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Everything posted by Supergamervictor

  1. @taniwha I'm assuming MultiMesh and Procedural mods are not (yet) supported? I have the unfortunate predicament of having every ship made from B9 Proc Wings and MultiMesh parts. Are there any other mods that might not work with the plugin? Thanks for updating this for 2.8 btw, really excited to see what I can make using this.
  2. I'm using the last 1.2.2 compatible version. It seems to be inconsistent; some parts of the craft weld properly while others fail. EDIT: I tested the 1.3.0 compatible version on KP 1.2.2 and it works on the test install. I'll be testing on my main install. Thanks for the help!
  3. Strange... the problem seems to be isolated to crafts I've made. I test welded 3 HX Parts and they loaded properly without any modifications needed. Trying to weld other crafts I've made causes the same problem. I did this on a Stock install with B9 and required parts. Here's what the debug console is saying when trying to load the part: Sorry for asking for help for an outdated KSP version, I'm just hoping to get this working for a project of mine.
  4. I tried doing this: Not working. Am I doing it right?
  5. Abit of context; I'm still in 1.2.2. Here's a clip of the module: So I have to add a line 'texture = '? Another question is that HX uses a single texture to map all the subtypes, so how would I point it? Do I make a separate texture for it to point at? I'm trying to get this subtype : EDIT: The WeldedMeshSwitch module is present in the cfg, but it doesn't seem to work. Does the module only deal with the meshes or are the respective subtype textures included in the process?
  6. Does anyone know the specific way of manually pointing B9 HX models to the right texture/mesh in the cfg files?
  7. OMG! I am so jealous right now! I was hoping to make something similar in the future, you beat me to it. Gotta give props for amazing design fam. Now to add jetpacks and make them fly .
  8. What version of KSP did you import the craft files from? I've implemented all the fixes so far on the thread, and using KSP1.2.2 stock for testing. Importing gives the same error you mentioned AND only loads parts attached to the root. Same result for Blender 2.78c and 2.79, 64bit for both of them.
  9. @Avera9eJoe Are the KSP1.2 mod support packs still around? If not, are there any workarounds or edits I could make to the support packs currently available for them to work on 1.2?
  10. Am I right to assume this mod doesn't work with B9 Procedural Wings? This mods looks really promising for extensive community support. Would die for the day that we can make custom packs and possibly custom skins for specific crafts, though quite frankly the texture quality does irk me from using the mod extensively for the time being. Not to mention that I'm still using in 1.2.2, but not for long, now that a mod like this exist.
  11. WARNING! THIS IS A MAINTENANCE DONE WITHOUT PRIOR KNOWLEDGE OF PROGRAMMING AND VERY LIMITED TESTING. USE AT YOUR OWN RISK! With permission from @01010101lzy and @Crzyrndm, I've managed to recompile this version of Procedural Wing to both 1.2 - 1.2.2 and 1.3 by referencing fixes done by Crzyrndm. Special thanks to @hypervelocity and @linuxgurugamer for helping me out. This is only a recompile, do not request for features or bug fixes that I cannot attend to as I lack the knowledge of programming. ModuleManager is not included and must be downloaded separately according to the KSP version. 1.2 Compatible : https://drive.google.com/file/d/1m8pCC5lC_zUtgbSAtyheIMjoVVaq_xVU/view (Update 11/29/17 - Fixed Mirroring issues) 1.3 Compatible : https://drive.google.com/file/d/1YgFT-r-pCpkrViWtXP7rWdyZhcNfGlCk/view Likely unstable, I wouldn't recommend using this version. It was haphazardly thrown together with some old code I was unable to update to. If you encounter any issues, please PM me for them to be included in this post. I can't promise a fix if it's possible. ALL TESTINGS WERE DONE ON KSPx64 v1.2.2 and 1.3.1 STOCK (English). MAY BE UNSTABLE AND GAME BREAKING; BACKUP YOUR SAVES BEFORE TRYING IT.
  12. Here's the source: https://github.com/01010101lzy/B9-PWings-Fork-old, and this is the cross reference I used: https://github.com/Crzyrndm/B9-PWings-Fork/commit/63a4ad8dfafd2b61626386745f7748623d41badb
  13. I did, and I also cross referenced Crzyrndm's commits to fix the errors. However one error seems to elude me: 'PartResourceDefinitionList' does not contain a definition for 'Any' and no extension method 'Any' accepting a first argument of type 'PartResourceDefinitionList' could be found (are you missing a using directive or an assembly reference?) Not sure if I can post the code here, but any guess on what reference or code I should be fixing here?
  14. Hi @linuxgurugamer, I'm completely inexperienced with KSP plugin development and I'm trying to compile a mod from 1.1.3 to 1.2.2 (01010101lzy's procedural wings, which has a larger limit for wing size). Looking through the source, it seems there are references not found in 1.2.2? In this case, what should I do?
  15. @jrodriguez Not sure if I should even request a feature here or at all, but I'll just put it out there for the future. Camera Shake: Change it to two different modifiers; Size and Intensity. A large size with low intensity would look like a camera trying to track the movements. Here's a video to show what I mean, see how in certain scenes the camera doesn't shake intensely but moves around because of the aircraft/camera is trying to follow the movement of the other planes. Also another thing to add : Allow frame of reference for pathing (i.e; surface and initial velocity) and if possible, have those toggle only in selected keys. Or just have a feature like Kerbcam, setting the camera relative to other crafts.
  16. Completely understandable, but you need to tell that in the front page where loads of newcomers are gonna just skip and go straight here to ask questions.
  17. https://www.dropbox.com/s/duvr6vdyjt124im/StockBDA2.rar?dl=0 Same as before. The duels were in fact longer before one of them (always the one I control) flies straight ahead, even when turning guard mode off.
  18. My apologies, was not aware the stock folder I copied and paste was 1.2.1, here's an updated Stock 1.2.2 with BDA test: https://www.dropbox.com/s/2vnmyf0gvxph5yx/StockBDA.rar?dl=0 Same as before, 3 duels resulting in the same AI behavior. In the second and third test, I turned off guard mode and the AI to see if it would stop but it still resulted in the AI flying straight ahead. In the third test, I increased their default and minimum altitude and lowered their speed. Midway in I realised I had forgotten to turn on Infinite Ammo, but still after a few more minutes of the plane chasing from behind spraying infinite bullets, the AI just flew straight.
  19. Actually, I was mentioning about the AI behavior that SpannerMonkey pointed out, but thanks for the heads up for the competition mode issue. Will do, I'll test some dogfights to see if this AI behavior occurs in stock. Update: It is in fact stock. Got a install working with just BDA, mounted two Vulcans, AI Pilot and Weapons Manager to an Aeris 3A and had them fight 3 times. I used the cheats to make the fights as long as possible and in all three duels, they ended with the plane I'm viewing flying straight and static. From what I saw in the console, it seemed to be spam of SmartPickWeapon, constantly looping with the vulcan. At first I thought the AI was trying to make optimal firing distance, but because both planes have same speeds they get stuck in trying to gain distance. But in the last test, when I turned off guard mode, the AI continued flying straight ahead. Another detail I'd like to add, it could be caused by the AI Pilot reaching its minimum altitude and disengaging to climb. Not sure about this because in the second test they never flew close to the minimum altitude of 500. I just want to be absolutely sure if this is actually a bug before submitting to Github. Logs : https://www.dropbox.com/s/oij7oxq4lynm7qf/StockBDA.rar?dl=0 1.2.2, BDArmory.
  20. It seems to be happening to every competition/duel I make, both actually get stuck like this. If it's this frequent then it might be some kind of conflict or bug, does it occur on a Stock KSP install with nothing but BDA?
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