gomker

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About gomker

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  1. First off, hope you get better soon man, health first. I was thinking some of the mechanics you have come up with are great candidates for integration into BDA in general, the napalm, bomb damage mechanics for nuclear, could be worked in to make it easier for mod makers to create more bomb types. One of my goals was to actually get scaled bomb mechanics built in, the damage is there but visually they are just small and large. I would like to tie it to TNT power and allow for adding modifiers (like nuclear) If you are open to it and I can get a copy of the source we could integrate those ideas and I would help back port the changes to your parts for compatibility.
  2. gomker

    [1.4.5] HullBreach - Making things Sink

    I recompiled for 1.4.5 but I need to find those changes that Doc made - AFAIK it should work (from my debug tests) if the Doc's version works for you continue to use that I'll need to sync up Doc's branch with some Git foo later
  3. gomker

    [1.4.5] AirPark Continued

    1.4.5 Recompile up on Spacedock and Github - CKAN should refresh whenever it does its thing
  4. AFAIK Contracts stuff was handled by Doc who is on sabbatical for now
  5. @linuxgurugamer you ever get this all sorted, google searching led me here having a similar issue. I only want a certain calc to run when the part is changed by tweakscale
  6. True, mainly these Gforce settings are for pure drone craft to allow you to stretch reality
  7. @GDJ @Nightguard FYI the Max G force has been upped in the AI setting allowing for up to 45g
  8. gomker

    [1.4.5] AirPark Continued

    Hey gents, I heard a rumor 1.4.5 is coming soon - once I figure out how to make this work for 1.4.x will push out a release
  9. gomker

    [WIP] Infernal Robotics - Next

    The issues is not very clear but what Ferram fixed was the ignore misbehaving causing the freeze if multiPartAttachNodeReinforcement = 0 The fix was put in awhile back and is in current code. We may need to update the ignore file if any module names have changed The config.xml has the following lines <string name="exemptPartType0">MuMechToggle</string> <string name="exemptPartType1">MuMechServo</string>
  10. I was looking into RasterProp monitor integration (which would allow for this) but it was much more difficult than I expected. - Open issue here https://github.com/PapaJoesSoup/BDArmory/issues/45
  11. The short answer is sort-of not really As you can see from JR's post above some things do work however, other things do not (namely the AI is not designed to function with RCS or fly in space) The team has been kicking around ideas and incrementally making improvements - its is not a dedicated sprint right now, just something we toy with occasionally You can see here : https://github.com/PapaJoesSoup/BDArmory/issues?q=is%3Aissue+is%3Aopen+label%3A"Space+Combat" the issues that are related. This is not a comprehensive list of all things that need to be done in order for proper space combat though.
  12. BDynamics is handled by linuxgurugamer For some context some mods were taken over by other devs - this team supports BDArmory, VesselMover, BDMK22 - Adjustable Landing gear moved to Kerbal Foundries I am sure I am missing something but a quick search will usually point you in the right direction
  13. gomker

    [WIP] Infernal Robotics - Next

    @Rudolf Meier Good to see someone picking this mod up again. I wanted to suggest turning on Git issues to track bug reports, sometimes things get lost in the threads. I wanted to report that I am seeing an issue with "Engage Limits" I can only set the value on the right hand side button then the limit gets "stuck" at 0 for an inverted Rotatron Basic // On another note, I see others still referencing KJR issues - I had worked with ferram in this issue to use the ignore list to get around those problems https://github.com/ferram4/Kerbal-Joint-Reinforcement/issues/14
  14. gomker

    [1.4.5] AirPark Continued

    Been out due to a flood in my place - just getting back online now and getting up to speed on things. Gonna be about a week or so before I get all this sorted