dcompart
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Can't Undock Bug, How To Fix
dcompart replied to roscoe_jones's topic in KSP1 Gameplay Questions and Tutorials
Is there a way I can make two docking ports undock on spawn? -
I have two different ships that are docked together with docking ports, when the craft spawns I'd like the ships to automatically decouple from each other. I know how to modify the craft files to get engines, AI module mods to start on spawn, but I'd like these two crafts to separate without resistance.
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I found the heading parameter, I can change the heading of the spawns now.
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- bd armory
- contract pack
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Is there a way to dictate the heading a craft spawns in with contracts? lon, lat, alt is pretty self explanatory, but I'm curious how to dictate the heading of the spawned craft. Figured it out... I was off 90 degrees on my heading.
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cKan Mod Manager doesn't always populate the ContractPacks folder so it can make it difficult for 1st time users to install contracts so compressing the GameData folder with the mod inside would help. I am doing the Kerbin Air Force Mission Eliminate Enemy FOB and unfortunately all of the targets are either upside down or sideways on spawn causing all the targets to get destroyed on spawn.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
dcompart replied to BahamutoD's topic in KSP1 Mod Development
@BahamutoD I am experiencing similar issues with some of my crafts engaging targets, but not actually firing. Before someone says anything, reducing or increasing the Gun Ranges didn't have any effect. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
dcompart replied to BahamutoD's topic in KSP1 Mod Development
I apologize if this has already been explained, but I my aircraft is swooping down at targets, but not firing any of their Vulcan guns, not lunching any rockets at targets. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
dcompart replied to BahamutoD's topic in KSP1 Mod Development
@BahamutoD is there a way that I can use the AI Pilot Module for ships/submersibles? Right now I've resorted to using two engines and slightly reducing max thrust on one to make them steer in circles. It would be amazing if we could have our AI modules dive rather than take off then do maneuvers under water. I have a number of submersibles launching missiles underwater, it's pretty sweet, but right now depth is something that must be manually controlled without AI. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
dcompart replied to BahamutoD's topic in KSP1 Mod Development
Cheers man! I originally thought that Visual Range was the range to track, and Gun Range was the range for any asset to fire guns/launch missiles, great to know that visual range is the fire range for missiles and gun range are for guns! Ha don't work to hard! you've been crazy busy bug smashing! Much appreciated! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
dcompart replied to BahamutoD's topic in KSP1 Mod Development
The Rocket Turret functions correctly, but the Missile Turret Fails to articulate towards the target, but at least launches, the Patriot Turret fails to open the pods, articulate towards the target and fire. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
dcompart replied to BahamutoD's topic in KSP1 Mod Development
I've created immobile units using the Patriot & missile launcher with the integrated radar for my contract pack and setting each unit with guard mode set to True in the .cfg leads to both these BDarmory assets to fire their missiles without animating towards the target. The missile launcher doesn't articulate and point at the target, then fire the missile. The Patriot system doesn't animate, turn towards the target, open the launch doors. Instead the missiles launch within the closed pod that is still locked in it's original position. The rocket turrets and guns work flawless though. The Team toggle in the Weapon Manager resets it's 'visual' selection when you load the craft in hanger, rather than continuing to show that a craft has been toggled to Team B it shows Team A. Is there a way that we could get a toggle to activate Guardmode in hanger? Maybe an auto-pilot for submersible? Thanks for your work! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
dcompart replied to BahamutoD's topic in KSP1 Mod Development
@BahamutoD Do you think that you could hook in your Modular Missile Guildance Module into the Weapon Manager Module? Then we could create AAM/ATG/Cruise missiles, bombs etc that we could fire through Weapon Manager, also it would allow AI Guard Mode Firing of these creations! I saw some of your upcoming content in your videos... really exciting. I'm having a blast making a contract pack with your mods: -
[1.0.4] Kerbin on Fire Military Contract Pack [v0.1] [07-27-15]
dcompart replied to Volwen's topic in KSP1 Mod Releases
Thanks! I've made around 13 missions so far, the problem I'm facing is making sure that the missions aren't overbearing for people's PCs, I have an AMD 295x2, but KSP doesn't seem to be AMD friendly as it is with Nvidia. I've been able to get enemy jets to spawn with their AI modules & engines ignited so that they can automatically take off and shoot me down on spawn so I'm pretty excited! I made the the PirateSwarmMod for Star Citizen, but since they blocked modding I have been itching to work on some other games. Bored Gamer did a review of the mod: https://www.youtube.com/watch?v=so6X2Eb53Yw -
I couldn't figure out how to get the HUD to turn on, but it was my fault for realizing the absurd amount of detail and functionality built into the cockpit, I flipped the HUD switch and voila, a sight of beauty showed up on my screen, really cool start up! I'm having though some severe issues unfortunately as I can't take off without stalling because my nose flips violently, if I use a stock MK2 cockpit, no issues. Not sure what's going on. Any ideas?
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[1.0.4] Kerbin on Fire Military Contract Pack [v0.1] [07-27-15]
dcompart replied to Volwen's topic in KSP1 Mod Releases
Thanks! I appreciate your continued hard-work on this project while going to school! -
[1.0.4] Kerbin on Fire Military Contract Pack [v0.1] [07-27-15]
dcompart replied to Volwen's topic in KSP1 Mod Releases
@Volwen I've been solely been wanting to play military missions for BDArmory and was excited to come across your mod as it resumed the desire of the an earlier BDArmory military contract pack that was outdated and bugged in new versions. Unfortunately, some of the missions I've completely are not allowing subsequent contracts from showing up, it's like the chain became broken and I can't continue on. There's also the issue that when there's so many contracts in the list, some of the military missions do not show up. Is there a way that I can prioritize the military missions while maintain the progressive mission style? @BahamutoD one thing that frequently was an issue was that even though I annihilated my targets and parts flew everywhere it was nearly impossible to complete objectives because I couldn't destroy the BDWeapon Managers. I ended up dropping the crash tolerance of the weapon manager from 60 to below 30 so that I could complete missions after successful strikes, with the majority of parts having a crash tolerance under 10, 30 seemed reasonable. Not really related, but for some reason I can't get the Cruise Missiles to work in the new mode, whereas they work flawless in Legacy Targeting. Is there a new way to use them? @Volwen I wouldn't mind adding additional missions to KoF for just myself & brothers that are also obsessed with everything BDArmory. What would I need to do to create more missions? Just duplicate kof12.cfg, rename it kof13.cfg, then change the CONTRACT_TYPE name to kof13, then change the requirement REQUIREMENT contractType to kof12? This would generate an identical mission to kof12, but then I could change the rewards, the failures, I could change the craft file to spawn and the location? How do you find location? Do you just land/drive/walk somewhere on the map and open the debug menu to see the lat, lon & alt? Do rovers move on their own because the BD AI Pilot module was activated when you built the crafts in the SPH or VAH? BDArmory Best KSP Mod! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
dcompart replied to BahamutoD's topic in KSP1 Mod Development
Does this continue to work with version 1.0.5? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
dcompart replied to BahamutoD's topic in KSP1 Mod Development
Ok so I think I have Guard Mode now working on my Base Defense units. It looks like I have to get out of targetable range, 2000 meters before changing teams. Is this intentional? @BahamutoD -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
dcompart replied to BahamutoD's topic in KSP1 Mod Development
Also having an issue where guard mode doesn't work. -
[1.0.4] Kerbin on Fire Military Contract Pack [v0.1] [07-27-15]
dcompart replied to Volwen's topic in KSP1 Mod Releases
Thanks for the info, I will keep on the look out for your next release! -
[1.0.4] Kerbin on Fire Military Contract Pack [v0.1] [07-27-15]
dcompart replied to Volwen's topic in KSP1 Mod Releases
Volwen, I've downloaded your contract pack for 1.04, it seems like the AI aren't attacked, but I might not be far enough into the missions, one problem though is that I'm not getting anymore missions, I bombed the Island, its like the 3 or 4th mission and now I'm not getting any more missions.. Do I have to complete missions outside of your contracts to continue or should your missions come one after another? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
dcompart replied to BahamutoD's topic in KSP1 Mod Development
@BahamutoD, Great Mod! I hope you will be updating to KSP 1.0 very soon! -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
dcompart replied to ferram4's topic in KSP1 Mod Releases
@ferram4 Hello, I created a robotic arm with [0.25] Magic Smoke Industries Infernal Robotics - 0.19.2 I talked to sirkut and he said, . Then I see you're Kerbal Joint Reinforcement mod. Is there anyway that I can add any more rigidity to my creation? The joints are breaking but everything is springing around like a mess. Whenever I really wanted rigidity, I use Quantum struts, but it doesn't work well with robotics.- 2,647 replies
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- kerbal joint reinforcement
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