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DoctorDavinci

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Everything posted by DoctorDavinci

  1. If Procedural Parts works in 1.3.1 then so should Procedural Missiles which is a part of BDAc
  2. My guess is you are forcing opengl .... Please see the OP of this thread where it says the following starting at the 5th sentence of the post: Hope this helps
  3. Yes, MM = Module Manager ... in your GameData folder you will see 5 files with ModuleManager in the file name, delete the ones that do not end in .dll (configcache, configSHA, physics and techtree ... do not delete the .dll) Partdatabase.cfg can be found in your main KSP directory, 4 files down from KSP_x64.exe (or KSP.exe if using 32 bit), delete this and it will be regenerated when you next start KSP ... If you don't delete it then the changes may not take effect Hope this helps
  4. Be aware that the link you have provided is a development version which means not all functions may perform as expected or advertised on the tin hence why that version has not been posted on the forum (it's still in development )
  5. That's amazing ... 6:35 is a hard time to beat but you got me by over a ton and a half Awesomesauce
  6. That sucks ... hope you get it figured out at some point I actually just finished the run .... just under 6 hours and 35 minutes on the mission timer Here's the craft file: https://kerbalx.com/DoctorDavinci/Dukes-Jalopnick
  7. So I made it after all, and with fuel to spare ... Travel time was just under 6 hours and 35 minutes (let's call it 6:35) and KSC2 is still there
  8. Of course ... Yet if your beliefs come up against information that contradicts them then wouldn't your beliefs be subject to change?
  9. So you want to do something that those in the know have told you is not likely to happen and if it were to happen it would be with great difficulty and would probably cause more problems than it solves, yet you choose not to believe them even though they are the ones who pioneered planet packs in KSP? Just because you want something to be true doesn't make it true
  10. The truth doesn't care if you believe it or not, it just is I'm curious as to why you don't believe what the above experts on the subject matter have told you (and yes, they are the experts in this matter)
  11. Then why haven't you made one to suit your needs then? Seems to me that if anyone can do it that you would have done it already Yes actually, but do you know how difficult it is to change a tire whilst driving down the road? That is the context of the comment you responded to The people who replied above are the ones you want to talk to about this idea and if they tell you it ain't gonna work, well then it ain't gonna work EDIT: Oh, by the way ... It doesn't work like that
  12. If you had looked in the AA thread you would find out that by removing the plugin it will work with no issues (it's plastered on a few pages ... I know as I'v commented a couple times about this issue in AA's thread)
  13. In that case the appropriate thing to do would to remove or include those mods that are dependancies in one batch so as to rule them out
  14. The 1.3.x in the thread title should indicate that there is (considering I put it there) So BDAc v1.0.0.0 is compatible with KSP v1.3.1 As my friend above said ..... Here is our github issues link https://github.com/PapaJoesSoup/BDArmory/issues
  15. Open your GameData folder ... Highlight half the mods in it (not the Squad folder) ... Cut and move those mods to a temporary directory OUTSIDE of your KSP install ... start game If game crashes then the mod causing the problem is in the remaining mods ... repeat cut and move of half the remaining mods If game doesn't crash then the mod causing you problems is in the group of mods you cut and moved ... cut and move all remaining mod folders in your GameData (not the Squad folder) to a second directory outside of your KSP install then move half of the mods from your first cut and move nack to your GameData and go through the above steps I'm sure you get the idea ... you should be able to narrow down the list and figure out whuch mod is being beligerent within 20 minutes or so depending on how fast KSP loads between mod removals Good luck
  16. @jediminer543 - Might I suggest reviewing your license as the code you are using and modifying (BDArmory.dll and BDArmory.Core.dll respectively) is licensed under CC-BY-SA 2.0 which you must adhere to https://creativecommons.org/licenses/by-sa/2.0/ca/
  17. So I'm 5 hours into the journey to KSC2 ... Lost my Juno (don't need it no more) and used tons more fuels than expected going through the water crossing but I'm confident that I'll make it (just barely though ) Anyways, here's Leg #6 .........
  18. If there is a corrupt savegame in your KSP install it will bork that whole KSP install
  19. So from what I understand the YF-23 (and all other steath craft in production AFAIK) have what is commonly referred to as a 'Stealth Coating' which KSP parts do not have However all is not lost ... DCK has YCSM modules (You Can't See Me) which effectively provides for this There is also invisible aircraft armor and bubble shields (Halo) for when you can't hide from the radar no more
  20. Well I hope your truck can make it ... Jeb is already there getting the panels ready for pickup and Val is already halfway there to pick him up So here we go again ... Lost the Juno early in the beginning of this part of the run but I don't need it anymore and it took a bit of weight off Looks like I just might make it the whole way there ... Probably another 2 or 3 hours left until I make it to KSC2
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