-
Posts
2,810 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by DoctorDavinci
-
The Grand Parachute Discussion Thread
DoctorDavinci replied to MaverickSawyer's topic in KSP1 Discussion
-
Bahamuto Dynamics Armory Continued addon list
DoctorDavinci replied to Dimas152's topic in KSP1 Mods Discussions
-
That is part of another mod I am working on ... still a ways away until that is ready for release As for the legs, didn't notice ... what the Kerbals legs are doing is totally the animation and nothing I am doing
-
SM Para Motor A mod that adds a Para Motor for your Kerbals ... Requires Kerbal Inventory System (KIS) Download link: https://github.com/DoctorDavinci/SM_ParaMotor/releases Licensed under GPLv3 All credit goes to @SpannerMonkey(smce) for the idea and the part
- 12 replies
-
- 15
-
-
Well you could read the manual ... Open up the KSPedia and start reading (lower right hand corner of the screen ... button that looks like a book) There are a bunch of entries in there that I tend to refer to it as the BDPedia ... Lots of info on how BDAc works in there
-
[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
DoctorDavinci replied to tetryds's topic in KSP1 Mod Releases
Telling us the mods you have in your install is all well and good but it doesn't really help in regards to diagnosing your issue Please upload your KSP.log to a file sharing service and post the link here so that those in the know can take a look and perhaps solve your issue ... KSP.log is found in the main KSP directory, this contains much of the information that any of us would need in order to figure out what is up with your KSP install Please read the following post where the info on how to help us help you is found -
I agree ... although it would be better if the KSP modding community would just stop bundling avc with every single mod Can't hold the user accountable when it's 3/4's of the modders out there are bundling avc with every mod they maintain
-
bd armoury not working
DoctorDavinci replied to mumbo jumbo's topic in KSP1 Technical Support (PC, modded installs)
Reading the instruction manual in the KSPedia is the first place you should start -
-
No, the new AI is in our latest release (released last night ) .... BDAc v1.2 for KSP v1.4.x There will also be a new mod in the coming days called Enemy Mine ... Brings land mines, naval mines and depth charges to the mix
-
If you launch a missile said missile becomes a separate vessel and KRASH is not set up to simulate more than one vessel at a time Nothing we can do about that as KRASH is not a mod that is maintained by the BDAc team
-
Actually it does not say released 'for' KSP v1.4.2, it says 'Compatible' with KSP v1.4.2 As for your question, it should work just fine ... if it doesn't then there is an easy solution to fix it which is to upgrade to KSP v1.4.2
-
How to do anything on water?
DoctorDavinci replied to Lego_Prodigy's topic in KSP1 Gameplay Questions and Tutorials
Well you could make an amphibious rover Fer example (only mods used are DCK for the paint job and mechjeb for the driving ... all stock parts) -
@Juanlu16 - Please consult the in game KSPedia for detailed instructions on the operation of BDAc On another note the team has released BDAc for KSP v1.1 .... please read first post of the thread for important information
-
Air Superiority Fighter Competition Continued
DoctorDavinci replied to exbyde's topic in KSP1 Challenges & Mission ideas
Just a PSA: BD Armory Continued v1.2 haveen released for KSP v1.4.x -
This is totally doable and should be fairly easy and painless to put together ... at least for stock parts and mod parts that use the stock moduleengines and moduleenginefx @OrionPl - this mod idea is a perfect place for you to start .... I estimate less than 20 lines of code to accomplish turning off engines when a vessel lands
-
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
DoctorDavinci replied to IgorZ's topic in KSP1 Mod Releases
@IgorZ Hi ... so I am currently heavily in development of OrX which is essentially BD FPS with enemy kerbals that chase you KIS is an integral part of OrX as it provides the functionality to equip weapons, however I am wondering if there is a not so obvious way to have a kerbal automatically equip items when it spawns (I don't see anything obvious in your code) Hopefully there is a way and I just haven't figured it out which is why I thought why not ask ... here's a sneak peek at some of my testing from earlier today, I'v brought it a long ways already but would love to have some of your input -
Make these two female Kerbals stock
DoctorDavinci replied to a topic in KSP1 Suggestions & Development Discussion
So just an observation ..... when you are in sandbox mode go to the astronaut complex and hire all the kerbals shown, then leave and enter the complex again then hire all the kerbals again Do this a couple times and then count the male kerbals and the female kerbals .... 3 out of 4 times will result in more females than males -
Discussion: community curated variant themes
DoctorDavinci replied to cakepie's topic in KSP1 Mods Discussions
This is totally possible .... look in the DCKinc/Camo directory and go from there ... you could change the textures with your own although it might take a bit of playing around to get them to look right Take a look at DCK and if you want to take a shot at it PM me and I'll do what I can to help ... it really wouldn't be all that hard, just take a bit of time to learn how I put DCK together (hint: the code is based off of Firespitter Texture Switching and uses the same config layout) -
Discussion: community curated variant themes
DoctorDavinci replied to cakepie's topic in KSP1 Mods Discussions
So you mean something like the Paintshop in DCK? ... already done Video is from an early version ... somewhere around 20 part mods are supported now and the textures all work nicely with each other ... also almost all of the stock parts are covered -
You shouldn't need to ... The changes that were made which require you to remove any BDAc and BDAc addon parts are a one time thing when updating BDAc to v1.1 Final from any previous versions of BDAc (v1.0.0.0 and down) Not sure what you are referring to in regards to 'dependencies' ... BDAc does not work in 1.4.x due to BDAc code needing to be adjusted, massaged and some of it rewritten BDAc not being updated for KSP v1.4.x has nothing to do with any dependency and has everything to do with the changes Squad made
-
Thanx ... Been working on a bunch of stuff lately Here's a sneak peek ... paragliding, shooting at targets whilst paragliding and scuba diving (not to mention the depth charge test at the beginning of the video)