Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
first and most importantly correctly install BDAc ,
step two, build a craft,
step 3 go to BD weapons tab in editor, click the mass button at the the top and the weapon manager will appear two or 3 slots from the top, fit 1 that IS ONE weapon manager per craft, any more than one you will not get the results you expect and combat will be glitchy.
Step 4 chose a weapon and fit to craft,
step 5 launch craft,
Warning do not launch missiles from aircraft while landed, before staging/starting engine test your gun, to fire the gun click the bd tab, and open the menu.
This menu controls and fires every gun and missile in BDA and every BD mod, select Arm from the top panel then choose your weapon from the list if you have fitted many,
BDA can only fire one type of weapon at a time, so for aircraft it is generally accepted that all the same kind of guns should be used, do not fit turreted weapons to aircraft until you are confident in it's use, well you can but you will shoot yourself down rather than shooting the target.
Now you have selected arm and selected your weapon pressing the left mouse button will fire the weapon.
The same applies to all weapons missiles and bombs,
DO note that there is a trigger hol;d of 1/-2 seconds before a weapon will fire, this is especially true in the case of missiles as a lot has to happen before a missile can find and hit a moving or static target.
For further information see the very detailed kspedia entry for BDA that is almost as long as Squads, this has been put together by members of the BDA team and managed by Doctor Davinci.
A lot of time was spent reviewing the info to make it easy to understand so do take a look , all the answers you need now and in the futire are there.
Cheers
Spanner
BDA maint Team.
In that case I'd put good money on the fact that you either have installed the wrong version, or have failed to install the mod correctly. This issue particularly shows itself if the wrong version is installed .
Contained in the mod are a couple of craft files, for aircraft and a missile launch platform Please take a look at those for a guide on how to assemble your BDA craft OR downlload one of the many ready built BDA craft on KerbalX https://kerbalx.com/
for KSP 122 use Only, other sources are likely to be outdated older versions
https://github.com/PapaJoesSoup/BDArmory/releases/download/v0.2.0.0/BDArmory.0.2.0.0_03262017.zip
and for 1.29 pre release use ONLY
https://github.com/PapaJoesSoup/BDArmory/releases/download/v.2.0.0-KSPv1.2.9/BDArmory.0.2.0.0_03272017_PreReleaseKSP1.2.9.zip
If you are unable to resolve your issue I will need to see a copy of ONLY your KSP.log which is located in the main KSP root folder ,
Spanner
BDA maint Team.
The normal interface works well for all situations, however if playing with multiple active craft, with numerous active modules, things do tend to get a bit cluttered (example below)
http://i.imgur.com/vgAo33M.png
Lets go stp by step
grab a medium fuel tank, attach a launch clamp
attach a small battery
GOTO BDA tab click sort by mass, and find weapon manager near top of list , attach to craft
select weapon and attach to craft, select ammo box (SMArmory and CAL supply universal boxes) attach ammo box to craft
Now you have all the parts needed in order to fire a weapon
Save and launch craft
Select BD tab and on the gui that appears select ARM
You can now right click any gun toggle it on and it will fire
Now on the BD GUI click weapons and select the weapon, the chosen gun will now activate and will fire and aim via mouse
This is as simple as it can be, if this does not work then you have a problem, if everything is installed correctly following the above should result in weapons fire
DID you as i suggested install the test craft that are incuded with the mod as demonstration craft? Did they work? They are known good craft that should work in a stocjk onstall with just BDA installed
Spanner