-
Posts
2,810 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by DoctorDavinci
-
No weapon damage happens at all ?
DoctorDavinci replied to David24's topic in KSP1 Technical Support (PC, modded installs)
Although what you posted tells us what you are experiencing this doesn't help us with figuring out why it is happening Please read the OP of our thread where you will find installation instructions ... ckan issues are for the ckan guys to figure out as we have no control over what it does after we upload to spacedock Also please read the following thread where it explains what we need in order to assist you -
You need to find someone who is willing to set up the RPM models and configs ... RPM issue really Someone around here might be into it but you will likely have better success finding someone in the RPM thread
-
Your issue is that you have installed the mod incorrectly ... [LOG 19:37:31.035] AssemblyLoader: Loading assembly at C:\Program Files (x86)\SteamData\steamapps\common\Kerbal Space Program\GameData\BDArmory.1.1.0.23471_12292017\GameData\BDArmory\Plugins\BDArmory.Core.dll You have embedded a GameData inside of another GameData ... Please consult the OP of the BDAc thread for detailed installation directions Basically take the contents of the GameData directory found inside if the zip file and copy it to your KSP's GameData
-
This is a perfect example of why CKAN can be problematic ... You installed a bunch of mods without knowing what they do My suggestion is to open your GameData folder and find the forum pages for each of the mods in that directory (or use a CKAN list) then read up about what each mod does ... 99.9999% sure you will find your answer by reading the instruction manuals for each of the mods you have installed
-
Your KSP.log is where you should start ... Upload a copy of this file (found in your root KSP directory ... ie the one with the .exe you click on to start KSP) to a file sharing site such as Dropbox and then post the link here so others can take a look and try to help you The KSP.log is overwritten each time the game starts so be sure to upload the file from a game that your issue is happening in
-
Complete Beginner Modding Tutorial?
DoctorDavinci replied to Mat van Kerman's topic in KSP1 Mod Development
Before you do anything you first need to know what your mod is going to do ... All the tips, tricks and programming stuff you will be shown by various members of the community don't do anything for you if you don't have something in mind to do The first step is finding a concept to build a mod off of and then doscovering how to make it work with code -
Any modders need any modelling done?
DoctorDavinci replied to Tokamak's topic in KSP1 Mod Development
Currently the YCSM modules use the Gravimeter stock model ... as for what the model should look like, make a nifty widget ... A small surface mounted part with curves that will sit flush against the fuselage and cause no drag (I can do this is the config or you can do it in the model, doesn't matter which) ... Just something better that the Gravimeter model that looks 'right' ... Go to town, let's see what you can come up with As for the Outlaw Racing Dashboard, I am using one of the transparent armor panel models from DCK Aircraft Armor resized in the part config ... this is something I need to fully flesh out before putting it to Blender or Max (different controls being on should have differest 'lights' on the dashboard ... Plus I haven't quite figured out how I want it to look) ... ORI Development is kinda on hold at the moment, the BDAc beta and DCK are my main focus for the time being -
Ground Attack Aircraft/SAM Trials
DoctorDavinci replied to AlexClark's topic in KSP1 Challenges & Mission ideas
That would depend on the mod ... Any of @SpannerMonkey(smce)'s mods should work fine right out of the box (he is a member of the BDAc team after all) and DCK works with BDAc as well (YCSM modules for instance ... DCK Cloak coming soon) As for other BDAc add ons, that is where you may run into issues ... But the SMI mods should give you little to no trouble at all -
Ground Attack Aircraft/SAM Trials
DoctorDavinci replied to AlexClark's topic in KSP1 Challenges & Mission ideas
If you stick radar guided missiles on a radar tracking turret the turret will use the radar guided missiles over anything else -
Any modders need any modelling done?
DoctorDavinci replied to Tokamak's topic in KSP1 Mod Development
@Tokamak - I could use a simple model for DCK if you're down to make it I need a model for the You Can't See Me modules (only need one for both parts .. they will use the same model) .. The YCSM is a part you place onto your craft that reduces your RCS (Radar Cross Section) when used with BDAc ... currently the Gravimeter is the placeholder model and I want to change it to something more suitable I also have Outlaw Racing Inc that could use a dashboard with some lights that can be turned on and off ... more than 1 light each with their own anim so I can turn each one on in code depending on what part of the dashboard is running (the dashboard is the racing controller ... kind of precursor to racing AI) Let me know if you're down to lend a hand ... Credit goes where it is due in any of my mods -
And this is the end of my run ... Lost a front wheel about 2/3rds the way through and managed to make it to the flag which I hit and then there was an epic crash Val survived
- 121 replies
-
- 1
-
- season 2
- the return
-
(and 1 more)
Tagged with:
-
Val's Purple People Eater - Kerbal Dakar 2018
DoctorDavinci replied to DoctorDavinci's topic in KSP1 Mission Reports
Stage 6 Time: 6:41 (43:01 - 36:20) .... Lost a front wheel and there was an epic cash after hitting the stage 6 flag -
He already answered your question in his thread .... I think you might be mistaken in how DCK and TU work ... TU uses code to apply shaders to the craft as a whole whereas DCK directly changes the loaded texture for each part Two completely different methods doing different things
- 247 replies
-
- 1
-
- tires and rims
- part skins
- (and 3 more)
-
I don't understand what you mean, there are no parts in that mod and it is also it's own part texturing mod
- 247 replies
-
- tires and rims
- part skins
- (and 3 more)
-
No ... That list is a to do list Mods that have DCK compatibility are listed in the OP if this thread ... there is somewhere around 13 or so covered directly by DCK and @SpannerMonkey(smce) has added DCK support to most of his mods I believe there is support for 18 or so at the moment with more on the way ... as perople request things or I am deciding to add something I add to the issues list ... other people can add to it too
- 247 replies
-
- 1
-
- tires and rims
- part skins
- (and 3 more)
-
My github repo issues section is a way for me to keep track of bugs, issues, ideas and requests for mod support ... there is no queue , it's a list of things to do As each is completed they are closed
- 247 replies
-
- tires and rims
- part skins
- (and 3 more)
-
-
Perhaps you can work a cross country race of some sort into Emiko ... possibly make it a challenge
- 121 replies
-
- season 2
- the return
-
(and 1 more)
Tagged with:
-
There are always 2 or 3 people who try to subvert the rules of a challenge ... Last year there were a few and we hashed out the rules which are fairly basic (and even then there were those who didn't want to follow the rules ... put them on the Kiddies Table scoreboard) Must be a rover .... if it doesn't have wheels then it isn't a rover You can use jet engines as your mode of providing thrust .... Just no thrust while airborne (within reason ... if you launch up in the air either shut off your engines or trigger your boost flaps to block the thrust) Jumps are not only allowed but encouraged ... just be aware that while in the air you are losing potential speed (an airborne vehicle is slower than one on the ground due to the grounded craft being allowed to have thrust) The idea of the Kerbal Dakar is to just finish and have fun doing it ... basically can you make a rover that will survive the course? You aren't necessarily competing against other people, more against yourself in the sense of can you do it? You should enter, don't let a few salty fish get in your way of having a ton of fun (cause it is a whole hell of a lot of fun )
- 121 replies
-
- 1
-
- season 2
- the return
-
(and 1 more)
Tagged with:
-
[1.6.*] TIME - Trace Invisibility MEchanics [6 Jan 2018]
DoctorDavinci replied to Acea's topic in KSP1 Mod Releases
Well the current beta is the main focus but DCK Cloak will have BDAc integration to make the craft both invisible to the player on screen as well as invisible the BDAc radar This is a change needed in BDAc itself to have cloaking tech work as expected Here's a post I made concerning cloaking tech ... I'v been working on a way around BDAc seeing a craft while cloaked and the only reason I have yet to release DCK Cloak is due to there being a cloaking device mod ... I figured there is no sense in releasing another one if all it does is exactly the same thing