PapaJoesSoup / BDArmory

Gun turrets and other weapon systems for KSP
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Reloadable rail broken +new development #747

Open L0ck0n opened 4 years ago

L0ck0n commented 4 years ago
ISSUE TYPE
KSP and BDA Version

KSP 1.8.1

BDAC v1.3.2

OS / ENVIRONMENT
SUMMARY

Reload in parts set up for reloadablerail module does not work in KSP. Turret works, missile launches, but pressing resupply button does nothing, new missile does not spawn.

+Some new things: I know that you receive a lot of messages from people who want a lot of new things that are not possible to add into BDAc or KSP. I dont want to ask you for too much, but im creating mod, parts pack for KSP and BDAc with new missiles, launchers, turrets etc. Right now reloadablerail thing is pretty basic, guardmode is not able to use it (reload missile), you cant set number of reloads, or set reload time (spawn time for new missile), even in parts config file. Adding these things would create so many possibilities. Module reloadable rail would allow modders to create so many new sophisticated turrets and launchers.

STEPS TO REPRODUCE

Create basic turret in unity with proper gameobjects and other stuff necessary for BDAc turret and reloadable rail, export to game, fire missile and try to resupply missile.

Log Files
DoctorDavinci commented 4 years ago

If this is regarding a part that you created then of course it will not work

The reloadable rail code requires specific part setup and transform naming in unity when setting up a model to be used in KSP

L0ck0n commented 4 years ago

Something like this? MissileTransform, NodeB and other stuff for BDAc turret? Everything is set up in Unity properly according to this: https://i.imgur.com/MO1cK2d.png And in game there is window with resupply button, but new missile does not spawn.

It was working until recent 1.8 KSP update and new BDAc.

SpannerMonkey commented 4 years ago

@L0ck0n Yes that's all the correct info for building a reloadable system. Or would be if the system wasn't currently broken. Do note however that using this system in an actual turret ( a model containing pitch and yaw transforms) presents additional problems, missiles can only be loaded if the turret is in the 0 zero position, that is having all parts in the default rest position. If the turret is even slightly misplaced from this rest position, you will find the missile can clip into the actual turret, and will likely explode on launch.

@BDA team I have tested this issue, with standard BDA parts, the reloadable mk41's upon which the dev was carried out, and on the raft of dev parts I threw together to test the limits of the system. In all cases, the rail was non-functional, all correct PAW items show as expected. Checking the log reveals an error generated every time the PAW resupply button is selected ( I have added this to the discord git page for ref) I also checked the Module Manager cfg cache, in order to examine the makeup of the reloadable rail, no module of the type "ModuleMissileRearm" is being applied to any part.

L0ck0n commented 4 years ago

@SpannerMonkey @DoctorDavinci @bda Thx, its strange, because some time ago (one or two updates ago) reloadablerail was working without problems in all configurations, with moving turrets, animated turrets (deploy animation) etc. Right now you can fire missile but cant reload a new one (example of a turret with deploy animation): https://i.imgur.com/VT4GkhF.png https://i.imgur.com/gBazMcc.png https://i.imgur.com/8l6mdCj.png

Adding things like adjustable reload time, adjustable number of reloads or ability to set if guardmode can reload missiles or if reload is possible only by PAW button would be awesome too. Ability to set reload time could also prevent problems with reload when turret is not in zero, idle position (misplaced missile).

Anyway, reloadablerail thing adds so much to BDAc and game itself, there are so many turret configurations that could use this module.