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TheKurgan

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Posts posted by TheKurgan

  1. On 2/23/2022 at 5:54 PM, Papa_Joe said:

    changes that were made that break a fair number of existing part mods.

    After being involved with BDA for a couple years before RWP, and being part of RWP for the last 2 years, I can say that BDA for RWP keeps all that was BDAc and just builds upon it.
    The additions, new capabilities, bullet balancing, bug fixes and so much more is well worth a look.
    Legacy missiles ALL still work, I know this because I re-released many of Spanners without changing anything at all.
    All weapons that had the own bullet defs still work perfectly fine.
    Some weapons that used BDAc bullet defs may have been affected, and may need very minor updates.
    No other parts, that I know of, have been broken.

  2. @Knight of St John Not sure if this has been mentioned, but the sound FX config for the Wheesley has an issue.

    In your Wheesley.cfg file, line 7 you have given the audio FX the names of fx_wheesley_running  BUT down lower, in this part:

    @MODULE[ModuleEngines*]
        {
          %powerEffectName = fx_wheesley_power
          %spoolEffectName = fx_wheesley_spool
        }

     

    You've called it fx_wheesley_power

     

  3. Just tested again... Clean install of Kerbal Space Program - 1.12.2.3167

    Newest BDA (REQUIRED): https://spacedock.info/mod/2487/BDArmory for Runway Project/download
    Newest module manager (REQUIRED) : https://ksp.sarbian.com/jenkins/job/ModuleManager/lastSuccessfulBuild/artifact/ModuleManager-4.2.1.zip
    Vessel mover (not required) :  https://github.com/jrodrigv/VesselMover/releases/download/v1.12.0/VesselMover.1.12.0._09042021.zip
    Physics Range extender (REQUIRED): https://github.com/jrodrigv/PhysicsRangeExtender/releases/download/1.21.0/PhysicsRangeExtender.1.21_09042021.zip
    and of course KTech: https://spacedock.info/mod/1861/KTech/download
     

    xxmOTTS.png
     

    It works. 

    Use the links I posted above to get the mods... if you are using ANY other links, I can't guarantee it will work... if you are using ANY other versions of the dependencies, it will likely not work...

    My part is done here.   

  4. Yeah, I would agree, if I had not gotten a guy who actually does dev on BDArmory to install KTech from the download, and it worked perfectly fine for him.
    I have downloaded it from the links, and installed it into a clean install of KSP, and it worked fine...
    I made a video of it working fine... Did you watch the video?

    I am 100% sure, that anyone who is having issues with KTech, are doing something wrong.

    Watch the video... there is no trickery, I did it all in one video, then took out the long gaps of nothingness.

  5. I will try to update in the next week or so.
    But I have not seen the problems listed here.
    I am running it on the newest version of KSP, and except for a bug in BDA with regards to lasers, I am having no issues.
    I will download the last version I posted, and check it out when I get time.

    if you download it from either Github, or spacedock, open the zip, you see a "GameData" folder.
    Inside that is the KTech folder.
    Copy the KTech folder into your GameData folder, and it is done.
    I just tried both downloads from github, and Spacedock, and both work fine... you are installing it wrong.

  6. Found another issue :P

    The cost of your tanks in the .cfg file, must be the "wet" cost... or the cost when they are full.
    Otherwise, the cost of the tank when you put it on a vessel in the SPH or VAB, will be a negative number.

    If you want to keep your costs of your tanks the way you intended, here are the values of the cost in each of the configs:

    RadialGoldOreTank
    cost = 4750

    RadialGoldTank
    cost = 37600

    SmallUnobtainiumTank
    cost = 5003000

    SmallGoldOreTank
    cost = 18000

    SmallGoldTank
    cost = 153000

    LargeGoldOreTank
    cost = 84000

    LargeGoldTank
    cost = 759000

    You might want to double check my numbers... :)

  7. YAY! this seems to work:

    @PART[*]:HAS[@MODULE[ModuleWheelBase]:HAS[#wheelType[LEG]]:HAS[!MODULE[USI_InertialDampener]]]
    {
        MODULE
        {
            name = USI_InertialDampener
        }
    }

    What it does, is add the "Ground Tether" to all landing legs, that don't already have it... but only to landing parts that have wheeltype = LEG.
    I'm a little rusty on my MM Fu... so it took me a few tries to get it right :)

  8. After extensive testing with KJR during BDArmory air combat, I have found that minor collisions or even hard landings that slightly tweak parts from their original location, will induce very severe phantom forces, causing the craft to spin wildly out of control or bounce and jump across the terrain.
    I did a secondary test by dropping a plane onto the runway from varying heights (using vessel mover) until I got a height that would not break the plane, but rather bend it a little, and the issue became very aparent.
    I redid the tests without KJR, and the issue was nonexistent. 

  9. On 2/6/2021 at 12:01 PM, TheKurgan said:

    Before anyone asks, no, I do not have permission, and will NOT ask for permission to revive any other parts of the SM Armory Group.
    The upkeep required for the rest of the SM Armory Group mods is well beyond my capabilities and desires. 

    @Hypercore How about you read the opening thread before you start rejoicing and spreading fallacies about the revival of other SM mods. 

  10. @Lisias
    I am using a few old mods from Spanner, Large boat parts, and such... they have a few "Fatal" errors but I have had no issues with them when I am playing that particular install.
    The one issue I have, is the fact that I forget sometimes if I need to click "Ok" or "Cancel" to carry on with the game loading, and in my haste, I have often I clicked the wrong one and it closed my game on me that took 10 min to load.
    Yes yes I know, it states in the warning which is which :P  but after you have read the warning a few times, it becomes TLDR.
    A small request, could you please change it from "Ok" and "Cancel" to something like "Continue" and "STOP" ?

     

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