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ThiccRocketScientist

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Posts posted by ThiccRocketScientist

  1. Just now, Ger_space said:

    looks like the whole GroupCenter got lifted into the air. I'm not sure why that happened. 
    Just to be sure: You don't use any rescale mods? 
    Do you use a builtin or a  custom group for placement?

    No rescale mods, and a custom group (I guess). Is there a default altitude that it levels everything out to perhaps for custom groups?

  2. On 4/27/2018 at 5:26 PM, Papa_Joe said:

    I will need more info to be able to help you.  I've tested this in a clean install and in a heavily modded install with no issues.  So, if you can provide more detail, a log file, and steps to reliably reproduce the error I will be able to help you.

    Basically the green circle appears, said vehicle is loaded, and then is thrown below the surface at exceedingly high speeds, and instantly is completely annihilated several kilometers below the surface. This happens more with one vehicle than others, and also, at certain points and I don't know why to either of them. Mods, log and some screenshots of the dilemma. Note this also usually happens with my tanks, not planes, which have many wheels and panels.

    https://imgur.com/qLqxdLn

    https://imgur.com/a/lINTFfq
     

     

  3. 1 minute ago, XOC2008 said:

    Have you tried testing this on a clean install with just KSP and BDAc? If not, I suggest doing that. If you have enough EC, a WM, etc, then this should not be happening and I suspect there may be a mod conflict.

    I can try, I've just been wondering if this is a game/conflict issue or me doing something wrong/stupid issue, like, are you supposed to weapon toggle to action groups and use the mouse to shoot them?

    Thanks

  4. 4 minutes ago, XOC2008 said:

    Your response actually does not contain any information pertinent to what @TheKurgansaid. Even if you are controlling the weapon, if the WM gets destroyed, or the EC is drained due to damage/destruction of parts, the weapons will cease to function.

    I'm well aware, however, that is not what is happening. For instance, if a rudder is shot and poofs away, my machine guns will toggle off and I have to action group all my weapons again and so on

  5. 6 hours ago, TheKurgan said:

    I have not seen this phenomena in all of my extensive testing. I have had tanks (that I built) have nearly everything blown off (tracks, armor panels, reactors, fuel tanks) and keep firing back.

    As long as the Weapon Manager, a power source, a command part (with antenna), and a weapon (with ammo) are still intact and physically connected to each other, the tank continued to fire back. 

    If either of these gets destroyed, the weapon should deactivate.

    yeeeah but if I'm controlling it cause I like doing the firing not the bots. It's happened in all my versions of BD Armory and in the past, don't know whats wrong with my game but I asked it before (like 1.1.2 or something) and got an indecisive answer about why it does it.

  6. So this def isn't as easy as the old Texture Replacer, but obviously better. My heads show up in game, but it doesn't load the textures (Has the names, shows the boxes in the interface) and if they are applied, it is just the default head on the Kerbal. What the hell am I doing wrong (which is probably a lot)?

    Thanks

  7. Ok, a little help please.

    Any of the mole hab things, seem to be partly broken for me.

    Instance, I wish to store 3 kerbals in the garden hab, with a command capsule on top. I take a kerbal, put him in the CM, and then try to transfer him back to the botany lab - but it says it is full, and goes for other MOLE and habitats too.

    Basically, I cannot transfer Kerbals back into the labs...

    Thanks,

    Fritz

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