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KSP2 Release Notes
Everything posted by DoctorDavinci
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Delay Fuses
DoctorDavinci replied to Cheif Operations Director's topic in KSP1 Suggestions & Development Discussion
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The issue lies in how shaders are done in KSP since KSP v1.2 ... there is a pink/magenta/red tinge to the camera as well as the bullets and various other shaders The team spent months trying to work out how to get the pink to go away and what you see is the end result of their work ... Unfortunately at this time what you see is about as good as you're gonna get One thing to note is that it has been found that different GPU's will show different shades varying from a pink to magenta to red DD
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Need your own thread moved or locked? Post here.
DoctorDavinci replied to Rich's topic in Kerbal Network
Would one of the moderators be so kind as to lock this thread ... thanx -
Stop talking about OrX everywhere on the forum please
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Would the two of be so kind as to NOT SHARE MY UNRELEASED MOD You are putting me in a position to be hit with copyright claims as not all of the licensing is finished and your not even supposed to have it EDIT: The OrX GitHub Repo has been deleted due to the above users letting the cat out of the bag ... To the testers who didn't say a word about OrX, I will have a new location to download test versions in the near future ... Please Stand By
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Would you be so kind as to NOT SHARE MY UNRELEASED MOD You are putting me in a position to be hit with copyright claims as not all of the licensing is finished and your not even supposed to have it
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So @TheKurgan is a BDAc team member .... Here's a piece of advice: When requesting help and a BDAc team member addresses your issue directly perhaps providing the clarification without the snarky comment is on order as addressing someone in such a manner is uncalled for ... especially when they are trying to help and wanted some clarification EDIT: The above applies to anyone, not just members of the BDAc team ... if someone is trying to help there's no need to be snarky to them Are you using a previously saved craft that is already outfitted with weapons from a previous BD Armory version? If so then this may be part of your problem ... however, as stated by my colleague above, missiles have gone through a major tuning I also should bring to your attention that you also need enough countermeasures and have to also dodge while using them ... an aircraft flying straight or just trying to get away from a missile is gonna get hit There's a concept called evasive manoeuvers, you might want to read up on that since if a person hasn't any knowledge of aircraft evasive techniques or been to a military flight school then you're gonna have a hard time dodging any of the missiles in BDAc Also, if this is related to the Pilot AI flying the craft (remember that clarification thing I mentioned) then you need to set up the AI and the craft to work together ... slapping a plane together that looks cool to you then slapping an AI on it isn't going to give you instant results On another note ... top speed of 280m/s means you don't have the ability to dodge the missile with that craft so perhaps a countermeasure or two will take care of a missile inbound but your craft is done as it doesn't have the juice needed to outrun or out manoeuvre the missile TL;DR having flares or chaff going off to fool a missile only works if you try and evade at the same time ... a duck flying in a straight line or predictably is a dead duck
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You wouldn't be trying to run koprrnicus on KSP v1.4.4 would you? If so it doesn't work in that ksp version
- 13 replies
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- ksp mod making
- ksp
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Longer runway
DoctorDavinci replied to Jack5.exe's topic in KSP1 Suggestions & Development Discussion
There are mods for that ... Tweakscale and Kerbal Konstructs -
Take Command Mod in 1.4.4
DoctorDavinci replied to Klapaucius's topic in KSP1 Technical Support (PC, modded installs)
There is always this to remove miniAVC ... should work fine as is in ksp v1.4.4 -
Take Command Mod in 1.4.4
DoctorDavinci replied to Klapaucius's topic in KSP1 Technical Support (PC, modded installs)
Use this one ... the mod changed hands and is now being maintained by another person -
Teleport to location
DoctorDavinci replied to Hotel26's topic in KSP1 C# Plugin Development Help and Support
There is a mod for that -
vehicle ID?
DoctorDavinci replied to Garthog's topic in KSP1 Technical Support (PC, modded installs)
This can happen with many vessels/flags/kerbals in play and then just killing KSP instead of exiting the program ... happens when KSP goes to do an autosave when a user clicks the little x button to close the window when playing in window ... The save gets corrupted Although what I find odd is that KSP will normally fix that issue for you and assign a new id to screwed up vessels -
Not sure about checking on whether a vessel has been destroyed without having a list and searching said list of vessels and seeing if the vessel in question is still active However, this might be useful for your purposes ... when the part (EMP Missile) is about to be destroyed it runs the specified code
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Check the license on whatever contract pack you want to revive ... general rule is if the license isn't All Rights Reserved (ARR) then more often than not you are legally allowed to relese your own version with attribution (mentioning and giving credit to the original author) and its likely you will have to keep the license you use the same as the original Search for the license of the contract pack online and read it's rules ... the license that the contract pack is released under will tell you what you are allowed and not allowed to do I recommend reading the following threads as they contain the info you will need to know in order to post the contract pack you want to make/revive