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DoctorDavinci

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Everything posted by DoctorDavinci

  1. I now present for your approval the CANUKWurks Minmus1 ... Surface Sample taken, EVA Report done and Flag planted DRY MASS: 24.415t DRY COST: $36 861.00 WET MASS: 84.41t WET COST: $42 369.00 Total fuel cost: 42369 - 36861 = $5 508.00 Total round trip time: 16 Days, 4 Hours, 49 Minutes, 55 Seconds
  2. Suggestion ... Divide the time by the cost of the amount of fuel used, lowest score wins? This way you aren't subjectively assigning points and instead have a calculable equation ... I figure cost of fuel should be what is used as there are a few types of fuel one can use to get to minmus
  3. I suspect you have either not installed the correct version of BDAc for you KSP version or you have put the source code download into your gamedata Please read the OP of our thread where there is a detailed description on how to install BDAc ... for convenience I am posting the pertinent part here:
  4. CAL is no longer required for BDAc ... for more detail please consult our wiki https://github.com/PapaJoesSoup/BDArmory/wiki/1.2.2-Bullet-Configuration
  5. Please consult the in game KSPedia for detailed information on the operation of BDAc ... Sounds like you didn't put a weapon manger on the craft Please read the instruction manual and if you are still having issues then feel free to contact the BDAc team on our thread below
  6. Well then I guess I shall revel in my ignorance seeing as your expertise is well above any experience I have with military weaponry
  7. But it is superior to everything 'American' in every way ... DISCLAIMER: American in this context is being used to describe the United States and is not meant to infer Canada, Mexico or South American countries
  8. So you have a gamedata nested in another gamedata that also has texture replacer in it while you are running texture replacer replaced (I suspect old version with the source code?) Then there is a bunch of Agent references and one in particualr leads me to believe there is another nested gamedata in your install as KSP is trying to load a node but it already exists (duplicate mod in gamedata) Contract configurator is throwing exceptions as well a tweakscale in adition to the above so my first thought is that you need to check your mods
  9. So the output log is useless as it is incomplete .... Contrary to popular belief it isn't all that useful at this point anyways as what is really needed is your KSP.log Upload your KSP.log from a game that this happens (found in your main ksp directory) to a file sharing site like you did above and post a link here One thing to note is that you should go into your game settings and switch on verbose logging in general settings ... this will make ksp provide more info in the log
  10. For that one I used Movie Maker (comes with windows) and occasionally I'll use Flash if I want to add graphics and such
  11. Please raise an issue on our github https://github.com/PapaJoesSoup/BDArmory/issues Also an FYI ... when you forceopengl while using BDAc you will end up with a magenta targeting camera ... known issue with no fix other than not forcing opengl
  12. This was a fun 2 hour KSP workout ... got me 200 points launching to both minmus and the mun, planted flags on both and returned to Kerbin
  13. As @wasml said above, currently this mod does not work with BDAc in the sense that the radar can still see you if your cloaked and have a weapon manager attached The BDAc team have discussed this and we have a few ideas as to how to get around it, however let me make it clear that there are specific functions that need to be coded into BDAc before a cloaking device would be possible and that will not likely occur until we have finished with the BDAc v1.1.0 public beta (it's possible something might sneak in but that is not the priority at the moment) Please note: There will be code changes that need to be implemented in this mod which will be done by implementing an updated version of Cloaking Device in DCK called DCK Cloak which was discussed earlier in this thread ... I already have a working version of DCK Cloak in Dev however BDAc integration is on hold for the time being as the public beta takes priority And before anyone asks ... no, I will not released DCK Cloak until integration with BDAc has been implemented and the test group has had a chance to try and break it ... if you want to cloak with BDAc the only suggestion I have is to use the ECM trick posted earlier in this thread and then use a YCSM module from DCK to reduce your RCS ... You can also edit the YCSM 50 part config to get an even higher rcs reduction factor, see spoiler below
  14. Blaming others for your lack of direction is in bad form ... @JadeOfMaar is not responsible in the slightest nor is anyone else (other than yourself) So Sam is responsible? Amazing how the community can come together ... Last I have to say on this
  15. I think that is where the mistake was made ... He created the mod (I've been following since it was created) and by including others in the license (which was not the case when first released) gave the others on the license the idea that they are now able to do what they want with it which in turn obviously created some friction (and I suspect he felt that he had to include others in the license ... pressured perhaps?) Then opening this new thread before you had even figured out who was actually taking over let alone allowing the creator of this mod to finish with his holidays and sort out the confusion that was obviously created ... Straw that broke the camels back, no, more like getting smashed upside the head with a lemon peel wrapped around a large gold brick Good for you guys, you are now modders
  16. I think he was referring to posting the compatible version in the OP of this thread like SM's But that does bring up a good point, we should discuss with the lads if we should have a BDAc add on list in the main thread for those mods that have updated to the new BDAc system
  17. So you are taking over the mod yet you plan on sending users to the Kopernicus guys for support? Doesn't look like that to me ... 17 hours ago he asked for his thread to be locked Something doesn't quite add up ... not accusing anyone of anything but it appears to me there might be a reason why you are not getting a response (holiday season perhaps ... 17 hours ago was christmas day, no) Not sure how you can say a mod has been abandoned when the mod maker has been online and also has commented in his thread 17 hours ago
  18. Then I guess you won't be able to get much testing done This is one of the things that the end user doesn't see ... multiple daily builds, running the same scenario over and over again, restarting KSP umpteen million times when tweaking part configs and tweaking code ..... The amount of man hours put into BDAc since the team was formed is staggering (just take a look at the pulse on github ) when you think about it and having to restart KSP a few times while at the tail end of all the previous time put into it is a small price to pay, n'est pas?
  19. DCK doesn't work like that .... There needs to be a separate .dds for each pattern (which are already done) but in order to texture a part with windows or a canopy the windows/canopy needs to have a distinct mesh name otherwise you need to take the stock texture of the part, copy the windows/canopy and paste them in the exact same spot on the new texture for each texture in DCK (42 different textures means 42 .dds files) There is no way around this other than the modeller making the windows/canopy have a separate mesh name from the body in the model
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