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  • About me
    Awaiting repair
  • Interests
    Fixer of things, Reviser of long lost mods

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  1. Will you come back one of these days?

  2. restore mods plz



  3. r u alive


    1. Show previous comments  2 more
    2. verniervonkerman


      Just wondering, how did you get the old mods when the github doesnt even exist?

    3. Dioso


      someone linked it to me 


    4. verniervonkerman


      ok. the github page went poof. Just wondering...

  4. You there? Restore your mods.

  5. Hey, just poppin in to wish you all the best in your latest modding adventure, and while I'm at it confirm that you have my full support and blessing in rereleasing a modified version of missiles and launchers. And didn't we have an r74 in stryker?? Anyho tata for now SM
  6. could I possibly be allowed to download some of your mods for bda? I don't really care about what version they are for I just love these mods and would like to be able to use them again.

    1. Show previous comments  6 more
    2. Delta dart

      Delta dart

      Ill create a thread for people to report Illegal distributing of not just sm armory but other deleted mods and hopefully report them to the authors of the mods. 

    3. The_Stinky_Broccoli


      i will check that out.

    4. Delta dart

      Delta dart

      Okay its up


  7. (don't read)

    1. HebaruSan


      I don't think he wants to be bothered about this by random people, since he requested both of the forum threads for those mods to be closed in March 2019.

    2. Catto


      Ok i'll close this.


    3. Catto


      How do i delete this

  8. Hi, the drag cube, is the games representation of the crafts/parts dimensions, the game uses this info to calculate drag. Drag cubes for standard style and simple animated parts are calculated at every game start up, and written to the part database, once a DC has been written to the PartDatabase.cfg, this is the info that the game will always use. Rather than repeating whats lurking elsewhere, have some links The first is the post that started my interest in tweaking DC's and the other two explain how to set it all up for parts that may, by default generate a procedural cube(BAD) or no cube at all.
  9. It reads a lot more painfully than it feels to do the first time is a bit sketchy but once that's over and you've seen how it works, it's all rinse and repeat.
  10. Dear mods, for the sake of all the new mod makers out there, please unpin this horribly outdated and misleading post. Anyone following the advice in this tutorial and applying it to the current (or any version from 1.3.1) KSP will find they have created a part that will not load It would be nice too if you could pin the linked post instead
  11. Hi, it's been a couple of unity versions since you could last animate emissives that way, you now need to use the color animation editor, check this thread https://forum.kerbalspaceprogram.com/index.php?/topic/135428-color-animation-editor/&tab=comments#comment-2483731
  12. I love a bit of wheel porn, especially when it's because you can, nice one buddy
  13. Hi not enough information there or in the screenshots, have you tried right clicking on the radar PAW and selecting activate? Have you tried activating the radar using the BDA window, selecting modules and the radar/s you'd like switched on? Do you have a weapon manager fitted ? Are you running the correct version of BDA for the version of KSP you are using? If the answer to any of those questions is yes, a zipped copy of your ksp.log will be required to aid further diagnosis
  14. Hi the AN/APG-63V2 Radome is the nosecone styled forward facing radar and can be found, along with all the other BDA parts, in the BDA category
  15. Hi there can be a couple of causes for this issue in your case it seems to be mainly multiple tweakscale values on the same part, this is caused be having multiple tweakscale modules being applied by different patches. The fix for this is fairly easy to carry out, but extremely time consuming, and should not be the responsibility of the end user( that's you) Rather it is the responsibility of the mod maker/maintainer to ensure that the patching is correct. Visit the tweakscale thread for more information and contact the mod makers concerned, regarding the problematic patching of their parts. I very much doubt you are the only player having this issue with those mods. Note that as the fix for this issue involves sorting out and then repatching the parts, problems can occur with saved or in flight craft
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