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KSP2 Release Notes
Everything posted by gomker
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1.3 Release https://github.com/PapaJoesSoup/BDMk22Plugin/releases/tag/1.6.0 Make sure to get the latest ASET and RPM Raster Prop Monitor https://github.com/Mihara/RasterPropMonitor/releases ASET Props https://spacedock.info/mod/1204/ASET%20Props https://spacedock.info/mod/1213/ASET%20Avionics Thanks for the help updating
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
gomker replied to EnzoMeertens's topic in KSP1 Mod Releases
Hey Enzo, I would love to collaborate on this more, Spanner and I work on BDA and Boat parts together, this would be very interesting integration. Send me a PM if you like.- 735 replies
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Has anyone been able to get the Agents.cfg to work for a custom mod? I have defined a Localization file, added "title" fields and set the #autoLOC_ fields for my custom values but it will not show up in the manufacturers tab anymore. This was working of course pre-1.3, only extras are the Localization fields. Regards,
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I'd like to see If I could help out with that, but we would need to setup a proper collaboration on Github if we could
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I recompile mine on my own, but waiting to see if @harpwner is OK with anyone publishing updates. Currently the source is included in his downloads but not maintained on Github as far as I know so I cannot make a true fork without express permissions.
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You know more than I do on this subject, I know nothing about part modeling and shaders. All I did to get this to work was take the existing shaders and update them in unity to get the proper format for loading in 1.2 - I reused methods from BDAc Code (I am on the BDA Team and JR wrote the original code). Our main part Modeling guy (SpannerMonkey) did not have any ideas on how to get it working any better. If you can figure out the proper shaders I will update them to whatever you think they should be
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There used to be underwater terrain effects, among others, is that still in this mod or moved to SVT? Been searching both threads without much mentioning. Thanks
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FYI - these are the new homes for BDArmory https://github.com/PapaJoesSoup/BDArmory/releases
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If anyone is interested in helping me test I published a draft release for this update https://github.com/gomker/AirPark/releases/tag/v0.1.5.5 Couple of things to note - The ToolBar functions are *not* fully functional and still in dev. I did not have any problems parking over water or weird movement. If you do run into issues let me know the scenario you used to set it up so I can try and recreate. Thanks
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Hey there, sorry for the late response, been out of pocket for a bit, had to rebuild my rig. I recall I was working on this issue and thought I had fixed it. I am recompiling and getting my debug setup redone and will let you know as soon as I can test / verify. As for the source, you may try my "devbranch" it has more up to date code, but it should be merged with master as soon as this is sorted
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There is a template craft in a folder called /Crafts under the BDArmory directory named " BDA - TestPlaneAI - v3.craft " Can you load that up and see if the problem still exists. The issue you are describing was worked on in the previous release under this issue //Edit Actually this has this fix was *not* released just yet, I just checked the change log.
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@Astrofox @SaintWacko I can confirm I was able to recreate the issue. Bug back from the dead. I've opened this to track https://github.com/gomker/AirPark/issues/6
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I don't know how to update CKAN - its reading right from Spacedock, but I have noticed it has both "Airpark" and "Airpark Continued" in its lists Can you confirmed you have the "Airpark Continued" version or manually install from this location - http://spacedock.info/mod/936/AirPark Continued
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@Shadowmage I agree with Spanner , no one on the team has been actively working on ALG, we have been focusing on the core BDArmory functionality in our coding efforts and I would have no objection to your taking it over and merging with KF. It makes sense, this belongs with the wheel experts Regards,
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Check out AirPark , designed to park boats and large vessels in atmosphere.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
gomker replied to ferram4's topic in KSP1 Mod Releases
Issue has been brought to Ferram's attention here https://github.com/ferram4/Kerbal-Joint-Reinforcement/issues/14- 2,647 replies
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- kerbal joint reinforcement
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In the interest of keeping everyone from asking about ALG, this is part of the latest research in fixing the wheels Shadowmage is doing some very complicated work with his KSPWheel API - please do not bother him with questions about ALG unless you have something to actually contribute in terms of code or part modeling. His new API will allow a way forward in fixing our problems however, without the original assets it will be a long way off.
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@Azimech @SpannerMonkey(smce) has been adding some features to DestructionFX (maintained by @jrodriguez) for boats since there was much overlap with this plugins' capability. I would suggest that any missing features be requested in the GitHub issues.
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Also we are discussing the finer details about missile accuracy here https://github.com/PapaJoesSoup/BDArmory/issues/82 figuring out what needs to be tweaked