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Papa_Joe

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Everything posted by Papa_Joe

  1. this has been reported in the past. Please verify you are using the latest version of SM. If you are and it is still occurring, let me know.
  2. Indeed, that is the vision. Somewhere along the line we will add crew rotations, team bonuses for crews that train together, simulator flights... there is a mod out there that lets you fly simulated flights... we want to integrate with that as well... so you would have training time on the ground that can boost your experience... much we can do with this... Unfortunately with the quick progression from beta to now, many changes occurred. So we are playing catch up with other mods... but this has definitely not been forgotten.... To answer your question about naming... there is now no impact to renaming. There used to be an issue with Traits (Professions), but KSP has caught up, and now the name and the profession are no longer linked... Rename to your heart's content!
  3. So, if I hit my first vessel, but on the way up and get no altitude... does that count for anything? I was getting about 20 m/s with a station core...
  4. New Release: v1.5.1.1 - Fixed Git Issue #1. Vessels taking fall damage when placed. Added new vessel movement mode that allows Fine control and low altitude (5 meters) placement. Should eliminate fall damage. Those big vessels should be good now!
  5. WIth BahamutoD's departure, I and the BDA Team, have assumed maintenance of many BDA Mods. So, New Mod Release: BDMk22 Cockpit v1.1.1.0 The source can be found on Github. The links are also available in the BDA Thread's OP under the Mod Directory. v1.1.1 (first version published by Papa_Joe) - KSP 1.1.3 compatibility - Change of authors. Restructured mod to fit standard mod distribution structure - Restructured solution to automate build, deploy and distribution. - Cleaned up code to enforce strict typing. This is prerelease software and is UNTESTED in KSP 1.1.3. Use at your own risk. Please refer bug reports to to the appropriate Github Issue tracker Enjoy!
  6. WIth BahamutoD's departure, I and the BDA Team have taken up maintenance of many of the BDA mods. So, New Release: ImprovedChaseCamera v1.6.1 The source can be found on Github. The links are also available in the BDA Thread's OP under the Mod Directory. v1.6.1 (first version published by Papa_Joe) - KSP 1.1.3 compatibility - Change of authors. Restructured mod to fit standard mod distribution structure - Restructured solution to automate build, deploy and distribution. - Cleaned up code to enforce strict typing. This is prerelease software and is UNTESTED in KSP 1.1.3. Use at your own risk. It was 1.1 compatible, so it should essentially work as it did before. As soon as I have feedback that it is stable I will update to Released. Please refer bug reports to to the appropriate Github Issue tracker Enjoy!
  7. Sorry, wasn't neglecting you here... Been spending a lot of time on the BDA thread. most if not all of @BahamutoD's mods are now listed on the OP of that thread. If you would be so kind as to open a Github issue for this request, I will not let it slip through the cracks. Thanks! I have released a new version of BurnTogether. You will find it in the OP of the new BDA thread. Stil alpha work, but seems to be working pretty weil in @DoctorDavinci's testing video...
  8. I will accept those thanks on behalf of the whole BDA team... They made it happen! Have fun with the tournament, and I expect to see Github bug reports come out of it!
  9. That should be possible, but be thought thru... if on land or within a certain distance of land then they should not deploy... like on a ladder... The new version of roster manager should allow you to fix that. Check out the medical tab when you edit a kerbal
  10. Hi, First, welcome to the forums. Second, you have not provided sufficient info to be able to help you. Please click on the BDArmory link in my signature below. Then read the support section of the first post. Follow those steps to either solve your problem or if the issue persists, provide the info we need to be able to help you.
  11. Could be. Without the old and new logs to look at, we will never know
  12. Awesome! Thanks for tracking this down!
  13. Hey all, I just assumed maintanance of BDArmory, and I've been combing the forums for any trace of Burn Together. I have his Git Repo, so that is good, but was just trying to see if ther was a Forum thread for it... I guess, based on this conversation that there is not. I will be looking into this mod to see what it would take to revive it. Stay tuned on the BDArmory Continued thread. YOU can find the link in my Signature. Anyone still have a distribution of this mod? Looks like there was no release on BahamutoD's Repo.... I'm just looking for any kind of license...
  14. While there is no crash log, you will likely at least have an output log. That runs continuously during the game, so there wiill be a wealth of info there. Post that and maybe we can assist.
  15. It is fairly well known at the moment that wheels are broke in KSP. The issue is Unity. Squad is preparing the next release and is using Unity 5.4, which was just released to solve the problem. So it is evryone's hope that wheels will work in KSP 1.2
  16. I'm not sure why it is not loading, but you can try deleting the quick save and then saving again... could be corrupted?
  17. First steps. Check your saves folder to see if you actually have any quick saves. they will reside the the same folder as your Persistent.sfs file...
  18. I would love to help you, but .... you give me very little to go on... have you read How to get support - read first? Follow those steps, and if you still have issues, provide the requested information described in that post, and I'm sure you will get some support
  19. I found this in the log... AssemblyLoader: Exception loading 'KF_plugin': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'KerbalFoundries.KFGUIManager' from assembly 'KF_plugin, Version=1.9.5730.28121, Culture=neutral, PublicKeyToken=null'. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) This was during load of he mod... looks like reflection failed for some reason... Is KerbalFoundries a recent update? This could cause run time errors...
  20. To specifically answer this question: No. there will be multiple modders supporting all of @BahamutoD's mods. I have a section in the BDArmory Continued OP, where I'm compiling the list with links so we have a "one stop shop" to all the mods, forum links, repos, etc.. I want to be sure all are covered, but I certainly do not wish to be the only one doing it.
  21. I've sent a PM to @linuxgurugamer to determine his support intentions. I'll be sure to update the OP with what I find out. Either way animation will be supported by one of us.
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