-
Posts
2,810 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by DoctorDavinci
-
More treats cooking in the DCK kitchen ...... HP and Armor adjustment in the SPH/VAB (BDAc Beta Testing)
- 247 replies
-
- tires and rims
- part skins
- (and 3 more)
-
That would be pretty cool and has been discussed many times in the past, but there's a hitch ..... When you detach a vessel from another vessel that was launched in this sort of setup like in your video, KSP treats the detached vessel as debris of the primary vessel (notice what the vessel is called in the vessel switcher when you detach the vessel in your video) What this does is mess with how BDAc see's a vessel and pretty much sends the vessel into a squirrel mode and it doesn't know which way is up Not really a solution but at least you have an idea of the 'why' of things
-
Sometimes it is the simple things that make you loose brain cells ... glad you fixed the issue
-
Not really, just a few new quite talented members have joined our ranks I corrected your sentence for you by the way ... Underlined and in Red is the correction You have more than one pilot AI on your craft which is a big no no .... even having more than one weapon manager on the craft will bork the whole working innards of BDAc What you are trying to do (launching a craft with a PIA and WM from another craft with a PIA and WM) does not work and is outside the scope of what BDAc is currently able to do SOLUTION: If you launch a craft from the VAB/SPH be sure that there is no more than 1 Pilot AI onboard and no more than 1 Weapon Manager onboard
-
Which weapon is doing this? ModuleWeapon is throwing null and [EXC 12:09:06.239] NullReferenceException: Object reference not set to an instance of an object BDArmory.Core.Services.ModuleDamageService.GetPartArmor_svc (.Part p) BDArmory.Core.Extension.PartExtensions.GetArmorThickness (.Part p) BDArmory.PooledBullet.CalculateThickness (.Part hitPart, Single anglemultiplier) BDArmory.PooledBullet.CalculateArmorPenetration (.Part hitPart, Single anglemultiplier, RaycastHit hit) BDArmory.PooledBullet.FixedUpdate () This tells me that the weapon isn't configured correctly (whether config file or bullets defs .. unsure if/and/or) My suggestion is to open an issue on our github with these logs and links to the weapon in question that you have on the craft as well as anything else you think is pertinent ... This is the best way for the whole team to see what is going on which is the first step in finding the root of your problem (posts can get lost on these forums) https://github.com/PapaJoesSoup/BDArmory/issues
-
in your root KSP folder (where KSPx64.exe is) there is a file called KSP.log ... we need this Also in the same directiry there is a folder called KSP_x64_Data or something like that (not in fromt of a computer atm), inside tjat folder you will find output.log ... we need this too Both have to be from a game you experience the errors in as these files are overwritten at KSP startup
-
You need to download DCK and install it if you want to use DCK
- 247 replies
-
- tires and rims
- part skins
- (and 3 more)
-
No, it isn't a resource as one would expect but works essentially the same Suit yourself, nobody is forcing you to use BDAc
-
As stated in the OP of this thread, if you are having ckan issues please take it to ckan If you want vessel mover to work, then please only install from a reputable source such as the links in the OP of this thread
-
Just a taste of what is cooking in the DCK kitchen ... DCK Shields and DCK Active Camo now deploy when under attack by any weapon as well as regenerate hitpoints and armor
- 247 replies
-
- 2
-
- tires and rims
- part skins
- (and 3 more)
-
Mono.dll someone can help me
DoctorDavinci replied to MAXiThOz's topic in KSP1 Technical Support (PC, modded installs)
You have lots of memory available so that leads me to think of two possibilities .... I notice that you are running in steam ... It could very well be that you are running KSP in 32 bit as that is the default steam setting ... Read the following linked post for help on changing the default to 64 bit If the above doesn't fix your problem then it is likely that you have a mod that is not playing nice with others ... Read the following so you can help us help you -
Two things come to mind ..... Check the Win-doh's power management settings and check that your laptop is set to full power/performance CPU's and GPU's will throttle themselves if they get too hot and seeing as you mention that you've been playing for years with no issue (on the same computer I assume) that leads me to think that your laptop is due for a good cleaning ... dust and other clingons will eventually start clogging up the heat sink in the laptop reducing cooling efficiency ... it may be that you finally hit a critical mass (so to speak) of dust in the fins that is causing your laptop to not cool itself efficiently due to lack of airflow Hope this helps
-
So BDAc works just fine in KSP v1.3.1 ... as for Future Weapons, that is a BDAc addon and has no affiliation with BDAc itself other than being an addon to BDAc 'its future weapons' you said, implying that BDAc is responsible for FW not working ... well, BDAc isn't the creator of future weapons and if you are having problems with that particular mod then your best bet is to post about it in its thread as we (the BDAc team) have no control over it Long before the team released BDAc v1.0 we made everyone who created a BDAc addon aware of what changes were going to be coming as well as giving them a fairly comprehensive breakdown of what was on the horizon ... many of these modders ignored the information and the offers of assistance and now need to play catch up or have their mod fade into obscurity ... The team has done their best to assist yet have been ignored by many which is why there are a bunch of BDAc addons that don't work correctly anymore I hope this helps with understanding why you are having this issue TL;DR - BDAc team begins refactoring and improving BD Armory ... Many BDAc addon creators ignored the information and offers of assistance to get their mods updated to the new framework ... Now players and the aforementioned modders are complaining that their BDAc addons do not work as advertised on the tin due to changes made to BDAc
-
The BDAc Team is proud to welcome @Eidahlil to our ranks Thanx for the assistance ... may we all bring more ways of making things go boom in KSP
-
That could very well be part of your problem .. Remove NSI WE and see if it persists NSI WE doesn't play nice with BDAc
- 2,035 replies
-
Been tried and it ended up bringing a very high end system to a crawl when the explosions start (4.9 Ghz liquid cooled IIRC) Having a shrapnel system in place multiplies the amount of code running at the same time exponentially which tanks computer performance ... In a perfect world anything we dream up can be made to come true but that is not how it works in real life KSP is a physics driven game, thousands of physics calculations are going on at any given point in time ... it was found that having shrapnel flying around will cause cascading hit's resulting in a severe loss of performance as each piece of shrapnel would be an object for KSP to calculate physics as well as damage etc for We may have a better go at it in the future after Squad upgrades the Unity version which will add many new back end features to the game ... until then we're kinda getting close to hitting the upper threshold of what we can do with KSP No sense in creating a bunch of really cool features if it makes the game unplayable
-
[1.3.x] Outlaw Racing Inc Development Thread
DoctorDavinci replied to DoctorDavinci's topic in KSP1 Mod Development
The wheel motor reversing is due to a quirk in KSP where on occasion the wheel motor will reverse if the wheels were placed on the craft in symmetry ... Haven't found a fix for it yet -
[1.3.1] Cloaking Device (v0.11a Oct 14, 2017)
DoctorDavinci replied to wasml's topic in KSP1 Mod Releases
@wasml - Just a heads up that the DCK Active Camouflage is now integrated with the BDAc damage overhaul. It is currently unavailable for public consumption as the test group needs some time to pick it apart and it will not work as intended unless you are using the latest in-house BDAc build which isn't available for public consumption either However, it works brilliantly .... the Active Camouflage now will engage when under attack by any weapon as well as DCK Shields DCK v0.4.0.0 You Can't See Me update will be released when the BDAc armor update is finalized -
History Channel isn't history ... Ice road truckers, Ice pilots NWT and Klondike trappers don't have anything to do with history let alone many of their shows are riddled with misinformation and/or are biased towards western civilization The idea is to find a balance between realistically accurate and fun game play The heat based damage model is no longer a thing now that we've moved to a hitpoint system ... Not likely that heat based damage will be added back any time soon
-
[1.4.x] Boost Flap Controller v0.1.1.0 [9.1.18]
DoctorDavinci replied to DoctorDavinci's topic in KSP1 Mod Releases
I plan to add another module that will add a toggle button to all control surfaces to select whether a flap is a boost flap or not This way you can have other control surfaces set to deploy for other purposes such as downforce or braking etc ... -
Boost Flap Controller Adds a part that controls the deploy state of control surfaces being used as Boost Flaps ... if you do not know what a boost flap is, refer to the Boost Flap 101 section below All credit goes to @Azimech for coming up with his Boost Flap Kraken tech Features - Adds a Boost Flap Controller part ... When a rover is in the air or all it's wheels are NOT touching the ground, the boost flaps will be deployed if BFC Control is enabled in the right click menu (Boost Flap Controller parts must be attached to the vessel for system to work) - Added an adjustable slider to control the deploy speed of the boost flaps ... can be adjusted on the fly while driving - Boost Flap Toggle is automatically set to the RCS action group and when RCS is activated it overrides the BFC Control and deploys the Boost Flaps PLEASE NOTE that you must toggle any given elevon you intend to use as a boost flap to activated in it's part action window in order for the Boost Flap Controller to gain control over it BFC Download Link: https://github.com/DoctorDavinci/BFC/releases Boost Flap 101 Boost Flap Controller is licensed under GPLv3
-
So far I haven't had any luck getting it to work with B9, sorry This is due to myself not wanting to add another bunch of custom textures to DCK as of late ... I'll get around to it eventually but it isn't on my priority list Try this ... Development version for use with the BDAc v1.1 beta (will work with BDAc v1.0 but can cause null references due to the hitpoint code) KSP version 1.3 and up ... anything less is a use at your own risk deal <LINK REMOVED> Delete all previous DCK versions ... DCK shields and DCK Active Camo are now in the core of DCK (DCKinc directory in download) ... Shields and Active Camo are triggered by missile lock if set to autodeploy ... Shields require a plasma generator to generate shield plasma and act as the trigger when locked by radar missile (shield autodeploy is set in the plasma generator right click menu and plasma generator cannot be turned off - uses EC to generate Shield Plasma) ... Radar will not work while Active Camo is engaged Install as per usual ... DCKinc must be installed along with Module Manager Enjoy
- 247 replies
-
- 1
-
- tires and rims
- part skins
- (and 3 more)
-
If you read the OP of this thread then you wouldn't need to guess ... reading the support instructions would help in this situation KSP.log please