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KSP2 Release Notes
Everything posted by DoctorDavinci
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Actually Baha was the one who removed its functionality back before KSP v1.0.5 (over 2 years ago) as it didn't fit in with what he envisioned for BDA at that time
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@dundun92 so this hp/armor editor issue in this challenge has shown me that I am going to have to make a challenge host hp/armor reset button to change the hp and armor values back to stock values if they have been modified by the editor ... I'll end up adding it into DCK FutureTech since that is where the editor went Having an editor out in the wild without a reset button can lead to a bit a shenanigans ... adding a reset would save you and other challenge hosts some frustration methinks This is actually part of the reason that the editor was not included in BDAc as it has the potential to cause a lot of problems in relation to challenges and such ... Also why I deleted the repo and removed all the links to it, so that it can't be used for nefarious means The current one that is out there will only work for BDAc v1.1 Final for KSP v1.3.1 and will not be functional for any other version of BDAc or KSP going forward
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Ummm, the issue isn't that it may be considered as a way of bypassing the no editing of craft files rule ... More along the lines of the fact that it is a mod and there are only 2 mods allowed for this competition and the hp/armor editor is not one of them BD Armory Continued v1.1 Final (for KSP v1.3.x) and Airplane plus are the only alowed mods according to the OP which means if you use the hp/armor editor you are breaking the rules for this challenge As for the BD icon ... My original intention was to have it included in BDAc but we decided that it would not be included and instead be set up as it's own mod which I then decided to just put it in DCK FutureTech along with the manual GPS entry deal and other shenanigans I created ... The Icon no longer has the BDA symbol overtop of a heart , it now has DCK over a heart On another note, DCK no longer contains accessible parts and now is only a standalone texture switching deal for the Camo and other textures included in it ... The parts that still remain in it will be removed in the next update as all parts have been moved to DCK FutureTech (Shields, Active Camouflage, YCSM Stealth, Hunter/Killer Satellite, Hammer of Dawn Satellite, GPS tracking and logging Satellite, NanoTech Repair System, Hull Integrity Field etc...)
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HP_Armor Editor is my mod, not Papa Joe's I released it as a standalone mod for testing and have now removed the links, deleted the repo and locked the dev thread as it is now a part of DCK FutureTech (not to be confused with DCK) .... basically if you are using the HP/Armor editor you are editing the craft file without using notepad or whatever text editor one would use to edit it which means you are breaking the rule of no editing the craft file @dundun92 - could you confirm if my above statement is the case? No, you are not using DCK, you are using a test release of a feature of DCK FutureTech ... either way, it is a mod and it has been explicitly stated that: ..... seeing as the HP/Armor Editor is a mod and is not in the list of mods allowed (see above), using it falls outside the scope of this challenge
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Air Superiority Fighter Competition Continued
DoctorDavinci replied to exbyde's topic in KSP1 Challenges & Mission ideas
That was the intention, however I put it in DCK FutureTech instead -
Air Superiority Fighter Competition Continued
DoctorDavinci replied to exbyde's topic in KSP1 Challenges & Mission ideas
Just to give you a heads up, the HP and Armor Editor has been incorporated into DCK FutureTech ... thread has been locked and github repo has been deleted as well as the links -
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 for me ... thanx -
Has anyone ever wanted a bionic Kerbal?
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[1.3.1] Cloaking Device (v0.11a Oct 14, 2017)
DoctorDavinci replied to wasml's topic in KSP1 Mod Releases
BDAc Integrated cloaking system ... not quite the same as this one but based off it's code -
DCK FURTURETECH IS NO LONGER AVAILABLE ... [snip by moderator] Please Note that DCK FutureTech requires BD Armory Continued v1.1 or better ... please install the appropriate version for your BDAc version - See Download link list posted below DCK FutureTech Features - DCK Stealth Coating parts (YCSM - You Can't See Me) which reduces the radar cross section of the craft it is attached to (35% or 50% reduction) - DCK Shields help protect your invisible armor (in DCKinc) from getting scratched ... They regenerate HitPoints over time using EC (can be set to AutoDeploy if under attack or being fired upon) - DCK Active Camouflage makes your craft virtually invisible and hides you from enemy radar when activated (can be set to AutoDeploy if under attack or being fired upon) ... Based off of code from the Cloaking Device mod created by @wasml - DCK NanoTech regenerates the HitPoints ... The Nanites use GLUE (Galvanized Liquid Universal Epoxy) to generate HP (G.L.U.E. Generator built into NanoTech part) ... The NanoTech part also contains a Hull Integrity Field Generator which will balance the HP of the main structural parts of your craft (if one part takes damage then that damage is spread across all parts ... Engines, Decouplers, weapons and various other parts are excluded from using the above features) - Manual GPS Entry ... Accessible via the DCK FutureTech menu in the flight scene ... Enter Coordinates and click Save GPS (manually saved GPS show up in the BDAc GPS Coordinator as 'Saved GPS') - GPS Satellite (automatic targeting and data logging system) for use in orbit ... Logs GPS coordinates of enemy craft to the BD Armory Continued GPS Coordinator (inoperable in atmospheric densities higher than 0.000005 atm) ... Requires a weapon manager or a part with a weapon manager to be attached to the same craft - Hammer of Dawn orbital laser ... Uses the BD Armory Continued Targeting Camera and GPS Coordinator to target and obliterate landed or splashed targets up to a range of 200km (inoperable in atmospheric densities higher than 0.000005 atm) ... Has a built in weapon manager so do not add one to your sat if using this part DCK FutureTech v0.1.0.0 - For KSP v1.3.x and BDAc v1.1: DCK FutureTech v0.1.1.0 - For KSP v1.4.x and BDAc v1.2: DCK FutureTech v0.1.1.1 - For KSP v1.4.x and BDAc v1.2.1.1: DCK FutureTech v0.1.1.2 - For KSP v1.4.x and BDAc v1.2.1.2: DCK FutureTech v0.1.1.3 - For KSP v1.4.x and BDAc v1.2.1.3: DCK FutureTech v0.1.1.4 - For KSP v1.4.x and BDAc v1.2.1.4: DCK FutureTech v0.1.2.1- For KSP v1.4.x and BDAc v1.2.2.1: GitHub Releases link: https://github.com/DoctorDavinci/DCK-Future-Tech/releases GitHub Issues link: https://github.com/DoctorDavinci/DCK-Future-Tech/issues Software Licensed under GPL v3 Thanx to the SM SkunkWurks and the BDAc team ADDITIONAL MOD LINKS Enjoy
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Just a PSA in regards to mods and CKAN ... There are many mods out there which are not on CKAN and recommend manual installation ... BD Armory Continued, DCK, DCK FutureTech and pretty much all of the SM mods are recommended to be installed manually (there are many more) If you wish to install earlier versions of these mods you can go to their github releases pages and scroll down until you find the version that is compatible with the KSP version you are running
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Interesting ... Since the solution appears to be just applying force to the rockets, perhaps you could put something together and do a PR to our GitHub so the team can see how it is done
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Looking for a Navball texture changing mod
DoctorDavinci replied to Lego_Prodigy's topic in KSP1 Mods Discussions
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As clearly stated in the title of this thread, BD Armory Continued v1.1 is not compatible with KSP v1.4.x There is no BDAc that is compatible with KSP v1.4.x at this time ... please stand by
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Kerbal Space Program update 1.4 Grand Discussion thread.
DoctorDavinci replied to UomoCapra's topic in KSP1 Discussion
I'm getting a fair bit of graphics glitching myself -
SXT is already supported On another note, here's a teaser of what I've been working on ... Hammer of Dawn anyone?
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- 3
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- tires and rims
- part skins
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Well the option will be there but you will need to install DCK FutureTech after I release it as for spy planes ... well yes you will be able to use them on planes but the atmospheric density will need to be below 0.000005atm which is about 62000 meters and above on Kerbin
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@Johnny005611 - from what I gather by reading your posts it appears that you haven't read the instruction manual as all weapon firing is controlled by the weapon manager No worries, all is not lost ... if you open the KSPedia you will find our BDPedia inside which gives a detailed explanation of how to use BDAc It hasn't been updated with the latest features such as the RCS and HP/Armor system but it does contain detailed info on the core features and how to use BD Armory Continued ... Please consult the BDPedia so as to have a better understanding of how BDAc works and how to use it If you are still experiencing issues after reading the instructions, feel free to inquire with us further
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Because you asked about a mod is going to be updated Questions such as 'when will this be updated?', 'is this going to be updated?', 'when are you going to release an updated version?', 'when will mod X be updated?' etc.. will generally end up with the above type of response Please see the following thread for a better understanding of where us modders are coming from:
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They are orange because I made them orange .... I used DCK to change the colors of the parts on the vehicle
- 13 replies
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- mod request
- rover
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Ok So you see the elevons on the car that block the junos on the car, what is happening is when the elevon is 'deployed' it moves and blocks the hole the the thrust comes out of on the engine which not only blocks the hole but also blocks the thrust being created essentially stopping the push you are getting from them Watch this video ... I set the elevons deploy function to the RCS action group and when the RCS is switched on the elevons deploy, blocking any forward thrust You will see in the first minute what I am talking about ... I actually made a point in making the video to show that I 'deploy' the boost flaps if the vehicle becomes airborne (for the most part) and clearly demonstrates what they do and by proxy how they do it If you are still having difficulties in understanding then might I suggest clicking on @Azimech's visual guide link provided in the spoiler of the op in the Boost Flap Controller thread as I put the link in there specifically for users who do not know what a Boost Flap is (in the Boost Flap 101 spoiler tag) Here's the link to the visual guide: https://imgur.com/a/qh6av Anyways, BFC is an automatic controller that wil deploy your boost flaps if the vehicle is not touching the ground
- 13 replies
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- 1
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- mod request
- rover
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(and 2 more)
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