Kerbal Space Program

Kerbal Space Program

BD Armory
Does anyone know how to use BD Armory? I haven't got a clue, and looked on YouTube for help, but all the videos are useless. Can someone that actually knows what they're doing help me?
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1-14 / 14 のコメントを表示
LANESLASH の投稿を引用:
Does anyone know how to use BD Armory? I haven't got a clue, and looked on YouTube for help, but all the videos are useless. Can someone that actually knows what they're doing help me?
Grab CKAN, install BDArmory and its requisites, and include a weapons control module on all craft
=BB= George S. Patton の投稿を引用:
LANESLASH の投稿を引用:
Does anyone know how to use BD Armory? I haven't got a clue, and looked on YouTube for help, but all the videos are useless. Can someone that actually knows what they're doing help me?
Grab CKAN, install BDArmory and its requisites, and include a weapons control module on all craft
... Oh... Didn't know that. Will try. Thank you. :steamhappy:
LANESLASH の投稿を引用:
=BB= George S. Patton の投稿を引用:
Grab CKAN, install BDArmory and its requisites, and include a weapons control module on all craft
... Oh... Didn't know that. Will try. Thank you. :steamhappy:
The weapons control module? Yeah, that took me a while.
=BB= George S. Patton の投稿を引用:
LANESLASH の投稿を引用:
... Oh... Didn't know that. Will try. Thank you. :steamhappy:
The weapons control module? Yeah, that took me a while.
YEAH! The Weapon Manager is SO hard. Either that or I'm an idiot. :steamfacepalm:
Hi BDArmory is not rocket science,
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.
最近の変更はSpannerMonkeyが行いました; 2016年12月20日 15時41分
SpannerMonkey の投稿を引用:
Hi BDArmory is not rocket science,
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.
I will try this thank you.
最近の変更はCertified Degenerateが行いました; 2016年12月20日 20時00分
SpannerMonkey の投稿を引用:
Hi BDArmory is not rocket science,
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.
Hey man, umm. I didn't want to be a real bother, but the Weapon Manager says' No Weapon Found' When I put a turret/Rocket on. I'm still on square 1.
ЛАНЕСЛАШ の投稿を引用:
SpannerMonkey の投稿を引用:
Hi BDArmory is not rocket science,
first and most importantly correctly install BDAc ,
BDA maint Team.

Hey man, umm. I didn't want to be a real bother, but the Weapon Manager says' No Weapon Found' When I put a turret/Rocket on. I'm still on square 1.

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.
Well I've somewhat figured out how to use the Weapon Manager, so that's a start. I can arm/disarm and switch through my weapons. Do I need to have the Weapons Mamager's funtions on the Actions? If that's the case then for some months before I dun goof.
Hi, no you don't need to assign your weapon manager to action groups, but for a lot of things it can make life a lot easier and the screen a lot less cluttered.

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
SpannerMonkey の投稿を引用:
Hi, no you don't need to assign your weapon manager to action groups, but for a lot of things it can make life a lot easier and the screen a lot less cluttered.

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
So I decided to do some testing with the BD Armoey Continued that I have now., before I try your suggestions. I can arm, disarm and switch my weapons, but I can't seem to fire my guns. Is there anything I can do to fix that? I apologize if I'm becoming a pain.
ЛАНЕСЛАШ の投稿を引用:
SpannerMonkey の投稿を引用:
Hi, no you don't need to assign your weapon manager to action groups, but for a lot of things it can make life a lot easier and the screen a lot less cluttered.

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
So I decided to do some testing with the BD Armoey Continued that I have now., before I try your suggestions. I can arm, disarm and switch my weapons, but I can't seem to fire my guns. Is there anything I can do to fix that? I apologize if I'm becoming a pain.
Did you include any ammo boxes on your craft?
=BB= George S. Patton の投稿を引用:
ЛАНЕСЛАШ の投稿を引用:
So I decided to do some testing with the BD Armoey Continued that I have now., before I try your suggestions. I can arm, disarm and switch my weapons, but I can't seem to fire my guns. Is there anything I can do to fix that? I apologize if I'm becoming a pain.
Did you include any ammo boxes on your craft?
Yes, I out a 50. Cal with the ammo box, I even put a fuel line to both of them, thinking that was the problem. I can arm it and switch, and it shows everything as It should be. It has to be an error on my part.
Hi , still having problems?
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
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投稿日: 2016年12月14日 19時13分
投稿数: 14