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DoctorDavinci

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Everything posted by DoctorDavinci

  1. Would you expect anything less 'round these parts' Just don't paint your car
  2. Hi all Another DCK update is now available ..... Added Quiztech parts (paging @njmksr ... just for you ) Added MM config for FAR compatibility Directory structure refactor https://github.com/DoctorDavinci/DCK/releases/tag/v0.2.5 Enjoy
  3. @Gaarst - So a few weeks ago I moved DCK to the releases section and I was wondering if you could list DCK as a released mod I have notified @CarnageINC that this is the case and asked to have DCK removed from the add-on development library, however he hasn't been online since August 5th so has yet to recieve my message
  4. The texture switching part should work in 1.2.2 but the armor I'm not so sure of And I'm not sure if the DCK Paintshop will work in 1.2.2 either but feel free to try it and let us know
  5. @HebaruSan - I actually figured out a way to use my current code to do the switching although it was a bit of a laborious job to edit all the M2X mm configs ... but they work now with DCKtextureswitch2 as well as the DCK Paintshop which was my original hope since there are some mods out there that do not play nicely with IFS (configurable containers for instance) Anyways, thanx for the assistance
  6. @Bit Fiddler - DCK has you covered with Black as well as 8 other textures for Stock, BDAc, BDMk22, SM_AFVs and Mk2 Expansion (with more mods on the way)
  7. Hi all Yet another DCK update incoming ... Added Mk2 Expansion with DCK Paintshop integration Added BADT Props Integrated DCK Armor into DCK Paintshop FAR compatibility - config provided as separate download at the same link as DCK https://github.com/DoctorDavinci/DCK/releases/tag/v0.2.4 DCK also is now compatible with FAR by making the armor invisible to FAR's aero calculations ... see the above github download link where I have made available the config file that needs to be placed into FAR's directory (overwrite the one contained within) Enjoy
  8. Hi all I'm looking to add some stuff to the end of FARPartModuleTransformExceptions.cfg using MM ... Thing is it is not a part config and I am at a loss as to how to add the exceptions I need to add for my aircraft armor to be compatible with FAR (meaning not being accounted for during aero calcs or when showing the voxels) I already have working entries and it works brilliantly, however I am hoping that there is a way through MM to add the entries instead of having to overwrite FARPartModuleTransformExceptions.cfg Any help is greatly appreciated
  9. We appreciate your sentiments The BDAc team was formed over a year ago to fill Baha's shoes (which are pretty big shoes to fill) and has stuck together through our love of BDAc and everything there is that is Kerbal There are many new goodies in the works thanks to our code guru's and I hope we will be able to share them with you in the near future Please stand by
  10. Well, in order for my Mk2 Expansion mm configs to work with DCK Paintshop, I have to use InterstellarTextureSwitch2 due to the way the models were created as they are calling textures from multiple stock parts which the code I used will not support (DCKtextureswitch2) So I created all the configs and they work perfectly with DCK textures when using Its2 to switch the textures on each part individually, but I want to be able to use the feature of DCK Paintshop to switch all part textures in one click ... This works perfect with parts using DCKts2 and DCKAAts2 but using the exact same code with Its2 does not work I have IFS in my project as a reference and have no problems building the above code but it just won't work with parts using Its2 I tried a few iterations of the above and I'm at a loss (although that is to be expected since I know nothing of C# coding )
  11. Looks close to what I tried earlier although I did it as a separate piece of code: I then attached the actions to their respective buttons like this: Long story short, didn't work So I then created a paintshop for only Its2 and it didn't work where the code will work for both the DCKts2 and the DCKAAts2 ... Looks like I need to use a different approach to interface with the Its2 module as even within the confines of it's own paintshop the texture switching will not work
  12. There are no problems as it works as is quite well What I want to do is to find modules implementing DCKtextureswitch2 (which is what the code does now) as well as for parts implementing InterstellarTextureSwitch2 and associate next texture and previous texture to one button (respectively) for both modules This saves me from having to put another pair of buttons in DCK Paintshop for parts that are using InterstellarTextureSwitch2 ... having next and previous in the paintshop controlling the next and previous of both modules would help with keeping the clutter of buttons down to a minimum I've got 4 buttons in DCK Paintshop now (2 for textures on parts and the other controlling the tranparent/invisible armor) ... I'd like to not have to add another pair of buttons
  13. This will be included in the next DCK update ... coming soon to DCK's thread Please note that DCK is not part of BDAc and that I ask all to report issues with DCK in the DCK thread here or on my Github issues list here ... Thanx Thanx ... Mk2X among others are on their way to being finished I haven't experienced this although I don't attach things to armor ... could you open an issue on our Github issues page so the team is able to address this https://github.com/PapaJoesSoup/BDArmory/issues
  14. Hi all So I have 2 buttons that I would like to add a second module call and function to Currently I am asking for ksp to list all parts that have a part module and then I have assigned functions to the buttons asscoiated with that module ... The idea is to associate those buttons to the functions of another part module to the effect of making those buttons trigger 2 functions from different part modules with one click Any help is appreciated ... here's the code I am looking to do this for: https://github.com/DoctorDavinci/DCK/blob/master/DCKinc_Plugin/DCKPaintshop.cs
  15. You mention 'both' targeting pods ... do you have more than 1 on the craft in question? KSP.log? Please refer to the OP of the BDAc thread where you will learn how to help us help you solve any issues you are having with BDAc We are unable to give a proper diagnosis of your issue without the information as laid out in the OP of our thread
  16. Actually you said .... .... which implies that you disqualified my car because it isn't the 'esthetic' you are looking for with the addition that you will 'also' disqualify any cars that arent using the stock textures It's the 'also' that gives it away No worries, I know when I'm not welcome ... Have a nice day
  17. Interesting as I was under the impression that there was an anything goes category My mistake, sorry to have intruded upon your fun ... I guess I'm just not welcome 'round these parts' Good luck with the races
  18. I've encountered your problem before ... I found it has 2 causes 1- A save file is Borked 2- A craft file is Borked I found that sometimes copying saves from one game to another can cause a Bork but still unsure of the root of the issue
  19. Should run that again ... I had a blast putting that top fuel together
  20. Performance isn't the issue ... I have a little experience building cars myself
  21. For tanks and other ground based weapons you don't need an AI pilot as the pilot is for piloting planes, nothing else The weapon manager is all you need for weapons to work
  22. My first attempt with the CANUKWurks F1 took 1:37 but I can probably do much better with a bit of practice @EpicSpaceTroll139 - I stole your idea for the rear view mirrors Here's the craft file: https://kerbalx.com/DoctorDavinci/CANUKWurks-F-1
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