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bdarmory's Issues

missiles wont fire

The missiles and bombs wont fire when using the hot key "fire missiles" bind from the weapon manager.

Software versions: KSP: 1.1.2 (Win64) - Unity: 5.2.4f1 - OS: Windows 10 (10.0.0) 64bit
Mods:
Toolbar - 1.7.12
B9 Animation Modules - 1.0.2
B9 Part Switch - 1.4.1
B9 Aerospace - 6.1.1
B9 Aerospace Procedural Parts - 0.40.2
Custom Asteroids - 1.3.1
Firespitter - 7.2.4
RasterPropMonitor - 0.26
KSP-AVC Plugin - 1.1.6.1
Docking Port Alignment Indicator - 6.4
RemoteTech - 1.7
Kerbal Alarm Clock - 3.6.3

Github wont allow .log files to be uploaded so im switching the extension to .txt just switch it back to .log when looking at it.
KSP.txt

Laser accuracy problems

Hello I’ve noticed that the laser defense system won’t just act right.
Maybe the laser system still using lead calculation and this makes the laser hitting a little bit in front of those incoming targets and finally miss them.

So I wonder if we can work on that and make the laser really useful

Thank you guys and you’ve done a great job

weapon system disappearing

hello. i was playing with your amazing mod and i made a weapon system on the ground, and everything worked perfectly. but, when i made a fighting plane, the weapon system just disappeared. can you help me?

thanks!!!

-Mr. Pineapple

Bombs Not Exploding

When i drop the bomb and when it hits the ground it wont explode for some reason the only whay i can get it to explode is to drop it on water....

Request AJE and FAR Enhancements.

Just want to post my request here so it has better visibility in the future. I was hoping post 1.1 you would be able to add support for AJE to control AB/Throttle. Keeping ABs off unless speed is really needed.

On the FAR front flap control would be a nice enhancement at least for takeoff and landing if that is a thing not sure if that ever got implemented.

Thanks!

CameraTools BD AI target mode switching between planes sometimes causes cannons not to fire

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: https://www.youtube.com/watch?v=WS4bCUywCkg=1m40s

weapon manager not working

I installed the mod correctly and followed the rules strictly but this happens: when I click on weapon manager (in actions) and it turns blue nothing shows up on the menu (you can see it in the picture)
screenshot 31

a problem with weapon manager

I can open weapon manager, but when I click on weapons or modules and the other thing, they show that they are clicked but I can't see anything open. Here is a picture
untitled

BDArmory prevents mouse from being hidden

Either when using a mod that tries to hide the mouse or the free camera (] or double right click), BDArmory will make it impossible for the mouse to be hidden, it gets stuck on the center of the screen and does not react to clicks, but does not hide.
This can become a serious problem when running battles or trying to use mods such as MAF.

How do I install it "manually"

I was told that the first time i installed BDA i installed it wrong and that i needed to install it manually. When i downloaded it the first time i took the game data from the download and put it into the squad folder located in game data for kerbal. (need to reinstall manually because the weapon manger is broken)

Memory Leak When Viewing BDArmory Tab

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.

Stackable Control surfaces

I know the topic appears to have no relevance to BDA, but it has to do with the Bomb Rotary Rack. That part is able to move the root point of the part put on it. So my thinking is what if this could be applied to control surfaces? The Rotary rack rotates parts around an axis, the shaft in the middle. So that axis on the control surface would be along the long side of them, or along their axis of rotation. The use of this is that you could have a control surface on the end of another, and in effect have a curling control surface. It would look better than just having a floating control surface behind some wings (standard or advanced canards, etc.). And it would increase the effective angle of attack, because the angle of attack the second control surface would have at full is the angle of attack it has plus that of the control surface it's attached to. I know Ferram4 has been working with Bahamuto on these last few updates, so I'm hoping he would be able to give his thoughts on this too.

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.

Causes the game to freeze up until a rocket hits.

ExplosionFX issue

The recent line: ( if(pe.useWorldSpace) pe.force = (4.49f * FlightGlobals.getGeeForceAtPosition(transform.position)); ) Makes the explosions move from their origin point. I'm not sure of the original point of this line, but it looks like it's trying to remove any gravitation effect (which doesn't work on particles anyway)

regardless, it looks like this is the line of code that is breaking the explosions in my mod

-Harpwner

DMG_MULTIPLIER is probably too high

Testing by @tetryds and his relatively realistic BAD-T pack indicates that the bullet damage multiplier should probably be reduced. The current value of 500 results in .50 cal / 13mm bullets with proper data hitting like 20mm cannons. I would suggest a drop to 100-150, which should keep the damage values far more sane, at least as a stop-gap.

Allow explosions to apply temperature to physicsless parts (but still not apply force)

If I had an IDE here at home right now I'd try this myself, but in explosionFX.cs starting at line 128, we can see that physicsless parts are not subject to explosion force or explosion heat.

Maybe there is something about physicsless parts of which I am unaware, but they seem to behave normally with temperature (at least, they do now in 1.04/5, maybe they didn't before).

I'd suggest changing to the following, so that physicless parts are subject to explosion heat, but not subject to explosion force.

if(!ignoreParts.Contains(part) && (!sourceVessel || sourceVessel != missileSource)) // removed physicsless check from this line
{
    ignoreParts.Add(part);

    if (part.physicalSignificance == Part.PhysicalSignificance.FULL) { // added it back only for force application
        Rigidbody rb = part.GetComponent<Rigidbody>();
        if(rb)
        {
            rb.AddForceAtPosition(ray.direction * power * distanceFactor * ExplosionImpulseMultiplier, rayHit.point, ForceMode.Impulse);
        }
    }

    // but do apply heat even to physicsless parts
    if(heat < 0)
    {
        heat = power;
    }
    float heatDamage = (BDArmorySettings.DMG_MULTIPLIER/100) * ExplosionHeatMultiplier * heat * distanceFactor / part.crashTolerance;
    float excessHeat = Mathf.Max(0, (float)(part.temperature + heatDamage - part.maxTemp));
    part.temperature += heatDamage;
    if(BDArmorySettings.DRAW_DEBUG_LABELS) Debug.Log("====== Explosion ray hit part! Damage: " + heatDamage);
    if(excessHeat > 0 && part.parent)
    {
        part.parent.temperature += excessHeat;
    }
    return;

Gun barrage with multi-barrel weapons

(From Mufinman840 on the forum)

Hey Bahamuto, I've done some testing with barrage and found that it doesn't work properly with multibarrelled turrets.
More specifically, Only half of the turrets are used for double barrelled turrets, only 1/3 are used for triple-barreled turrets, etc.
Pretty sure this is being caused by a calculation using the number of projectils fired per minute, when it really should calculate number of turrets fired per minute. Or something like that
Cheers

Airburst shells start detonating after short range

When using the millenium cannon the shells eventually begin to detonate after short range. This seems to happen soonest when two cannons are mounted - or perhaps it is just more obvious, since one shell continues much further than the other.

I've been trying for about an hour and I can't figure out the exact steps to cause this - whether it's after a certain number of rounds, or time, or what. I do know it never seems to happen immediately.

Weapons Manager Not Working

Whenever i use a weapons manager ( i put it on my plane along with my weapons) i'll click show ui or whatever on the module but then it says ''no manager found''. I've followed all the steps correctly.

20170527123245_1
20170527123323_1

Add pair drop of bombs/missiles

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. The single/pair button can be the barrage/salvo button with text changed.

Targeting Pods not working (No Laser Guided Missile Lock)

I recently upgraded to the latest version of BDA, and for some reason the Targeting Pods are not working correctly, after selecting and lasing a target there is no "lock on ring", and if a target is in range and a missile fired, it just flies into the ground.

Any help would be appreciated.

Thanks!

Issue with SmartFindTarget when all wheels are broken

This one puzzles me. I noticed that a patriot launcher vessel wasn't firing at me, and checked the log to find an NRE in SmartFindTarget(). All of the wheels on the vessel were broken, but it was landed. I EVA'd a kerbal to repair one of the wheels, and the issue was gone. My first instinct was that there's a bug in the new wheel code that would cause a vessel to be not LandedOrSplashed if only broken wheels were touching the ground, causing the guard code to NRE when trying to access the AI Pilot here: https://github.com/BahamutoD/BDArmory/blob/master/BahaTurret/MissileFire.cs#L3221.
However, I did some debug, and the vessel indeed was flagged as landed, even with the broken wheels.

Default/Minimum Altitude

Just built a large AWACS aircraft with a default altitude of 5000m, The plane will take off, and get to minimum alt (1500m) kill it's engines and start to turn to orbit.

None of my aircraft have, as yet, actually reached the default altitude before beginning their orbits. It seems that there is a bug somewhere causing them to disregard their D.A. and try to fly solely at the M.A.

XE-154 EW-AWACs.zip

FLIR camera picture bug

I have the problem that in any FLIR cam a watermark like mirrored picture of normal screen appears.
Means that I see my plane mirrored like a shadow in the FLIR cam

Suggestion: Add support of customized projectiles for launchers.

Hi, in current BDA implementation those projectiles' types are hard-coded.
For example: RocketLauncher will attach a "Rocket" component onto the spawned rocket when firing it. The "Rocket" class is hard-coded inside the RocketLauncher class.

Could you add a KSPField of String to specify the type name of the component one RocketLauncher (mabybe also other types of launcher as well?) will attach onto the projectile by using .NET reflection?
The reason I would hope for such feature is that I want to write an inherited class of "Rocket" so that I can alter/add some behavior and still use RocketLauncher to launch it.

How to make parameters in CFG changing during playing?

Hello
I am a player focusing on stealthy of jet fighters, recently I heard about ion stealthy tech in real life so I wanna make the ion thruster of origin game be able to absorb EM, which could be used as a ion generator, then I follow wiki and modify the CFG, and the rcsReductionFactor makes me a little bit confused, too large nor too little number is suitable so I start to think about a variable rcsReductionFactor changed with ion thruster having different amount of powers...
I want to learn some suggestions from others about making a new part with a feature of variable rcsReductionFactor, I will be appreciate it if anyone could tell me sth about this question.
This ISSUE will be closed after 1 month.
Thx.

Bullet heat is applied to the wrong part (may be a KSP issue)

This is easier to show than tell. First, here's a short video comparing how laser heat is applied compared to how bullet heat is applied. I thought this was something to do with physicsless parts.

youtu.be/0BnRV0s6S_4 Redacted, this is the overkill code.

But here's an image of bullet impacts against a normal physics part. You can see that even in this case, the parent part is much hotter than the part the bullets are actually hitting: By the way, this is after just one hit, so I think bullets might be a little OP... and the huge temperature delta might be breaking the KSP thermal physics simulation.

http://i.imgur.com/jRg4l98.png

More info in this thread on the KSP forum: http://forum.kerbalspaceprogram.com/index.php?/topic/121017-thermal-mechanics-and-physicssignificance/#comment-2478054

The Weight of AN/M2 machinegun

I noticed that the weight of AN/M2 machinegun is 0.28, but data shows that standard M2 machinegun weighs 0.038t (38kg) without attached mechanism. I doubt if it is a mistake of decimal point. It matters less when building modern aircraft but when building WWII crafts it became a problem.

dragAccel set in BDAirspeedControl.MaxEngineAccel() can be positive

Tested under FAR and a late 10.4/KSP 1.0.5 version ( as I've been chasing this for a while ):

Issue showed mainly during zoom climb during extend mode when DefaultAltitude is set fairly high - the actual issue is that the craft rolls off the throttle completely while pitched up steeply, which can even result in a stall. Spraying debugging labels showed the issue was caused by +ve figures for dragAccel - I am assuming this is never meant to be positive? - set in BDAirspeedControl.MaxEngineAccel() - clamping that number to <=0 fixed the overall issue with no apparent side-effects so far, but I lack the understanding of intent ( and Unity ) to find the root cause currently.

Example of problem from https://youtu.be/RpM0SxN9aNQ?t=113 onwards.

GPS Target Persistence?

I would like to be able to fly a recon mission where I select GPS targets, then fly another mission where I attack those targets, but it seems that GPS targets don't persist. Could be get GPS target persistence?

NRE on abnormal vessel destruction

I found that NRE is spamming when a missile is away and target is destructed by aerodynamics disintegration. It is rather hard to reproduce so just for reference.

TWR Radars doesnt work in guard mode.

All radars with tracking capabilitie can't lock and hold lock in guarding mode

-place a Radar with locking capabilitie
-activate the modules and guard mode
-start a hostile aircraft
-radar wont lock on to it

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

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...)

Prices are not balanced

Not an urgent issue, but something that should probably be addressed sometime.

In particular, radomes are dirt cheap, when really they probably should be one of the most expensive parts on an aircraft. As a result there is no incentive to make radarless aircraft (such as ground attack aircraft or cheap fighters with IR missiles that link to a search radar for detection) since even if you have no radar guided weapons there's practically no cost.

TWS Radar will not lock in guard mode

The TWS Radar does not properly work in guard mode, this issue has been encountered not only by me but also people in the steam group. It might take me a while to check github for a response, so you can PM me on steam instead, username is CommandMan7.

Bombs break FAR

It seems that attaching any bomb to a plane whilst using Ferram Aerospace Research renders the plane useless( no lift, drag etc.). The craft returns to normal after jettisoning them. Any other munitions are working fine.

Add detonation time for bombs

Bombs often collide while i dropping them by my bomber, i hope you can implement the code to enable us to chose time for a bomb to wait forable to be detonated. like 2s, then it's guaranteed to leave cargo area

[0.10.3.2 w/ 1.0.5] Game breaks when beginning a new flight

When beginning a new flight either from the SPH or directly from the KSC screen, the game breaks completely you are treated to a blank sky. Even the main menu does not work.

Confirmed that BDArmory was causing this, removed everything from my GameData folder except for 'Squad', started a new sandbox game and launched the stock Aeris aircraft, bug did not happen. Added only the BDArmory folder and did the same, the bug happens again.

Looking in my log this is what I found when beginning the flight:

[HighLogic]: =========================== Scene Change : From EDITOR to FLIGHT (Async) =====================

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

UnloadTime: 112.030998 ms
Unloading 9 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 2468 unused Assets to reduce memory usage. Loaded Objects now: 122460.
Total: 529.437988 ms (FindLiveObjects: 31.365000 ms CreateObjectMapping: 17.777000 ms MarkObjects: 445.177002 ms  DeleteObjects: 34.728001 ms)

AddonLoader: Instantiating addon 'BDArmorySettings' from assembly 'BahaTurret'

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

== BDArmory : Loading settings.cfg ==

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

File 'GameData/BDArmory/settings.cfg' does not exist

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

== BDArmory : Failed to load settings config==

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Unloading 0 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 122409.
Total: 542.815979 ms (FindLiveObjects: 37.334999 ms CreateObjectMapping: 16.737000 ms MarkObjects: 488.027008 ms  DeleteObjects: 0.639000 ms)

UnloadTime: 26.678999 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 16 unused Assets to reduce memory usage. Loaded Objects now: 125943.
Total: 550.367004 ms (FindLiveObjects: 35.023998 ms CreateObjectMapping: 18.439001 ms MarkObjects: 495.841003 ms  DeleteObjects: 0.812000 ms)

ApplicationLauncher already exist, destroying this instance

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

AddonLoader: Instantiating addon 'NavWaypoint' from assembly 'KSP'

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

AddonLoader: Instantiating addon 'BDArmorySettings' from assembly 'BahaTurret'

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

AddonLoader: Instantiating addon 'ParticleTurbulence' from assembly 'BahaTurret'

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

AddonLoader: Instantiating addon 'BDATargetManager' from assembly 'BahaTurret'

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

AddonLoader: Instantiating addon 'BDACompetitionMode' from assembly 'BahaTurret'

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

------------------- initializing flight mode... ------------------

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Save title: default (SANDBOX)

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

File 'GameData/BDArmory/gpsTargets.cfg' does not exist

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

IsolatedStorageException: Could not find a part of the path "/home/mwerezak/Desktop/GameData/BDArmory/gpsTargets.cfg".
  at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 
  at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 
  at System.IO.File.Open (System.String path, FileMode mode) [0x00000] in <filename unknown>:0 
  at ConfigNode.Save (System.String fileFullName, System.String header) [0x00000] in <filename unknown>:0 
  at ConfigNode.Save (System.String fileFullName) [0x00000] in <filename unknown>:0 
  at BahaTurret.BDATargetManager.SaveGPSTargets (.ConfigNode saveNode) [0x00000] in <filename unknown>:0 
  at EventData`1[ConfigNode].Fire (.ConfigNode data) [0x00000] in <filename unknown>:0 
  at Game.Save (.ConfigNode rootNode) [0x00000] in <filename unknown>:0 
  at GameBackup..ctor (.Game game) [0x00000] in <filename unknown>:0 
  at FlightDriver.Start () [0x00000] in <filename unknown>:0 

(Filename:  Line: 4294967295)

== BDArmory : Loading settings.cfg ==

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

File 'GameData/BDArmory/settings.cfg' does not exist

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

== BDArmory : Failed to load settings config==

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

NullReferenceException: Object reference not set to an instance of an object
  at ResourceDisplay.CreateResourceList () [0x00000] in <filename unknown>:0 
  at ResourceDisplay.Update () [0x00000] in <filename unknown>:0 

(Filename:  Line: 4294967295)

NullReferenceException: Object reference not set to an instance of an object
  at UIPartActionController.UpdateResourceWindows () [0x00000] in <filename unknown>:0 
  at UIPartActionController.UpdateFlight () [0x00000] in <filename unknown>:0 
  at UIPartActionController.Update () [0x00000] in <filename unknown>:0 

(Filename:  Line: 4294967295)

NullReferenceException: Object reference not set to an instance of an object
  at VesselAutopilotUI.LateUpdate () [0x00000] in <filename unknown>:0 

(Filename:  Line: 4294967295)

NullReferenceException: Object reference not set to an instance of an object
  at InternalSpace.InternalToWorld (Quaternion internalSpaceRotation) [0x00000] in <filename unknown>:0 
  at InternalSpace.WorldToInternal (Quaternion worldSpaceRotation) [0x00000] in <filename unknown>:0 
  at IVASun.LateUpdate () [0x00000] in <filename unknown>:0 

(Filename:  Line: 4294967295)

NullReferenceException: Object reference not set to an instance of an object
  at NavWaypoint.get_DirectionToWaypoint () [0x00000] in <filename unknown>:0 
  at NavWaypoint.LateUpdate () [0x00000] in <filename unknown>:0 

(Filename:  Line: 4294967295)

NullReferenceException: Object reference not set to an instance of an object
  at ResourceDisplay.CreateResourceList () [0x00000] in <filename unknown>:0 
  at ResourceDisplay.Update () [0x00000] in <filename unknown>:0 

(Filename:  Line: 4294967295)

And the game continues to spam thousands of NullReferenceExceptions from that point on.

I looked inside the mod folder and both GameData/BDArmory/settings.cfg and GameData/BDArmory/gpsTargets.cfg are definitely there, with read permissions for all users.

BDA collision detection currently has the same issue as an older version of KSP, fix inside:

Reference this thread on the KSP forum from about a year ago http://forum.kerbalspaceprogram.com/index.php?/topic/121017-thermal-mechanics-and-physicssignificance/#comment-2478242

I can't remember which version of KSP it was at the time, but NK confirmed in that thread that when raycasts were used by engine exhaust to determine where heat should be applied, it was being applied to the wrong part if the actual "hit" part was physicsless.

BD Armory currently suffers exactly the same problem.

The issue is in pooledBullet.cs on line 254, specifically:

hitPart = Part.FromGO(hit.rigidbody.gameObject);

This causes a walk up the part tree to the first "physics" part.

However, the solution is to do exactly as NathanKell indicated in that forum thread... return the first actual part instead. And happily. code to do this correctly is also found in another file in BD Armory. The ModuleWeapon.cs implementation for lasers at line 1242 works as expected: if the laser actually hits a physicsless part then the following code correctly returns it:

Part p = hit.collider.gameObject.GetComponentInParent<Part>();

I have recompiled BD Armory on my machine, with the following single line change, which corrects the error. In pooledBullet.cs at line 254, remove

hitPart = Part.FromGO(hit.rigidbody.gameObject);

and replace it with

hitPart = hit.collider.gameObject.GetComponentInParent<Part>();

[Feature Request] Replays

Been shooting a bunch of dogfights recently....A LOT OF DOGFIGHTS.

However, I've noticed that I'll miss some good action watching a boring pilot doing his or her thing. So I'm wondering, would it be possible to hook into BDArmory somehow have it record replays that could then be replayed using the BD mod?

This would be great for cappers like me =D
Thanks!
Krystal

Competition: Pilots are taking off never ends

All aircraft had reached their default altitude of 1500m and were just circling, yet the competition would never progress.

The aircraft in question were 3 biplanes flying at around 150 m/s.

v0.10.4.1

Radar screen and RWR not working properly

Sometimes when I turn on radar, all buttons on radar screen disappears.

In 90% of times I play KSP, when I want to turn on RWR, it does not shows up but sounds are playing. Turning on/off does not help

Bullets/shells dissapearing well before the physics load range

when I fire a gun, like the howitzer at a very long distance, the shell will always disappear before it gets to the target. It also always will disappear at the same place. I want to know if they have a different load range for bullets, and, if you can change it, because the physics load range does nothing.

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