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airwolfpiskin

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Posts posted by airwolfpiskin

  1. On 11/27/2016 at 10:13 PM, Scytale said:

    Awesome, that release solves every issue but the window gap. PoV seems fixed and the HUD is back.

    So you know what I mean by window gap, here's a screenshot to assist in future bugfixing:

    eBKjzpV.jpg

    Notice the small band between the IVA's cockpit body and the window tint effect. Very minor bug but it can break immersion, heh.

     

    EDIT: The colortags on the dial to the right of the HUD and most of the switches in the 2nd seat's perspective are broken in this version too

     

    yes that gap is here because ussualy there is a part there or something but even then in my screenshots you can clearly see it is there for some legths and when you lok around that (im going to call it the cockpit seal)

    it canges position acorningly.

    could be camera placement issue or model placement issue. it basically only shows up when its far enough from the camera 

    check out my screenshots to see what i mean im not good at explaining it

     

    but i dont get why it doesn't work at all on your game @Scytale

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  2. On 11/27/2016 at 2:53 PM, DoctorDavinci said:

    So I got something for you guys/gals .... Tested on Windows and Linux .... has been found to be working as expected AFAICT

    Let us know if there are any issues

    https://github.com/PapaJoesSoup/BDMk22Plugin/releases

    i will try it out although all the files are missing indentation and genral style minor thing i will do rigorous testingOno21XP.png

    and my life is back to normal thanks

     

  3. 3 minutes ago, flx said:

    Ok, I've lost all hope, I guess it's time for me to drop KSP. FAR had been making my game and now it is no more.

    this mod is being updated

    you only need to read the comments in more than one page or 2 it is a 500+ page topic after all

    all you are doing is making it easier for another person like you to stumple on your comment and do the same thing over again.

    and if your doing it on purpose to make that^ happen. fine congrats you liquided someone off  

  4. 13 hours ago, Wolfair corp. said:

    @airwolfpiskin Suggestion didn't work?

    i will add just in case that i changed values of .txt files in things under the aset folder as well as he rpm folder.

    and im not done yet.

    honestly you should wait for aset to be updated as it has taken me ages to fix everything and as you can see by my last screenshots some things still don't work

     

  5. 3 hours ago, airwolfpiskin said:

     

     

    it might be the iva configs i havent cheked nice call

    idk if i can edit and THEN redistribute the files. it is a 2 mod package. maybe 3 mods actualy.

    they added a subcategory thing so the module has to be part now i guess. idk all i know is that that tweak made them visible in the parts list and they were still in comand pods.

    ---update---

    so i cheked it out and there are no obsolete files to my knowledge but i also cheked the license and i am allowed to upload the edit (with credit were it is due of course)

    ok i spent 2 hours in my files and found nothing obsolete. i almost deleted the rpm hud that can be on the mdf so i will guess the problem is the hud plugin that comes in the mk22 mod. 

  6. 15 hours ago, Deimos Rast said:

    I know as recently as 1.1.* the module = Command_Pod (or whatever it is) still worked, as it provided some additional info on screen.

    Also, double check the licenses, because this mod allows redistribution, as does ASET props, last I checked.

     

    13 hours ago, Ruedii said:

    The HUD should require an updated version of RasterPropMonitor (RPM).  However, that may not be the only patch needed.  If it still doesn't work you'll need to check the IVA configs for obsolete entries.

     

    21 hours ago, V8jester said:

    Any chance you could link those color changed cfg files?

    it might be the iva configs i havent cheked nice call

    idk if i can edit and THEN redistribute the files. it is a 2 mod package. maybe 3 mods actualy.

    they added a subcategory thing so the module has to be part now i guess. idk all i know is that that tweak made them visible in the parts list and they were still in comand pods.

    ---update---

    so i cheked it out and there are no obsolete files to my knowledge but i also cheked the license and i am allowed to upload the edit (with credit were it is due of course)

  7. On 12/2/2015 at 4:41 PM, blowfish said:

    You will need to provide an output log, as described here.  As a general rule, you should always provide ant output log when making a support request.

    i think i found the issue.

    in the .ctf under general parameters. the module = ComandPod should be changed to module = Part. i figured it out because it wasnt working so i looked at the stock cockpits to see if there was a diference. and sure enough that was the issue. i have mk22 working like a charm (i had to change hundreds of color value formats from [#--------] to <#-------> in many ASET models so the text would work but if you dont you just have to deal with all the numbers having the color tag displayed in the value.) it took me a while to get it working. that said i cant upload my files due to licenses and besides i am not done with tag changing.

     

    only thing i cant get working is the H.U.D.

    but im guessing all i need is an updated mk22 plugin. but im not sure yet.

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  8. 9 hours ago, blowfish said:

    I have never placed any version limitations on my plugins (if it doesn't load it's because something actually changed in a breaking way).  Based on the changelog (which only appears to contain minor bugfixes) my guess is that it will work with 1.2.1 but I haven't tried it yet.

    you were right firespitter was the problem so i updated it

    also it does work in 1.2.1 but my game crashes after about 30 minutes im not sure why or if it has to do with mods. 

     

  9. On 10/25/2016 at 11:39 AM, blowfish said:

    B9 is not updated for KSP 1.2, so don't expect things to work.  But you probably have an outdated version of Firespitter.  None of what you're seeing involves B9PartSwitch

    i managed to fix the part switch issue i had with the pilons.

    and ill see if there is a newer version of firespitter.

    i also had to update several mods manually so ill check if i messed up that too

    thanks for responding btw

    i apreciate it

     

  10. On 11/25/2015 at 10:52 PM, ShawnPhillips said:

    [quote name='Atatra']loving the new cockpits, but is it possible to make a version of the intake type with a more sloped back to the cockpit? right now the very steep, almost swan neck back to it kinda bugs me.

    The shape is accurate to a real F22 cockpit.

    it is not actually, if you look at the intakes from the front they are rotated and the canopy is raised a bit too high.

    in my opinion it was probably done to make it flow better with the rest of the mk2 parts

     i like the design currently and it doesn't bother me ,but if someone wants to fix it cause it bugs them, go ahead


    i found a download but i'm not sure if the files are complete for the internals but everything else works and it does give credit so here: https://janbrohl.pythonanywhere.com/ckan//BDynamicsMk22Cockpits/1.0

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