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DoctorDavinci

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Everything posted by DoctorDavinci

  1. RPM isn't our mod, however all the hooks are there for that information to be displayed .... all it takes is for someone who knows how to make stuff for RPM to use it Perhaps that person could be you
  2. Hi all So it has been 2 years since the BDA team assumed support of BahamutoD's amazing BD Armory and a lot has happened in 2 years... This is a little video of the git history of BD Armory. We all thought you might like to see it ........ (video courtesy of @jrodriguez)
  3. well the CoL could be moved forward a bit so but overall it loks like it sould fly ... the control surface authority is likely the issue you are having You can also try playing with the gimbal limit on the engines as that will also have an effect on the rear end flapping around
  4. So this is all related to your craft design Check your flap authority on all your control surfaces .... the rear conrol surfaces have about a 40 degree angle against the direction your craft is travelling, no wonder your rear end is flapping in the wind I suggest checking out the craft exchange or kerbalX to see how others build their craft since there is a right way and a wrong way This is a design problem, not a pilot AI problem .... for the most part your craft looks sound as it has level flight when the rear control surfaces arent at a high angle of attack Reduce the authority on them should solve part of your issue Another thing to bear in mind is that you should only have one axis able to be conrolled per set of control surfaces ... meaning it's either pitch, yaw or roll - don't have more than 1 unless you have reached an advanced form of aircraft design Hope this helps
  5. My suggestion is to open the KSPedia and read the BDPedia/manual .... lots of information in there regarding the operation of BDAc Also be sure you have installed Physics Range Extender
  6. Well BD Armory is an easy fix .... go to the OP of the BDAc thread and click on the github releases link then scroll down the list of BDArmory releases until you find the version that is compatible with your KSP version We've done 38 releases in the past 2 years, more than double the versions of KSP in the same time so finding a version that works shouldn't be all that difficult
  7. So when you go to load a vessel in the SPH/VAB, click on the vessel you want to delete and click the delete button instead of the load button If the vessel has "(stock)" beside its name then go into the ships folder in your KSP directory and delete the craft file directly .... craft from the SPH will be in the SPH folder and craft from the VAB will be in the VAB folder Contrary to what you have been told about module manager caches above, this is not needed in this case .... you only generally need to delete those files when updating mods
  8. Textures can be a pain ... DCK covers like 18 mods including stock and I had to do a number of custom textures for all the parts
  9. Yes, you would need to add a texture but that is super simple to do and deosn't really add much in the means of space taken in memory
  10. Looks like Kopernicus is the issue However to be fully sure we need the KSP.log (found in your KSP directory) Be aware that Kopernicus is version locked meaning you must have the proper version for your KSP version ... also Kopernicus hasn't updated to KSP v1.4.x yet as far as I know so if you're running Kopenicus in 1.4.x then that is your problem May help to read the threads of the mods you have installed as they will contain this sort of information
  11. @Skyer @Murican_Jeb - just an fyi that there is work being done on the lower calibre bullets as well as some of the penetration code so making your adjustments may end up being an excercise in futility Just thought I'd give you lads a heads up on that so you don't go do a bunch of work and then find out that what you changed was changed
  12. This might be of interest to some of you Also @canisin, you can change the texture in the part config in the MODEL section MODEL { model = BDArmory/Parts/agm-86Cruise/model texture = texture, OrX/Parts/TMTSNBN/texture2 scale = 1.0, 1.0, 1.0 } if you have questions feel free to pm me
  13. @Lego_Prodigy watch this ... it gives you a visual example of how to land on Laythe oceans Craft design is a huge part
  14. Wrong version of BDAc for your ksp version, forcing opengl or a borked install The purple tracers come from either forcing opengl or using an older version of BDAc So first thing to do would be to confirm you have the proper version of BDAc for your KSP version (download links in OP of this thread) and also install Pysics Range Extender (download links in the OP of this thread) then run the game without forcing opengl If you then continue to experience this issue then we will need a copy of your KSP.log in order to figure out what is wrong and how to fix it for you ... KSP.log can be found in the same directory as the KSP x 64.exe and best practice is to zip the file and upload the zip to a filesharing service so the team can look at and search through the log to find out what is what Ping me (put an @ in front of my forum name) if you need further assistance
  15. It's not a bug, it's a feature What is happening when you launch is that all landed vessels are having adjustments made to their altitude so that they do not crash through the surface when loading This feature was developed to get around the exploding vessel bug that was occurring when vessels are placed at over the stock ground loading distance (15 to 20 km)
  16. So the TWS is not a space radar On the subject of space, BDAc is not set up to work in space as of yet .... we have made inroads to this end but there is still much work to be done Please stand by
  17. This is due to KIS removing parts from unoccupied seats when you launch Hardcoded ... no way around it from what I can see other than the code being changed
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