Releases: PapaJoesSoup/BDArmory
1.3.5_beta
1.3.5 Beta
Recompiled for KSP 1.12.3
Pre release for community testing.
BDArmory release for KSP 1.9.1
v1.3.4
- NEW FEATURES:
- Recompiled for KSP 1.9.1
- FIXES
- Shaders compatibility for Mac / Linux
- Missiles problem regarding locking and losing lock. Affecting heat and radar missiles. (Thanks to TheKurgan to find the problematic commit)
BDArmory release for KSP 1.9.0
v1.3.3
- NEW FEATURES:
- Recompiled for KSP 1.9.0
- Localization en-us and zh-cn (Thanks to tinygrox!)
- FIXES
- Some NRE here and there.
- Fixes to Laser accuracy (Thanks to Gedas!)
- Part Categories for BDArmory is now activated by default
BDArmory release for KSP 1.8.1
v1.3.2
- NEW FEATURES:
- Recompiled for KSP 1.8.1
- Munition count to Weapon Manager GUI.
- ENHANCEMENTS
- Enhanced weapon selection.
- Beam-guided munition track moving targets.
- Improved camera tracking position.
- RMB info in editor.
- Ballistic guidance overhaul. Now it is possible to also select the angle of the ballistic path.
- Turret movement improved.
- FIXES
- Weapons respect engagement range.
- Dozen of NRE exceptions.
- Fix surface ai description.
- Fix turret gimbal calculation.
- Turrets with constrained yaw should freak out less when aiming behind them.
- Locatization fixes.
- Fixed torpedo produces thrust above water. #710
- Fixed proximity fuze radius for explosive bullets.
- Fixed heat missiles missing target just after being fired.
BDArmory 1.3.1 for KSP 1.7.X
v1.3.1
- FIXES
- All parts have bulkheadProfiles - should stop bulkhead filter NREs.
- Rocket pods no longer fire StackOverflows.
BDArmory for KSP 1.7.X
v1.3.0
- NEW FEATURES:
- Multiple teams are now supported by BDA.
- Probably breaks ALL the existing addons.
The new property isTeam
instead ofteam
.
Review all existing references and check whether the check is for the same/different team (==
/!=
) or enemy/ally (useIsEnemy
andIsFriendly
).
TargetDatabase
andGPSTargets
have gone private and are not guaranteed to contain all the teams anyway.
UseTargetList
andGPSTargetList
instead. - Will lose existing saved GPS targets.
- Right-click the team button to customize the teams in-game.
- Probably breaks ALL the existing addons.
- Ammo gauges. (thanks to @SuicidalInsanity)
- Disabled by default, enable in BDA settings.
- Editor subcategories.
- Disabled by default, enable in settings or by right clicking the category button.
- Any part specifying a
bdacategory
will be accordingly categorized. - Other parts can be inferred from part modules.
- Multiple teams are now supported by BDA.
- ENHANCEMENTS:
- Recompiled for KSP 1.7.0
- Wing commander formation parameters can once again be configured in editor on the weapon manager.
- Improved gun ballistic estimation.
- BDA will show a small version number on weapon manager.
- FIXES
- AI pilot should now use torpedoes.
- Weapons will revert to default weapon group on blank weapon group entry.
- Missiles fired from turrets will obey drop time and decouple direction.
- Guns with air detonation (flak) should work now. (thanks to @SuicidalInsanity)
- Guard mode no longer stops firing at passed out pilots. (thanks to @SuicidalInsanity)
- Missile turrets should properly stop tracking in various circumstances.
- Gun safety should no longer prevent firing from aiming too close to self.
- Drag no longer causes bullets to speed up.
- Reloadable missile rail no longer permits reloading when out of ammo.
- Modular missiles autodestruction if missed improved
BDArmory
v1.2.4
- NEW FEATURES:
- Weapons groups - different weapons firing in parallel(thanks to @SuicidalInsanity)
- ENHANCEMENTS:
- Recompiled for KSP 1.6.0
- FIXES
- Fixing modular missiles roll correction.
- Fixing modular missiles stage on proximity.
- Fixing Hipoints for mods like AirplanePlus #598
For KSP 1.5.X
v1.2.3: Thanks to SpannerMoneky, Gedas-S, DoctorDavinci, Kergan, Gomker, PapaJoesSoup, TheDogKSP, Duck1998, and Fitiales for their work on this release!
-
NEW FEATURES:
- Recompiled for KSP 1.5.1
- EC per shot for energy weapons like Rail guns. #486
- EMP Weapons logic.
- Modular Missiles: Min speed before guidance trigger, time between stages.
- New High Explosive resource for missiles.
- New smoke model.
- Autopilot: Orbiting direction can be set.
-
ENHANCEMENTS:
- Explosive blast forces increased.
- Hitpoints rounding reduced to 100. #432
- Missiles can be jettisoned using action group #539
- Max detonation range for air explosive bullets increased from 3500m to 8000m.
- Autopilot improvements: pitchKi has saner values, also steering added.
- Guard mode: Better calculation of missiles away.
- Better bullet distribution.
- FX performance improved limiting number of parallel animations.
- Better checks for missile detonations.
-
FIXES
- HE bullets now do less kinetic damage after substracting HE mass.
- HitPoints calculations: values remain the same between scenes.
- HitPoints calculations: bigger vessels now have more sensible HP values. #477
- Stop explosions moving across the ground.
- Fixed detonation on collision. #566
- CSV parts export now show all parts.
- Fixed weapons category due to localization issues. #580
- Stage icons fixed for KSP 1.5.1
- Some exceptions controlled.
- Heat missiles will not lock friendly vessels. #586
- Fixed issue where modular missiles were detecting themselves as enemy vessels and detonating.
- Modular Missiles: roll correction fixed.
-
BALANCE
Missing missile collision change fix
Missile collision fix was not incorporated as expected. This build includes it. Only affects high speed missiles ( > mach 3)
KSP 1.4.5 Recompile and more
v1.2.2.2
-
Recompiled for KSP 1.4.5
-
FIXES
*Error spam in Log when a radar is destroyed. An orphaned index was not properly being updated.
Reported in BDAc Forum post: https://forum.kerbalspaceprogram.com/index.php?/topic/155014-14x-bdarmory-continued-v1221-7102018-vessel-mover-camera-tools-bdmk22-destruction-effects-burn-together/&do=findComment&comment=3425233
Thanks to greydragon70 for his thoughtful evaluation of BDac and issue reporting.- Corrected an error where high speed missiles would sometimes not detonate in the correct location.
-
ENHANCEMENTS:
- Increased maximum allowable missles per target to 18, up from 6.
- Added EMP Module. Now Electromagnetic pulses exist in game that can disable electronics within the blast range.
- Added 2 new EMP equipped missiles HellFire EMP, and AIM-120 EMP. Small pulse radius but demonstrates the feature.
- Added 3 different sized EMP pulse FX, allows for additional sized pulse weapons.
- Added Reloadable Missile Rail (ModuleMissileRearm. Now missile launchers can be reloadable!
This module can be added to missile launcher designs to allow reloading. (code used with permission courtesy of @flywyx).
Requires unity based modifications, normal rails will not function as reloadable unless additional transforms are added. - Added new standard resource High Explosive. Provides better matching of tntMass for balance.
- Added an Ammo switcher feature (no more Firespitter required)
- Added new Universal Ammo Box part that uses the new Ammo switcher feature. Old part remains for backawards compatability.
Use the new part going forward. To remove the need for FireSpitter, replace existing Ammo Box parts with the new part on existing craft. - Improved sub categories for BDA parts. This helps with the clutter in the Editor under the BDA category.
- Removed BDACategoryModule as a result of the BDA categories refactor.
Existing craft may see a module not found warnings in the log. This will have no ill effects and can be safely ignored. - Improved smoke effects for smoke canister launchers
- Added new Jet engine based on the J-404. Licensed from KTech. (Thanks @TheKurgan, @SpannerMonkey(SMCE) & @XOC2008!)
- Added new BDAc Test Drone MKIII craft, utilizing the new engine.
- Added engagement rules to all missiles