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Releases: PapaJoesSoup/BDArmory

Public Beta - v1.0.0. Preview Build 1: Radar & Stealth features

09 Oct 10:11
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Warning: this is a public beta preview build of BDA Continued, v.1.0.0.

This contains the "Radar & Stealth" features, intended for public testing, among other features & fixes (most notably regarding modular and ballistic missile performance).

THIS IS NOT A STABLE RELEASE!
USE AT OWN RISK!

Built for KSP Version 1.3.1

If you are a modder and using this to adapt your parts for the radar redesign, also grab the "RADARS_MM_PATCHES_v3.zip" file.

v0.3.0.0 - Naval Combat Update

28 Jul 22:48
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v0.3.0.0

  • New DLL Changes - Full reinstall required!

  • BDArmory Core : modularization of systems and features to ease integration for other mod makers

  • Performance refactor and garbage collection improvements for better memory utilization

  • New Features

    • Adding new weaponClass - SLW - Ship Launched Weapon - intended to target surface vessels (splashed) and submarines (splashed and underwater)

    • weaponClass.SLW is set by missileType torpedo or depthcharge

    • New "Sonar" Implementation - If RWRThreatTypes is Sonar will not detect flying vessels, only surface ships and submersibles

    • MAX_ACTIVE_RADAR_RANGE & MAX_ENGAGEMENT_RANGE added to settings.cfg for more control over ranged combat

    • Updated checks for Landed and Splashed to be more accurate and account for sumbersibles

    • Renamed "Ground" engagement option to "Surface" to better reflect behavior

    • MM Patches updated for engagement options and torpedo types

    • Issue Reference #201 for Sonar, RWR Types, engagement Types, torpedo targeting

    • Increased Radar Range #170

    • Logic for Smart Targeting should correct #216

    • fixing issue with throttle mirroring when switching vessels

    • adding gaurd mode back to editor, Solves #156

    • Ballistic Missile guidance improvements

    • Terminal Guidance will switch back to GPS target if no radar target is found

      • Detonation damage code updated to correct for zombie missiles after OnCollision

      • Update of Test craft

  • New Parts

    • Courtesy of SpannerMonkey
      • BDA MK1 Sonar Pod
      • Sting Ray BDA LightWeight Torpedo
  • For a full complement of sonar,torpedos, depth charges and submarine parts see
    SMMarine

  • Notes on Naval Combat Features

    • Current implementation of "Sonar" reuses the current Radar code. Future state will have dedicated windows and naming convention
    • Activating a "Sonar" pod still says "Activate Radar"
    • A Sonar is defined by setting the rwrThreatType = 6
      • Sonar rules
        • Will only detect vessels that are underwater (> 20meters)
        • Sonar will not function if vessel is in flight
        • Sonar does not detect "Landed" vessels, only splashed
        • Normal Radar does not detect underwater vessels, still detects "Splashed" i.e. Boats
    • Engagment type "SLW" only targets underwater (submarines) and Splashed (Boats)

As always, BDA need PhysicsRangeExtender to work properly: https://github.com/jrodrigv/PhysicsRangeExtender/releases

BDArmory v0.2.1.2 - Armor Update

17 Jun 23:16
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New features

  • New Armor Parts

  • New Universal Ammunition parts

  • New Bullet Types and configurations to support Armor penetration

  • New Universal Ammunition parts

  • Start of localization

  • SpannerMonkey: changelog for Ammo overhaul and bullet sweep detail
    • Added bulletType = to all applicable turrets Browning AN/M2 bahaOMillennium bahaM230ChainGun bahaHiddenVulcan bahaM102Howitzer bahaM1Abrams BDAcGKmk2 GoalKeeperBDAcMk1 bahaGoalKeeper bahaGau-8 bahaTurret50cal
    • Merge existing BDA ammunition resource definitions with UA master list
    • Merge existing BDA Bullet and shell sweep definitions with UA master list
    • Created large list of all current ammunition across all weapons mods
    • Defined bullet and shell sweep for most popular ammunition types , obtained max dat for large caliber marine shells
    • Created universal ammo box, a cfg and texture only addition

  • Assigned values to universalAmmunition supply

Note: New enhanced ranges and targeting require use of Physics Range Extender

https://github.com/jrodrigv/PhysicsRangeExtender/releases

BDArmory v0.2.1.1 for KSP 1.3.0

28 May 16:26
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v0.2.1.1
= Fixes =

  • Recompiled and fixed for KSP 1.3.0

= New features=

  • Modular Missile Guidance:
    New option to detonate a stage on proximity.

BDArmory v0.2.1.0 for KSP 1.2.2

13 Apr 20:53
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v0.2.1.0
= Fixes =

  • Problem with display of trajectories/smoke of missiles #74.
  • Warhead and Procedural High Explosive cannot be detonated via Action Group #162.
  • AI Pilot is unable to use Rapiers in Air Breathing mode if landed #102.
  • Fixing modular missile detonation when switching.
  • Fixing max static launch range for modular missiles.

BDArmory v0.2.0.0 compiled for KSP v1.2.2

26 Mar 18:51
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v0.2.0.0
= New features=

  • Modular Missile Guidance:
    A full rewrite of this part has been done. Now you can build your own missiles, define all its parameters,
    even its name. And it will be used by the AI as if it was a stock BDArmory missile!

    If you want to know more about this new feature, you can download a custom part pack for procedural missiles:
    https://github.com/jrodrigv/BDModularMissileParts
    And read this wiki
    https://github.com/jrodrigv/BDModularMissileParts/wiki/1.-Building-your-first-Modular-Missile

  • Proximity Fuse for Missiles:
    A new field called "detonation distance override" has been added to missiles.
    0 by default means that it will detonate within is normal explosive radius (eg: 20 meters for AIM-120)

  • Small High Explosive Warhead can now be re scaled with TweakScale. Git issue #106

= Changes =

  • BDALoadedVesselSwitcher has been integrated into BDArmory, it will not be a separate mod anymore.
    Please delete it before installing this version.
  • Physics range field and logic has been removed:
    BDArmory now integrates a new mod called PhysicsRangeExtender. https://github.com/jrodrigv/PhysicsRangeExtender
    Now the physics range has been extended to almost 200 km.
    However, be careful with landed vessels. Even if the vessel still loaded it could be possible that the terrain beneath it's not there anymore.

= Fixes =

  • Game crashes when adjusting the Rotary Bomb Rack. Git Issue #76.
  • Missile vs Missile Accuracy. Git Issue #82
  • Bomb aiming reticle not working. Git Issue #92.
  • Cluster bomb explode on load. Git Issue #151

= Known issues =

  • Problem with display of trajectories/smoke of missiles. Git Issue #74

BDArmory v.2.0.0 compiled for KSP v1.2.9

26 Mar 19:05
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Just compiled for KSP 1.2.9.

BDArmory

08 Nov 20:33
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v0.11.1.6

  • Fix shaders not working on Linux and Mac OS X. Git Issue #73.
  • Fix bomb aimer not working. Git Issue #75.
  • Fix selected weapon message missing. Git Issue #50.
  • Enhancement: Allow assigning of Toggle Radar to action groups. Git Issue #58.
  • Enhancement: Ground Radar use resources now.
  • Enhancement: Allow the Weapon Manager to turn on the ECM when in guard mode. Git Issue #27
  • Known issues: Adjustable Rotary Bomb Rack is officially broken and it has been tagged as (BROKEN)

BDArmory

03 Nov 00:13
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v0.11.1.5

  • Ready for KSP 1.2.1
  • New feature: Bullets penetration system.
  • New feature: KSPedia integration.
  • New parts: Goalkeeper Mk1 and Mk2 - legacy textures.
  • AI improvements: for air-ground missiles, prevent firing full complement at once (respect maxMissilesTarget).
  • AI improvements: prevent gps guided missiles being used on air targets/incoming missiles.
  • AI improvements: improve selection of AA missiles/guns against incoming missiles.
  • Missile cost rebalance.

BDArmory

01 Nov 19:20
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v0.11.1.4

  • Ready for KSP 1.2
  • Shaders and asset bundle. Fixes Git Issue #47 and partially #48
  • Fix for weapons freezing when firing. Git Issue #49