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DoctorDavinci

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Everything posted by DoctorDavinci

  1. Please take this as constructive criticism .... So the title of the challenge interested me enough to click on it but the weird font with the odd sizing and multicolor totally stopped me dead in my tracks It hurt my eyes to look at your font scheme so I didn't even read the challenge ... I figured I'd at least try to give you some feedback Perhaps sticking to a normal font without the size and color scheme would be beneficial as I am sure there are others here who will pass this challenge by for the same reasons as I
  2. I feel for you my friend ... Ughh is right Thanx again for taking ALG on
  3. Soon Short answer is no, not at this point in time ... The penetration code is finely woven into BDAc
  4. As was stated by one of our esteemed team members a few weeks ago in response to your asking of the same question, this issue has been fixed and will be included in the next release
  5. It is our policy not to provide support for CKAN as we have no control over the process beyond listing when deploying to SpaceDock. However, feel free to make the changes and submit a PR on Github
  6. Thanks for bringing that to our attention ... I have opened a Github issue to address this and it should be fixed for the next release of BDAc In the meantime you can ignore the warning as BDAc is working in 1.2.2
  7. I'm not so sure that 20mm vulcan ammo was the cause of your crash in and of itself ... perhaps check to be sure all of your mods have been updated to their latest versions and remove the ones that have not been updated to work with KSP v1.2.2 You can download BDArmory Continued v0.11.1.6 which is for KSP 1.2.2 from the links found in the OP of the following thread:
  8. Hi @USB4, welcome to the forums The ideas that you have suggested are all great and some have been discussed before in the lost thread ... the missile that shall not be named is buried somewhere in that thread too Might I suggest jumping over to the BDAc issues page on Github and opening an enhancement request detailing your ideas The BDAc team uses the Github issues tracker for these types of things which greatly assists the team with keeping track of bugs and all the great suggestions and ideas that the community comes up with Here's the link: https://github.com/PapaJoesSoup/BDArmory/issues
  9. @TheAshenHat - You have installed BDAc incorrectly ... I have amended the OP to provide an explanation on how to correctly install BDAc First download the latest release (not the source download) and then extract the BDArmory folder contained within the zip file and place it into your KSP/Gamedata folder ... Do not, I repeat, do not place the Gamedata folder contained within the BDAc zip into your Gamedata folder as this will cause umpteen million conflicts to arise as the BahaTurret pickle looks for textures, configs and whatnot in specific places
  10. KSP.log please ... I refer you to the following thread where it describes in detail everything that is required for us to help you: I refer you to the following thread where it describes in detail everything that is required for us to help you:
  11. I will refer you here in order for you to learn how to help us help you: And I also would like to draw your attention to the BDA Continued thread here: As for how to fix your issue, hard to say as we need the KSP.log to figure out what the issue is ... although I suspect either BDAc was installed incorrectly or you are not using the latest build of BDAc for KSP 1.2.2
  12. I refer you to the following thread: However, from what you describe it sounds like you are using the wrong version of the mod for the version of KSP you are running I recommend updating KSP to v1.2.2 and using the latest version of BDAc Please note that versions prior to BDAc v0.11.1.6 are no longer supported ... This means that only the most recent version of BDAc is supported as of the date of this post
  13. Awesome ... Could you please list the mods used as that is not a stock entry
  14. No restrictions of any sort other than what is in the amended OP, which is as folllows: 1- You have a single Launch ... That's it, goodbye, don't collect $200 when you pass go 2- Your creation has to accomplish something Kerbal ... Your design must actually accomplish a task or do something other than being a static that could be made in Kerbal Konstructs 3- You have a million dollars ... That is it, end of story, if you're over 1 million then you are disqualified ... see 'Price Is Right Showcase Showdown' 4- Remember the following .... it's not what you know, but rather what you can prove in court ... Evidence is required for any assertion Remember, the closest to 1 million without going over wins the internet
  15. Bwahahahaha ... a virus in a text file Good one Mcafee
  16. So the premise is simple, you've got a million dollars and one launch ... What can you do? Get something in LKO or set up a comms network around Kebin (or the Mun, or Minmus) ... Remember, one launch and a million bucks is all you got Over engineering and mission complexity are not only accepted but encouraged ... Mods are welcome but will be listed under a 'MODDED' category (informational and visual mods will be considered as a stock entry ... MechJeb use puts you into the 'MODDED' category due to it's autopilot feature) NOTE: please provide a list of the mods used, if any, in your entry post Screenshots or it didn't happen, video is better (In the VAB/SPH, at launch, important parts of the mission ... if it's interesting then we wanna see it) Show the community what you can do with a million bucks NOTE: if you're over a million then you are disqualified ... see 'Price Is Right Showcase Showdown' Additional NOTE: The only restrictions for this challenge are as following: 1- You have a single Launch ... That's it, goodbye, don't collect $200 when you pass go 2- Your creation has to accomplish something Kerbal ... Your design must actually accomplish a task or do something other than being a static that could be made in Kerbal Konstructs 3- You have a million dollars ... That is it, end of story, if you're over 1 million then you are disqualified 4- Remember the following .... it's not what you know, but rather what you can prove in court ... Evidence is required for any assertion Remember, the closest to 1 million without going over wins the internet STOCK MODDED My entry coming soon .......
  17. Hi @BobtheDog, welcome to the forums As @sebi.zzr mentioned, we need more than just 'it isn't working' to diagnose what is going on with your install. I refer you to the BDArmory Continued thread where you will find links to the latest release of BDAc and the other BDAc family mods that we maintain: If you are still having difficulties after downloading the latest version of BDAc I encourage you to ask for help in our thread, although I do ask that you familiarize yourself with the following thread in order to help us help you The BDAc Team
  18. Did it in a vanilla install so stock I guess ... By the eye contracting
  19. Made it back with fuel to spare ... I launched on Day 7 at 01:11 hours and landed back at the KSC with Val on Day 8 at 05:01 hours Total time from launch to landing at the KSC was 1 day 3 hours and 50 minutes
  20. Mission time is 2 hours 20 minutes to pick up Val ... The last part of the race is getting to the mother ship at the stage 2 flag and then blasting off this rock to land at the KSC runway
  21. I'm down to add a stock research and exploration vessel ... something like in the following video:
  22. A log is better than bad, it's good All joking aside, I refer you to the following post where you will discover how to help us help you
  23. Keep us posted ... If your idea doesn't work then it may involve a bit of code diving to dig up specifically how BDAc is hooking into that part of the KSP system
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