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badboyz31
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Everything posted by badboyz31
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Well, you are not the only one. It seems like since update 1.7.0 and above has broke some of the toolbar-dependent mods.
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[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
badboyz31 replied to linuxgurugamer's topic in KSP1 Mod Releases
Well, the color used to be reproduced in KVV, although the actual coloring may not be accurate. I have much worse problem though. Currently on 1.7.2 and the KVV icon does not appear at all. -
bump it up, can't wait to see the aircraft carrier again.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
badboyz31 replied to BahamutoD's topic in KSP1 Mod Development
I get that too, but only for some aircraft which uses a lot of parts (I think, AI still having difficulty in controlling large aircraft with slow response) Isn't 20 km seems to be a bit far? In my experience, 10-11 km is the max to keep the system going. It could be the physics range limitation (as I recalled it have been mentioned by BahamutoD somewhere before) -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
badboyz31 replied to BahamutoD's topic in KSP1 Mod Development
Did anyone here tried P.E.W.'s weaponry? these bombs are so sweet!! And off course, thanks to BDArmory. And if you want to, feel free to check out my aircraft and demo video: -
Thanks for the CVE addition. Anyway, I had a hilarious moment with it. I tried to land an Aeris when I realized how small the CVE is (approach velocity was about 50 m/s). The next moment I realized, the Aeris was already ditched nearby
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P.E.W (A BDArmory Addon)Reactivated Development
badboyz31 replied to LORDPrometheus's topic in KSP1 Mod Development
Killing kerbals with their own hands, why not. Thanks Lord Prometheus for the update. After testing the daisy cutter, I could destroy almost entire KSP complex with two of them. Maybe nuclear warheads goes next? Here's the quickly-made video about the BLU-82 (sorry for the low quality and glitches) -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
badboyz31 replied to bac9's topic in KSP1 Mod Development
Ah, I see. Okay then, it's time to modify my aircrafts to accomodate the new settings. I didn't follow the development posts before. Anyway, thanks mate . Anyway is there any chance in the future that elliptic wing model would be incorporated -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
badboyz31 replied to bac9's topic in KSP1 Mod Development
Hmm, yep I agree with you about the control surfaces (and thanks for the enlightenment). However, is there anything to explain why the physics of my aircraft changed after updating the B9PW to the latest version? I mean that I could notice the difference in the pitch moment required before and after updating. I don't mean the update if bad, but I am curious if the physics of lift calculation has changed between these versions. Anyway, is everything OK in my log above? -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
badboyz31 replied to bac9's topic in KSP1 Mod Development
Okay got it, will report back soon. Updated : Thanks mate The stiff rotate problem is fixed now (my bad of not deleting the old B9PW). The moment still feels heavier (compared to the last B9PW), and the drag also increased (but that could be just myself). I tried to change the horizontal stabilizer to the all moving control surface and the result is quite bizarre. Using the all moving control surface, my aircraft feels as agile as a fighter. To me it seems like the standard control surface have less control, but I am still not sure about it yet. And here's my latest log https://www.dropbox.com/s/mqt26adwrigouyh/output_log.txt?dl=0 -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
badboyz31 replied to bac9's topic in KSP1 Mod Development
Okay here it is http://www.dropbox.com/s/mqt26adwrigouyh/output_log.txt?dl=0 -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
badboyz31 replied to bac9's topic in KSP1 Mod Development
Ok, so here's the screenshot taken when I used the latest version of B9PW (it's unrealistic 100+ m/s on the runway and I am still kissing the ground) and these were when I still the fork B9PW (after reaching about 50 m/s I can rotate and slowly climb): The thing is, with the new B9PW, my aircraft does not have the same reaction (altough the location of CoL is does not change). I also think that the location of the CoL is somewhat misleading, I mean with that small horizontal stabilizer, the CoL moved that far. About the output_log.txt which part should I upload? The size of the text file is quite huge. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
badboyz31 replied to bac9's topic in KSP1 Mod Development
Uh, I just want to ask if there is anything changed regarding the physics of B9PW. I previously built an aircraft using the B9PW-fork. The aircraft was nose heavy (aerodynamic center is quite far behind CoM) but it still responsive to pitch up control. But with the latest B9PW, my aircraft can't even pitch up to leave the runway. So far I have been using B9PW without FAR (as far as 0.90) and no such problem occured. Is FAR has become a must now for running B9PW? -
Please try updating your BDArmory version to 0.8.3 (latest as of now). The turret tilting bug disappeared right after updating. Maybe it was a compatibility issue. If you are not sure, try to use another installation of vanilla KSP (that is, without any mod) and add only BDArmory and SpannerBoomsticks just to make sure if it's working fine, and then add your mod one by one to figure out which could cause the trouble.
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Please be patient man, the upgrade from 0.90 to 1.0+ involves a lot of changes. I am also a basic KSP user so I don't know how long it might take, but even B9 mods are only partially updated and still in progress. So let the devs do what they do. Plus, we wouldn't know if the next update would pops out (there was a KSP dev post about experimental period of 1.0.3).
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
badboyz31 replied to BahamutoD's topic in KSP1 Mod Development
Well, my apology if my quote was rude, but I had no mean to offend you at all. I understand that everyone have their own "preferences", and I didn't know about the missile code would not allow torpedo to exist (AGM-86 is actually a kind of air torpedo for me). Anyway, sorry for the mess, and thanks for explaining. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
badboyz31 replied to BahamutoD's topic in KSP1 Mod Development
Actually I prefer more of naval weaponry, maybe underwater torpedo. -
Nice, at least we know that this mod is not dead. Thanks, hoodedarche0, and keep up the good job InfiniteDice.
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Okay, here's the cfg files for PART { // Kerbal Space Program - Part Config // // // --- general parameters --- name = UD4MinigunBallTurret module = Part author = Spanner model / Code plugin BahamutoD // --- asset parameters --- mesh = model.mu rescaleFactor = 1 // --- node definitions --- node_attach = 0.0, 0.02763486, 0, 0, 1, 0, 0 // --- editor parameters --- TechRequired = precisionEngineering entryCost = 2100 cost = 950 category = Utility subcategory = 0 title = UD4MinigunBallTurret manufacturer = SM Solutions description = A 8 barrel 30x173mm rotary cannon the standard version that doesn't empty a magazine in one shot. Designed to fit under the nose of the UD4 but has found use cutting the grass around KSC // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,1,1 // --- standard part parameters --- mass = 0.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 25 maxTemp = 3600 stagingIcon = SOLID_BOOSTER MODULE { name = BahaTurret //fireKey = mouse 0 fireSoundPath = BDArmory/Parts/gau-8/sounds/GAU8Cannon overheatSoundPath = BDArmory/Parts/gau-8/sounds/GAU8End oneShotSound = false autoReturnTurret = false hasFireAnimation = true fireAnimName = fireAnim9B spinDownAnimation = true yawTransformName = aimRotate pitchTransformName = aimPitch roundsPerMinute = 3900 accuracy = 5 bulletMass = 4.25e-4 bulletVelocity = 983 ammoName = 30x173Ammo requestResourceAmount = 1 maxTargetingRange = 5000 bulletDrop = true projectileColor = 255, 20, 0, 205//RGBA 0-255 startColor = 255, 30, 0, 160 shellScale = 0.66 autoLockCapable = true minPitch = -95 maxPitch = 1 yawRange = -1 onlyFireInRange = true rotationSpeed = 6 instakill = false maxHeat = 3600 heatPerShot = 36 heatLoss = 900 tracerStartWidth = 0.22 tracerEndWidth = 0.01 fadeColor = true maxEffectiveDistance = 1000 } } PART { // Kerbal Space Program - Part Config // // // --- general parameters --- name = HAalphaDual105s module = Part author = Spanner model / Code plugin BahamutoD // --- asset parameters --- mesh = model.mu rescaleFactor = 1 // --- node definitions --- node_attach = -0.0, 0, 0.0, 0, -1, 0, 1 // --- editor parameters --- TechRequired = precisionEngineering entryCost = 2100 cost = 3500 category = Utility subcategory = 0 title = HAalphaDual105s manufacturer = SM SOlUTIONS description = A surface mounted dual 105mm gun. Slow ROF but huge impact, complete with limited on board ammo // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,1 // --- standard part parameters --- mass = 12 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 25 maxTemp = 3600 stagingIcon = SOLID_BOOSTER MODULE { name = BahaTurret weaponType = cannon rotationSpeed = 0.2 fireSoundPath = BDArmory/Parts/m1Abrams/sounds/shot overheatSoundPath = BDArmory/Parts/50CalTurret/sounds/turretOverheat autoReturnTurret = false hasFireAnimation = true fireAnimName = fireAmim7a spinDownAnimation = false yawTransformName = aimRotate pitchTransformName = aimPitch roundsPerMinute = 6 accuracy = 25 bulletMass = 8.35e-3 bulletVelocity = 1650 ammoName = CannonShells requestResourceAmount = 1 maxTargetingRange = 6000 bulletDrop = true projectileColor = 255, 247, 0, 255 cannonShellPower = 8 cannonShellRadius = 40 minPitch = -2 maxPitch = 30 yawRange = -1 onlyFireInRange = true maxHeat = 3600 heatPerShot = 60 heatLoss = 740 tracerStartWidth = 0.8 tracerEndWidth = 0.01 maxEffectiveDistance = 5000 } RESOURCE { name = CannonShells amount = 40 maxAmount = 40 } MODULE { name = TweakScale type = surface } } I copied everything directly from each of the .cfg files
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Let's bump it up. Hopefully boat parts will be updated soon. One of my favorite mod in 0.90.