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TMasterson5 Mod Family


TMasterson5

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  • 1 month later...
  • 2 weeks later...
On 5/24/2019 at 6:59 AM, sslaptnhablhat said:

@TMasterson5 I assume the Tweakscale patches don't require the base mod?

They do not

On 5/29/2019 at 7:52 AM, mattthenub said:

alot of the parts, like the AIM-54, paveway, aim9j have absolutely no function, i can place them but they dont appear in the weapon manager. They have no use

Honestly, I dont have time to go through and piece together which ones do and dont need updated. I'll try to get to it, but it wont be quick. Many of the parts do need updated though. So we shall see. 

15 minutes ago, mattthenub said:

no help?

Forgot, sorry

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On 6/6/2019 at 3:50 PM, TMasterson5 said:

They do not

Honestly, I dont have time to go through and piece together which ones do and dont need updated. I'll try to get to it, but it wont be quick. Many of the parts do need updated though. So we shall see. 

Forgot, sorry

its all good, i understand-out of curiousity, why is it that certain parts dont work and some do? Is it something to do with the cfg files or what? I dont really understand it, i've looked through it and things look like they should work but...they dont

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2 minutes ago, mattthenub said:

its all good, i understand-out of curiousity, why is it that certain parts dont work and some do? Is it something to do with the cfg files or what? I dont really understand it, i've looked through it and things look like they should work but...they dont

Honestly I'm not 100% sure. My guess would be that since the parts vary in age drastically that the newer cfgs are still compatible with BD Armory while the old ones are not. It's probably tiny details in them that need updated. To be honest I kind of stopped bothering with nodding weapons with the endless part breaking updates that the BD Armory devs keep pushing out. It became not worth trying to keep up just to have them all broken a month later. Their latest move totally exclude parts not designed by them from the bd tab being chief among the issues. Twas a very large slap in the face to a lot of us. 

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7 hours ago, TMasterson5 said:

Honestly I'm not 100% sure. My guess would be that since the parts vary in age drastically that the newer cfgs are still compatible with BD Armory while the old ones are not. It's probably tiny details in them that need updated. To be honest I kind of stopped bothering with nodding weapons with the endless part breaking updates that the BD Armory devs keep pushing out. It became not worth trying to keep up just to have them all broken a month later. Their latest move totally exclude parts not designed by them from the bd tab being chief among the issues. Twas a very large slap in the face to a lot of us. 

wow, BDA sounds like its-pretty broken
i at one point wanted to make my own BDA mod, i still might get going on it, i dont really know
there's still so much i dont understand, but it sucks that this mod is somewhat broken , i love the parts, especially the bigger ejector racks and i wish the pintle mounts worked D:
but it'd be awesome if this mod could get a bit of TLC :D

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  • 1 month later...
  • 3 weeks later...

BUG REPORT

At AirplanePlusTweakscale, line 835, duplicated patch node for S2Structural.

It causes fatal warning when playing with latest working fork of TweakScale.

Can be fixed by deleting the patch node from line 835 to 841.

KSP.log

Spoiler

 

[LOG 23:52:58.652] [TweakScale] WARNING: **FATAL** Found a showstopper problem on S2Structural (Structural Fuselage S2).

[LOG 23:52:58.652] [TweakScale] ERROR: **FATAL** Part S2Structural (Structural Fuselage S2) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ).

 

MMCfgOutput for \AirplanePlus\Parts\Structure and Fuel\size2structural\part.cfg

Spoiler

 

    MODULE

    {

        name = TweakScale

        type = free

        type = free

    }

 

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  • 1 year later...

So I recently came across someone who had an issue with the BHI LANTIRN Pod. It seemed to be triggering the 1km spawn bug, when placed on a craft.

I couldnt reporoduce that issue, but they mentioned the camera was not working on it, either. I fixed that by adding a new camera transform, just infront of the lens mesh. i also made a few fixes to the .cfg.

You can grab the new .mu & .cfg in this .zip. Just extract to your GameData lie normal, and when prompted overwrite the two existing files. (or delete the exisiting ones first)
https://drive.google.com/file/d/1t-63sAmPiw5Zub7CUzEFniTyg3niNedx/view?usp=sharing

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  • 2 months later...
  • 2 months later...
  • 9 months later...
  • 8 months later...

idk.

I tried downgrading versions, but my game won't boot as a result.

the log displays nothing

[LOG 15:57:18.284] ******* Log Initiated for Kerbal Space Program - 1.2.2.1622 (WindowsPlayer x64) *******
Kerbal Space Program - 1.2.2.1622 (WindowsPlayer x64)


OS: Windows 10  (10.0.0) 64bit
CPU: 12th Gen Intel(R) Core(TM) i5-12400 (12)
RAM: 16126
GPU: AMD Radeon RX 6600 (8147MB)
SM: 30 (Direct3D 9.0c [aticfx64.dll 30.0.15021.7000])
RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8
 

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  • 2 weeks later...

Got my game up and running again, but again, the BHI stuff doesnt work.

If anyone has any idea what's wrong with the config files, I will pin it here

 

PART
{
    name = bgm-109-tomahawk
    module = Part
    author = TMasterson5
    mesh = model.mu
    rescaleFactor = .85
    node_attach = 0.0, 0.01, 0.0, 0, 1, 0, 0
    node_stack_top = 0.0, 0.01, 0.0, 0, 1, 0, 0
    node_stack_bottom = 0.0, -0.3, -3.1, 0, 0, -1, 0    
    TechRequired = precisionEngineering
    entryCost = 2100
    cost = 1000
    category = none
    subcategory = 0
    title = BGM-109-Tomahawk
    manufacturer = McDonnell Douglas
    description = The Tomahawk is a long-range, all-weather, subsonic cruise missile named after the Native American axe. Introduced by McDonnell Douglas in the 1970s, it was initially designed as a medium to long-range, low-altitude missile that could be launched from a surface platform. The Tomahawk missile family consists of a number of subsonic, jet engine-powered missiles designed to attack a variety of surface targets. Although a number of launch platforms have been deployed or envisaged, only sea (both surface ship and submarine) launched variants are currently in service. Tomahawk has a modular design, allowing a wide variety of warhead, guidance, and range capabilities. The Tomahawk project was originally awarded to Applied Physics Laboratory in Laurel, Maryland by the US Navy. James H. Walker (ME Kansas State 1942) led a team of scientists to design and build this new long range missile. The original design with advanced technology is still used today.
    attachRules = 1,1,0,0,1
    mass = .8
    dragModelType = default
    maximum_drag = 0.01
    minimum_drag = 0.01
    angularDrag = 2
    crashTolerance = 15
    maxTemp = 3600
    tags = cck-TM5A

 
    {
        name = MissileLauncher
        
        shortName = bgm-109-tomahawk        

        thrust = 60 //KN thrust during boost phase
        cruiseThrust = 10 //thrust during cruise phase
        dropTime = 2 //how many seconds after release until engine ignites
        boostTime = 5//meters //seconds of boost phase
        cruiseTime = 300 //seconds of cruise phase
        guidanceActive = true //missile has guidanceActive
        blastRadius = 30//meters
        blastPower = 45
        maxTurnRateDPS = 35 //degrees per second

        decoupleSpeed = 1

        audioClipPath = BDArmory/Sounds/rocketLoop
        exhaustPrefabPath = BDArmory/Models/exhaust/smallExhaust
        boostExhaustPrefabPath = BDArmory/Models/exhaust/mediumExhaust
                
        boostTransformName = boostTransform
        boostExhaustTransformName = boostTransform

        optimumAirspeed = 250

        homingType = Cruise
        targetingType = gps

        maxAoA = 15

        aero = true
        liftArea = 0.0053
        steerMult = 20
        maxTorque = 100
        terminalManeuvering = true

        deployAnimationName = fireAnim
        deployedDrag = 0.01
        deployTime = 3.0    
        
        minStaticLaunchRange = 700
        maxStaticLaunchRange = 40000
    }    
}

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  • 1 month later...
  • 11 months later...
On 11/18/2022 at 5:40 PM, verniervonkerman said:

Got my game up and running again, but again, the BHI stuff doesnt work.

If anyone has any idea what's wrong with the config files, I will pin it here

 

PART
{
    name = bgm-109-tomahawk
    module = Part
    author = TMasterson5
    mesh = model.mu
    rescaleFactor = .85
    node_attach = 0.0, 0.01, 0.0, 0, 1, 0, 0
    node_stack_top = 0.0, 0.01, 0.0, 0, 1, 0, 0
    node_stack_bottom = 0.0, -0.3, -3.1, 0, 0, -1, 0    
    TechRequired = precisionEngineering
    entryCost = 2100
    cost = 1000
    category = none
    subcategory = 0
    title = BGM-109-Tomahawk
    manufacturer = McDonnell Douglas
    description = The Tomahawk is a long-range, all-weather, subsonic cruise missile named after the Native American axe. Introduced by McDonnell Douglas in the 1970s, it was initially designed as a medium to long-range, low-altitude missile that could be launched from a surface platform. The Tomahawk missile family consists of a number of subsonic, jet engine-powered missiles designed to attack a variety of surface targets. Although a number of launch platforms have been deployed or envisaged, only sea (both surface ship and submarine) launched variants are currently in service. Tomahawk has a modular design, allowing a wide variety of warhead, guidance, and range capabilities. The Tomahawk project was originally awarded to Applied Physics Laboratory in Laurel, Maryland by the US Navy. James H. Walker (ME Kansas State 1942) led a team of scientists to design and build this new long range missile. The original design with advanced technology is still used today.
    attachRules = 1,1,0,0,1
    mass = .8
    dragModelType = default
    maximum_drag = 0.01
    minimum_drag = 0.01
    angularDrag = 2
    crashTolerance = 15
    maxTemp = 3600
    tags = cck-TM5A

 
    {
        name = MissileLauncher
        
        shortName = bgm-109-tomahawk        

        thrust = 60 //KN thrust during boost phase
        cruiseThrust = 10 //thrust during cruise phase
        dropTime = 2 //how many seconds after release until engine ignites
        boostTime = 5//meters //seconds of boost phase
        cruiseTime = 300 //seconds of cruise phase
        guidanceActive = true //missile has guidanceActive
        blastRadius = 30//meters
        blastPower = 45
        maxTurnRateDPS = 35 //degrees per second

        decoupleSpeed = 1

        audioClipPath = BDArmory/Sounds/rocketLoop
        exhaustPrefabPath = BDArmory/Models/exhaust/smallExhaust
        boostExhaustPrefabPath = BDArmory/Models/exhaust/mediumExhaust
                
        boostTransformName = boostTransform
        boostExhaustTransformName = boostTransform

        optimumAirspeed = 250

        homingType = Cruise
        targetingType = gps

        maxAoA = 15

        aero = true
        liftArea = 0.0053
        steerMult = 20
        maxTorque = 100
        terminalManeuvering = true

        deployAnimationName = fireAnim
        deployedDrag = 0.01
        deployTime = 3.0    
        
        minStaticLaunchRange = 700
        maxStaticLaunchRange = 40000
    }    
}

@TMasterson5@codyi2@verniervonkerman the issue is all the BHI config files are missing the MODULE tag above the module definitions. For example, in the above:

 

Quote

 {
        name = MissileLauncher
        
        shortName = bgm-109-tomahawk 
...
}

should be:

Quote

MODULE
{
        name = MissileLauncher
        
        shortName = bgm-109-tomahawk 
...
}

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