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  1. Question on Kolony growth. I have gotten everything setup, seen the "birthday" set to 120 days-ish, and I timewarped and a Kerbal was birthed. Am I to assume this only works when in scene and not in background simulation? This base was around many years as I was doing other things and no other births occured. I changed mine with this patch @PART[Kosntruction_Workshop_250]:Final { %MODULE[ModuleInventoryPart] { %InventorySlots = 25 %packedVolumeLimit = 52000 } } Note that the ":FINAL" from the patch in KSP\GameData\UmbraSpaceIndustries\Konstruction\Patches\EVAConstructionTweaks.cfg may need to be removed for this to work right, I had some dueling "FINALS" going on
  2. @DocNappers Good to see this moving forward, you all have done some excellent work updating the Armor and Ammo mechanics among so many other things.
  3. 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.
  4. 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
  5. 1.4.5 Recompile up on Spacedock and Github - CKAN should refresh whenever it does its thing
  6. @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
  7. True, mainly these Gforce settings are for pure drone craft to allow you to stretch reality
  8. @GDJ @Nightguard FYI the Max G force has been upped in the AI setting allowing for up to 45g
  9. 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
  10. 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>
  11. 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
  12. 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.
  13. 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
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