parts getting added, and the heating system integrated fully with surface and interior temperatures, it would now be possible to properly integrate a system that would allow for the building of stealth aircraft, and would be possible to disable.

AI Switching between vessels causes Guard Mode to lose target

I've noticed in a few videos I've recorded that when using CameraTools with dogfight BD AI target mode that when I switch to an enemy missile, and back to a craft, or between crafts quickly, with f2 hiding GUIs or hiding the BDA GUI, that sometimes the AI forgets either to use canons, or canons fire but no visual appear. The issue is resolved by simply toggling the BDA GUI on (off and on), or any GUI for that matter. The instant the GUI is toggled, the AI starts firing canons finally.

I've not been able to duplicate steps for it, but based on some of the videos in the KSP ASC youtube playlist (especially the early videos) this happens frequently to the point that planes begin playing chicken with each other.

This may not even be a CameraTools issue, as I also see it here:
from

Hydra70 rocket is underpowered

The hydra70 rocket pod weighs more than the S-8KOM pod, and holds less rockets. Although in the .cfg files the hydras have more powerful explosions, ingame live-fire testing shows no difference between the explosive power of the two rocket types.

Imprecise turret targeting in space.

First issue report, if I'm missing something please inform me.

Created a spaceship with vanilla BDA/BDAc turret guns (M1 Abrams gun, .50cal dual MG, laser), brought it on a rendez-vouz trajectory with a space station, desired distance well within radar (TWS) range, and locked from "behind" the target, that is: closing in at higher velocity and passing by.
Slaved turrets to radar and test-fired.
Test results: .50cal and tank gun generally missed the target firing too close to the planet, whereas laser consistently fired too far from it.

Ran a second test, this time slaving FLIR targeting ball to radar data, and activating CoM track and slaving turrets to FLIR.
Laser was perfectly on target, bisected space station within seconds.
However, the projectile guns failed to acquire at all, facing straight forward while turret slaving was engaged.

PreRelease Weapons freezing when firing

Weapons freeze in position during firing and can no longer be aimed or fired, weapons can still be switched and different weapons can still fire properly although frozen weapons will not become aimable again, the laser turret will also appear to still be firing its laser.

Log shows spamming this output:

"
NullReferenceException: Object reference not set to an instance of an object
at BahaTurret.ModuleWeapon.InitHeatGauge () [0x00000] in :0
at BahaTurret.ModuleWeapon.UpdateHeatMeter () [0x00000] in :0
at BahaTurret.ModuleWeapon.FixedUpdate () [0x00000] in :0

(Filename: Line: -1)
"

Reproduction steps:
1: Spawn craft with any turret, a missile and weapon manager.
2: Fire missile.
3: Switch to missile and switch back.
4: Fire weapons in bursts at nearby KSC.
5: Repeat step 4 until weapons freeze.

output_log.txt

EDIT: This seems to only occur after switching to another craft and switching back.

AI controlled missiles in cargo bays don't fire.

LOG:https://drive.google.com/open?id=0B3IvrPbGhZWFem9HVXR2QmVKZVE
GameData folder: https://drive.google.com/open?id=0B3IvrPbGhZWFc0w0M25BT1VHZEE
My mods:
B9 Aerospace 6.1.2
BDArmory 0.11.1.2
Environmental Visual Enhancements 1.1-1
Scatterer v0.0247
VesselMover 1.5.1
ModuleManager 2.6.5
Hyperedit
Reproduction Steps:

  1. Create 2 different aircraft with B9 parts, a weapons manager, and an AI pilot system.
  2. The weapons I used were 4 AMRAAM missiles in cargo bays, per craft. Mark the missiles as In Cargo Bay=True.
  3. Use HyperEdit to move them apart(will explain in separate report).
  4. Engage engines on both crafts, with throttle at 0 and brakes enabled. Engage Guard Mode on stock settings.
  5. Turn AI onto standby mode, and then enable AI on both aircraft.
  6. After making sure that they are on different teams, watch as they do not fire at each other, even if you enable competition mode with competition mode's 8000m defaults.

Stabilistaion of manually aimed turrets

How difficult would it be for the stabilisation that the current BD camera system uses to be applied to manually aimed turrets?
I know the AI uses it or something similar as AI shots from a moving ship always land within the allowed dispersion radius, so not prone to the pitching and rolling of the vessel as manually aimed shots are.
When manually aiming a turret form a moving ship it is very difficult to keep the reticle over the target as the movement of the ship is shared by the reticle, So manually aimed shots have to be timed to coincide with the roll of the ship on which the turret is mounted
SO stabilisation for manually aimed turrets, possible or not?

20 mm not compatible with other guns

If both a 20mm gun (either stationary and turret) and any gun in different calliber are put on the same craft, the second gun will fire properly, but the 20mm will only make a sound and not fire at all (or fire in a kinda semi-auto mode).

Adding Ballistic Missile guidance

I would like to request a Ballistic missile guidance type for use with missiles for indirect fire.
From what I understand Ballistic targeting is not implemented but I had an idea on how this could work as a combination of Cruise and AGMBallistic.

The current types of guidance

public enum GuidanceModes{None,AAMLead,AAMPure,AGM,AGMBallistic,Cruise,STS,Bomb,RCS, BeamRiding}

The current Cruise guidance from what I understand works similar to the top illustration

ballistic targeting

I would propose the Ballistic guidance (which would only work with GPS targeting) would have the user set a max altitude. The missile would boost to that altitude then drop down at the target after reaching the peak

Selected weapon message missing

Some time back when a weapon was switched to with the weapon manager a message would appear in the centre of the screen indicating which weapon was selected, this allowed easy tracking of which weapon was selected if action groups were used to switch between weapons. In both the 1.1.3 and 1.2 prerelease this message only shows when no weapons are selected, displaying "Selected Weapon: None".

Reproduction steps:
1: Spawn craft with any single weapon and weapon manager.
2: Select attached weapon, no message will display.
3: Select the 'none' option in the weapon manager, message "Selected Weapon: None" will display in the centre of the screen.

BUG NEEDS TO BE FIXED

i just got a new computer and it is a window10 gaming pc/ desktop and i installed bdarmory and when i start with a ship of and kind on the launch pad and o rrunway the camara goes into orbit. it says year 599 day 59 min 59 and sec 59 i cant do anything and i had to uninstall bd armory. i have tried doing all 3 links i could find and nothing worked, what do i do? this has happened before (and now) in the first BDarmory (BDarmory) and continues to BDarmory continued.

Why

HE-KV 1 is broken

I know it is clearly written that the missile is broken, but this should be fixed. Upon firing, regardless if fired with radar lock or without one, it draws a clearly visible red line and engages both thrusters and thrust vectoring in weird directions. The bug appeared before you started developing BDA - IIRC the missile was already broken in 0.10.x.

Weapon Manager GUI Window position

This is could be a feature request or a bug depending on the way you look at it.
The weapon manager GUI or other module windows (FLIR Radar) do not remember their positions.
I would request that they remember their positions similar to MechJeb windows and are persistent across any crafts you may be jumping to.

Missiles have infinite fuel

Way #1
Step 1. Feel the urge to launch an AGM-65 off an aircraft that is standing on the runway.
Step 2. Launch the AGM-65 missile, switch to it, and look as it bounces off the runway. (or just launch it a bit upwards like any projectile with a ballistic/falling trajectory)
Step 3. After a few minutes, if the missile doesn't go up in flames due to reentry heating, you will be able to look at the now-interstellar trajectory of the still-accelerating missile. However, you will not be able to see any flame from the rocket motor - there won't be any smoke either.
Way #2
Step 1. Feel the urge to launch some sort of missile in space.
Step 2. Somehow get a craft with ANY missile into orbit.
Step 3. Fire the missile and immediately switch to it.
Step 4. After a few minutes, you will be able to look at the now-interstellar trajectory of the still-accelerating missile. However, you will not be able to see any flame from the rocket motor - there won't be any smoke either.

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