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KSP2 Release Notes
Everything posted by Papa_Joe
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
Papa_Joe replied to DocNappers's topic in KSP1 Mod Releases
Congrats on the Post! Good to see you here, and it helps the community understand all the hard work that has been continued off of BDAc and the Runway Project work. My current work with BDAc is only to maintain compatibility with KSP, and it is doubtful that additional features will be added. I will definitely dive into the code base. If there is anything I can do to assist, let me know, though it certainly looks like your team has things well in hand. I will update my OP with a proper redirect to this thread.- 661 replies
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Cant open game with BDArmory
Papa_Joe replied to Rescuings's topic in KSP1 Technical Support (PC, modded installs)
Your problem is a bad install of BD Armory. The path you show in the image is incorrect. It also looks like you have downloaded the distribution folder of the Github site and not the release file. To properly install BDA, go to the releases section of Github, found in my signature below, and download the latest zip. then unzip the archive in a separate folder and copy the GameData Folder over the existing GameData Folder in you game install. The proper path after installation should be: [Game Folder]/GameData/BDArmory- 1 reply
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Where are the firework particle FX?
Papa_Joe replied to LHACK4142's topic in KSP1 Technical Support (PC, modded installs)
I'm not sure what you are looking for but such things are typically in an asset bundle. Assets get loaded at runtime, so you may be able to access it via the game database. Mind you I'm still getting to know this portion of unity and how ksp implements things... -
KSP keeps crashing and I cant fix it
Papa_Joe replied to zestysauce's topic in KSP1 Technical Support (PC, modded installs)
This might help. -
KSP keeps crashing and I cant fix it
Papa_Joe replied to zestysauce's topic in KSP1 Technical Support (PC, modded installs)
The first thing you're going to want to do is get your player log files so that we can look at it to see what errors might be occurring. Second if you're doing a steam install you can reinstall the application from steam. This will wipe out your mods but at least you will have a clean install. From there I recommend that you create a copy of the game and make your modifications to the copy and not to the original steam install. It's easy to make a copy of the game by simply copying the folder to some other location Post your log file and I'll take a look -
Noted. I've updated the OP to place the links under the banner, and make them larger, so they are easier to see.
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Thanks for the post. You have installed it wrong. you have unzipped the archive directly into your gamedata folder as best I can figure. You need to unzip the archive and then paste the gamedata folder over the existing gamedata folder. the correct path should be: Drive\Game\GameData\BdArmory I would delete the BDArmory_1.3.5PR_01292022_2235 folder completely. As an update for folks, My school year has ended, I've learned a great deal more about Unity in general. I will be revisiting my mods with a fresh eye from what I've learned. In general Custom parts can be as simple as a new config for an existing part, or completely new models, animations and code to support them. Typically a new Part would be created in a tool like Blender and then exported to Unity format (.fbx or .obj is typical) they are then plugged into unity and exported to KSP using KSP tools. Anyone, please correct me if I got that wrong. Parts and modelling are next on my list of things to learn.
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Papa_Joe replied to Papa_Joe's topic in KSP1 Mod Releases
I'll be looking at the code changes pushed to Git. Thanks for the support @micha! We can get an official release out pretty soon, I think. -
First, Yelling is not necessary. Second, if you want help, refer to the OP for information on what to provide us in order to assist you. At the least a player.log and a screen shot of your gamedata folder would be helpful. Please refer to the OP for information on what specifically to provide. Finally. please refer all issues to the following thread: All support for BDAc 1.12.3 and later will be there. Good to hear from you! Thanks for the info. I'm not familiar with Runway Project, so my information is second hand.
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Papa_Joe replied to Papa_Joe's topic in KSP1 Mod Releases
Ya. that would be a Realism setting. Since CLS is used with the Realism community, I will have to make that a "cheat" proof setting. Let me look into that. Comments from others are welcome, as this wouild affect its use in a realistic environment. I know that others were pretty vocal with Ship Manifest, and that limits its use in the Realism community... -
For those that are interested, I'm reviving the original BDAc thread, as i'm going to be resuming maintenance this BDAc fork going forward. I've discussed this with @jrodriguez, and he is fine with me reviving my original thread. As you all know, I've released a beta version for KSP 1.12.3 and it seems to be working for the most part. I will be updating my original thread with that version. Please post any issues you find going forward in that thread. I will continue to look into this thread for a short while to catch any stragglers, but please refer to the original thread below:
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Necroing an old thread. I discussed with @jrodriguez, and He is fine with me reviving this thread, since I will be maintaing the BDAc fork going forward. As you all know I've released a beta version of BDAc for 1.12.3. So far it seems to be working for the most part. Please post any issues here. I will post this in the other thread so we have continuity. I will also be looking over the other thread to try to catch any outstanding issues that remain from there.
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Papa_Joe replied to Papa_Joe's topic in KSP1 Mod Releases
CLS uses Module manager to configure parts at start up. IIRC, there is also a Passable switch in the VAB for changing the behavior of some parts, however this is limited. There are also "alternative" configs in the distribution in the form of zipped files that "relax" some configs. You can examine those to see if they might help. I would have to do a bit of research on the parts in question to be able to characterize what is actually going on. The design philosophy was you can set passability before flight, when in the construction phase. after that it is hardware, so no changes are possible. If you can provide some details on your issue (including parts, etc), I can look into it further. -
Nodes going missing in the VAB
Papa_Joe replied to Frostiken's topic in KSP1 Technical Support (PC, modded installs)
Agreed, nothing totally catastrophic. but the issues with textures and nodes, while not causing errors, could be contributing to the node issue. Kerbalism is looking for certain resources, which by itself is not a problem. Restock is looking for certain squad part textures (.dds files) which may or may not be an issue with a corrupted install. I don't claim to be an expert in either mod. However, something is causing your issues, and those kinds of problems "could" contribute to them. Just my thoughts. I know you have quite a few mods, and for the most part they are playing nice together. But the node problems you are getting are part configuration related, so any mod modifying parts could be suspect. -
Nodes going missing in the VAB
Papa_Joe replied to Frostiken's topic in KSP1 Technical Support (PC, modded installs)
I'm seeing issues with restock and kerbalism and configs. kerbalism is complaining about nodes. I don't know what parts are specifically affected, but I would look at those two mods to start with. I saw only a few exceptions in the log... Since I saw texture issues with restock, and node issues with Kerbalism, I would look at removing those mods and reinstalling them. First remove those mods and try creating a vessel. if that works, then reinstall each and test after each installation. they might be corrupted, or just out of date... not sure. Hope that helps. -
USI Mod Download Troubles
Papa_Joe replied to JDking36's topic in KSP1 Technical Support (PC, modded installs)
To help you troubleshoot a player.log file would be very beneficial. Please supply a link to your claire.log file and we can look over what's going on. Also if you think you might have installed it incorrectly a copy of your installation folder hierarchy would also be helpful -
Yup. There is and it is active. Scott Manley also uses it. There have been some significant changes from my understanding, and it has grown more complex. That is one of the major reasons that this fork was discontinued. I'm ony reviving it to make it compatible with 1.12.3, and support those that don't want the changes that were made that break a fair number of existing part mods. A fair number of config changes, changes to the way bullets are handled, the ability to mix and match ammo, and more. Check it out!
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After testing with @Acid_Burn9, we have determined that it appears that BDModularMissleParts is causing the graying of the Hud of Mk22. I"m looking at the Modular missles mod now, but it is a new area for me, so that will take time and a lot of questions (building parts and models). If you remove BDModularMissileParts, the BDMk22 hud is transparent.