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Everything posted by gomker
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I got you on that however, it spams the logs making it more difficult to debug issues from new builds of BDArmory along with other weapons packs. I worked around it by creating that folder and copying config. I can see the logic in that. Personally I was only looking to rescale certain guns , like the dual .50Cals to make them fit my smaller boats better, making them more "kerbal" sized. I did see another error in the log related to BDArmory - I am running the latest build from Git [LOG 14:38:30.849] PartLoader: Compiling Part 'NAS/Parts/IJN/NAS_CA_203x2_IJN/NAS_CA_203x2_IJN/NAS_CA_203x2_IJN' [ERR 14:38:30.861] Invalid float value! Field maxDeviation, value 0.0005f on object of type BahaTurret.ModuleWeapon
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@Acea Hello there , thanks for all your work, you have some great parts. I am testing a few things for Large Boats Pack and whenever I look at the logs I see many errors that seem to referencing old paths you may have had in previous builds [LOG 13:43:05.309] start load DepthChargeSettings [WRN 13:43:05.310] File 'GameData/ASWeapon/settings.cfg' does not exist [EXC 13:43:05.311] NullReferenceException: Object reference not set to an instance of an object AntiSubmarineWeapon.DepthChargeSettings.Load () AntiSubmarineWeapon.DepthContorllerApplicationLauncher.Start () Just wanted to let you know. Also as a feature request, is it possible to make your weapons tweakscale compatible? Sometimes I would like to shrink - to - fit certain weapons that may not have been designed for certain boat parts. Thanks again
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@SpannerMonkey(smce) Our conversation about resource density gave me an aha! moment. Not sure what mod installed it, but Community Resource Pack somehow made it into my GameData folder (CKAN Be damned! , even though I do like it) It had a "water" resource conflicting with your "water" resource, it was set to density = 0.0010000000 Thus causing my Sub to float like a dainty butterfly, removed and all is well again. I know I was the only one reporting this issue, but I would suggest to change the resource to something less common in your pack to not conflict, maybe something like "BallastWater" or "SeaWater" Thanks for putting up with my bug reporting.
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@SpannerMonkey(smce) I currently use the latest VesselMover to deploy everything. The boat does move, gets up to 30 m/s as it skims atop the water Sending you a PM with log download link. @TMasterson5 I have been two timing on sub parts they are both so great. I would like to use the Polaris missile with both, but I cannot get the attachment nodes to work right on the LBP Sub VLS. Not sure if its the Nodes on the VLS or the Nodes on the Polaris.
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@SpannerMonkey(smce) I run quite a bit of mods (up to 45 now) will that be an issue for you? I can run one from a cleaner install if preferred. @TMasterson5 's Sub-Parts are sinking for me at the moment Also had an idea for an additional feature for the the parts. What about when they take damage they take on Water to allow for sinking. Maybe something like some % additional Heat to part adds water for sinking. I think another mod had a similar feature, but it would add some realism to the boat aspect. Just a random thought.
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@harpwner Was testing the new version of BDArmory and it seems to have broken some of your parts. The B-61 and B-83 just crash and do not go nuclear. However the nuclear valentina did work I saw the following in the log and it looks like a recompile may be needed as some references may be altered [ERR 17:54:27.995] AssemblyLoader: Exception loading 'NorthKerbinMod': 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 'NorthKerbinMod.ModuleNuclearExplosive' from assembly 'NorthKerbinMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.IO.FileNotFoundException: Could not load file or assembly 'BahaTurret, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'BahaTurret, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' System.IO.FileNotFoundException: Could not load file or assembly 'BahaTurret, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'BahaTurret, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
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Only thing I changed was the new build of BDArmory. I was just looking at the logs and I think NKD will need a recompile. I will pop in that thread to let them know [ERR 17:54:27.995] AssemblyLoader: Exception loading 'NorthKerbinMod': 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 'NorthKerbinMod.ModuleNuclearExplosive' from assembly 'NorthKerbinMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.IO.FileNotFoundException: Could not load file or assembly 'BahaTurret, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'BahaTurret, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' System.IO.FileNotFoundException: Could not load file or assembly 'BahaTurret, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'BahaTurret, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
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@TMasterson5 Not sure if you heard that BDArmory is being updated now with a new team I was testing a few things with the latest build and noticed your Polaris no longer goes nuclear. I haven't tested @harpwner stuff fully, just wanted to FYI
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@SpannerMonkey(smce) Going to grab the update now. I decided to test submarines again, now that I have Air-park I can use the stuff I make. I remember you updated the water quantities and bouyancy, but my sub still floats like a cork even with 4 full ballast tanks and water at 100%. No tweak scaled parts as well. I recently deleted may part config after reading about the caching - I will try again after downloading the update
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[1.4.X] SM Marine, Version 0.9.9.3 KSP xx PSA important
gomker replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
@SpannerMonkey(smce) I think the latest update of Airpark (https://github.com/dunclaw/AirPark) may have broke the anchor in SM Marine that has the plugin enabled (KAS Auto Anchor IV) The anchor has no options when right clicking on part I can confirm the anchor from airpark is functional -
@SpannerMonkey(smce) It looks like the Left and Right hatch work ,but not the middle one. I do not have IVA's but the Spaces are listed in the directory - I believe I am running your latest update Working Not working example It is the same ship at the same time, but it was hard to get the angle the same
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Yep, The part I was testing was the "LBP smBridge3" I gotta have 4 tabs open to update all the stuff I find Let me know if you need more info, I want to make sure I am reporting bugs clearly and not being a nuisance
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@SpannerMonkey(smce) Sounds good, I can see how that would work in real world. I suggest this may be an enhancement request for BDArmory in that you could put a descriptive name of the module function. i.e. in the module window it would says "SS Anti-Missile" Radar / Targeting
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@SpannerMonkey(smce) I recall some discussion before about IVA in the bridges. I can transfer crew to other command modules but I cannot EVA. It says the hatch is obstructed.
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[1.4.X] SM Marine, Version 0.9.9.3 KSP xx PSA important
gomker replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
@SpannerMonkey(smce) Are the Crew hatches still in Dev? When I try and use them it says the module is full and I cannot transfer crew from other command modules. -
@SpannerMonkey(smce) Started my boat building again and was looking for any weapons bugs The SolidState Anti-missle turret is showing up in the "Modules" section 2 times. One option brings up a "FLIR" window , which hijacks the current FLIR if enabled, the other brings up a Radar window. Screen shot here
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@SpannerMonkey(smce) Sorry about that , should have been more clear, I meant the Anti-Ship Missile from the BoomSticks weapons pack. As I was playing around with launching looking at the debug log in game the missile did launch when I did something , but I cannot replicate at the moment. I am with you on the clipping, if the Harpoon is working its the most likely culprit. I've been meaning to fire up Visual Studio and start to get serious about contributing fixes to mods if I can. I have some coding experience, just need to familiarize myself with Untiy/KSP
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@SpannerMonkey(smce) Adding to the interesting Action group I just used your VLS Hull and your Harpoon Missiles fire with Action group but your ASM's will not. I need more debug info I think - is there any way to turn up logging? Also noticed when I activate the generator for the "Small Hangar Structure" it is generating Liquid Fuel Do you use anything else to bug track, like github issues? Or do you prefer them in forum messages? Thanks
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@SpannerMonkey(smce) Thank you sir, that was a bit of a duh moment when I saw that pic. Something interesting happened when constructing my Zumwalt ship. The BD Weapon manager was detecting everything *but* the VLS Missiles. The weapon manager was on the bridge on the front and the VLS sections were in the rear. When I added a Weapon manger directly on the VLS hull part all weapons were detected. Not sure if this is a BDArmory issue or the parts blocking the detection of the weapon. Let me know if you want a sample craft and I can put it up on DB or KerbalX I see that you and others revived the BDArmory Dev (thanks for that) I am going to see if I can help track that weird "fire missile" action group issue as it is affecting anything in the Malfuncs VLS tubes @Eskandare See a few posts up, its been explained a few times I can attest that the Airpark method works for me so far.
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@SpannerMonkey(smce) Stupid(ish) question. You have a screenshot on how to use the Modern Hull VLS-Section - I don't quite understand how to use this in construction. Thanks
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That anchor works great! Who made this awesome thing? I need to buy them a beer! This should be on the top level of every Boat Pack Thread or bundled with every Boat mod.
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Thanks for the update , your unofficial bug tester is back I just noticed an odd issue with the GD_XM301 Gatling Gun - I't says it s .50 Cal however only a few shots will destroy the Tower, VAB and Hangar. Seems a bit over powered, is that by design ?
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Researching this a bit a month ago I found people saying using FAR fixes the boat launching issue. I tried it and confirmed that something in FAR keeps it from occurring. I removed FAR after awhile because I find the realism bump too much.