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Everything posted by DoctorDavinci
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Who are you referring to? ... who is this 'they' you speak of? If you mean the BDAc team, we are not working on it due to the issues I stated above and earlier in this thread And if you are referring to shadowmage, perhaps read the thread for his physics based wheel API and you will see that it was made clear the if work were to be done in regards to ALG that the parts would be similar to ALG's but not of ALG as well as being released under the KF mod ... let alone it is an 'if' not 'is' as well as being clearly stated that 'if' it were to be worked on that it will not be in the immediate future Those who know what to do and are skilled enough to do it have made it clear that reverse engineering ALG parts is a huge undertaking and have also stated that it would be easier to recreate ALG from scratch Please stop spreading misinformation in regards to ALG ... you do not have the original models nor the original animations and posting that anyone can download them is simply not true since the only person with the original assets is Baha himself That is all ......
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You have the original part and animation files? You've already seen this but I'll just leave this here ...... If it was easy it would have been done by now .... if it is easy then why haven't you got ALG working?
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No .. ALG has no news other than that it needs to be recreated from scratch (and do you really need to post in a large script?) So it is a hurry up and wait situation as we have none of the original models which makes for a seriously complicated deal of importing the .mu files into various programs in order to just have them compatible with the Unity version that KSP was updated to ... Then the parts need to be imported into Unity (after many hours/days/weeks of screwing around with each part) and configured to work with KSP as it stands now So don't expect any headway in regards to ALG in the near future ... And please, to all, stop asking (the more you ask, the longer it will take)
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PLEASE BE ADVISED THAT I WILL NO LONGER BE MAINTAINING THIS THREAD ... [snip by moderator], I'M DONE Please note that Physics Range Extender and Module Manager are required dependencies for BD Armory Continued Also be advised that using the World Stabilizer mod will cause problems with PRE as it has it's own world stabilization code we refer to as Black Spell ... Only solution to this is to not use the World Stabilizer mod See spoilers below for release notes, videos, Github issues and download links The BDAc family of mods were all created by @BahamutoD, and in his absence, we have taken it upon ourselves to keep the explosions flowing For anything related to BDAc or mods in the BDAc family, I refer you to the Github link for Papa Joe's Soup (Slightly Over Used Parts) where there is listed download links for the mods in question ... If you have questions or concerns, feel free to post here and the team will do our best to assist you I also refer you to our in game KSPedia where you will find a wealth of information on the operation of BDAc Be aware that forcing opengl will result in many shaders showing as pink ... the only solution is DO NOT force opengl If you think you have come across a gremlin or a bug with BDAc or any of the mods we maintain, feel free to post here, however we ask that you also take a look at the issues list on Github to see if your problem has been addressed. We use the built in Github issues tracker to keep record of bugs, enhancements and feature requests as it is difficult to keep track of bug reports and all the great ideas that the community have come up with on the forum (things can get buried and lost under newer posts) Please note that only the most recent version of BDAc is supported at this time and that BDA needs PhysicsRangeExtender to work properly: https://github.com/jrodrigv/PhysicsRangeExtender/releases Also, to correctly install BDAc, first download the latest release from the BDAc releases link posted below (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 In regards to CKAN ... It is our policy not to provide support for CKAN as we have no control over the process beyond listing when deploying to SpaceDock. If you are having issues with CKAN we request that you take it up with CKAN, otherwise follow the clear instructions posted above and if your issue continues then feel free to ask the team for assistance In regards to support, KSP.log please (Found in the same directory as the KSP executable ... this file is overwritten each time you start KSP ... upload this file to a filesharing site such as dropbox and post the link so the team can take a look) ... I also refer you to the following thread where it describes in detail everything else that is required for us to help you: Best Regards, The BDAc Team @Papa_Joe @jrodriguez @SpannerMonkey(smce) @gomker @TheDog @DoctorDavinci @Eidahlil @TheKurgan BD Armory wiki: http://bdarmory.wikia.com/wiki/BDArmory_Wikia BDAc Release Links: Releases link: https://github.com/PapaJoesSoup/BDArmory/releases Issues link: https://github.com/PapaJoesSoup/BDArmory/issues Physics Range Extender (REQUIRED): https://github.com/jrodrigv/PhysicsRangeExtender/releases Papa Joe's Soup Github link: https://github.com/PapaJoesSoup?tab=repositories BDAc Release Notes: BDAc Development Notes: BDAc Family Mod links: Videos: BD Armory Continued was originally developed by Paolo Encarnacion (BahamutoD) and distributed under the license CC-BY-SA 2.0. This mod is now being maintained in BahamutoD's absence by Joe Korinek (Papa_Joe) and continues to be distributed under the license CC-BY-SA 2.0. Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/before attempting to modify and redistribute it BD Armory Continued contains code based off of Aircraft Carrier Accessories and is used with permission (https://forum.kerbalspaceprogram.com/index.php?/topic/152916-14xaircraft-carrier-accessories/) ... Courtesy of @flywlyx BD Armory Continued also contains code based off of Firespitter. To comply with the requirements of Firespitters' license, the following permission notice, applicable to those parts of the code only, is included below: License: You may reuse code and textures from this mod, as long as you give credit in the download file and on the download post/page. Reuse of models with permission. No reselling. No redistribution of the whole pack without permission. UV map texture guides are included so you can re-skin to your liking. For reuse of the plugin, please either direct people to download the dll from my official release, OR recompile the wanted partmodule/class with a new class name to avoid conflicts https://github.com/snjo/Firespitter
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[STOCK] MicroSat Challenge
DoctorDavinci replied to HalcyonSon's topic in KSP1 Challenges & Mission ideas
So I did a challenge a few months ago that touches upon this challenge ... 147 comsats to LKO in a single launch with escape pods for each of the four Kerbals onboard I'll try and beat this number as well as actually set up a comsat relay network that covers Kerbin, Minmus and the Mun all in a single launch I'll just leave this here for now .... -
Essentially no, no news As it stands, none of us have the original models which makes it extremely difficult to get ALG working, just like it would be difficult to repair a punctured bicycle tire without a repair kit or a new tube ... ALG will need to be created from scratch at worst or at best by an extremely convoluted mess of reverse engineering each part through 2 or 3 different programs in succession just to get the parts configured properly then reimporting them back into Unity to start the actual work of getting them to work in game There have been whispers of a recreation project for ALG by other modders in the community, however it is in its infancy and I wouldn't expect anything to come of it in the immediate future That is all ......
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@Azimech - Might I suggest another part ... Training Wheels like you would have at the rear of a top fuel dragster or funny car Here's a set that I just whipped up using your MM configs as a template: https://www.dropbox.com/s/xvodcnpe1sm9gkl/DragRaceTrainingWheel.cfg?dl=0
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So I am wondering how fast you can go on a flat surface and have your vehicle survive (mostly) I'm having issues with the seams on the runway but have clocked over 280m/s on it, however when doing a run on the grass beside the runway I can clock over 300m/s I challenge all of you out there in Kerbal Land to post your top speed using @Azimech's amazing mod listed earlier in the thread
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She has 6 rear wheels clipped into each other and two on the front The biggest problem is keeping it going straight as well as the terrain seams ... need more downforce
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@Azimech - I made this just for you ......
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Yes, Stage 2 is very dangerous to tanks ... love how your ADD RX is faster rolling down the mountain than driving down it And air bags? ... Brilliant Bouncy Bouncy lol
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Stage 4 with the Mad Moose is complete ... Time was 13:24 Screenshots: Video: And for anyone who would like to take her for a spin: https://kerbalx.com/DoctorDavinci/DCM1-Mad-Moose---KerbalX (Please note that you will not have a camo paint job in your KSP as I edited the stock textures) My times are as follows: STAGE 1 - 15:00 STAGE 2 - 12:09 STAGE 3 - 13:36 STAGE 4 - 13:24 3 more to go ... For the next stage I choose to take the high road
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@Azimech - seriously, this is so awesome ... love it Can't wait to see how this whole idea turns out Just fantastic ... I tip my touque in your general direction ... well done sir
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The Official Kerbal Dakar 2017
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
None whatsoever ... this has been one of the best challenges in a long time and has inspired many to play the game again I think the same -
Stage 3 completed with the Mad Moose ... Time was 13:36 Screenshots: Video:
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The Official Kerbal Dakar 2017
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
You do realize that there are many people on this forum who are disabled and have medical issues, no? I think your treading into an area that is not appropriate with your jest ... Try spending a couple years in an electric wheel chair, learning to walk again and manage to get control of your body back after being buried by an excavator There are many others on here with issues such as mine so making a joke out of it is in bad form -
Actually the reason that you can save between stages is because not everyone doing the challenge is able to sit through and complete all the stages in one go ... let alone that the original idea started out as a new stage each week which would require you to be able to save between stages For instance, I have stuff to do and I also have issues with my hands (among other things) which prevents me from being able to sit and complete the whole race in one go
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This is wrong and misleading ... I refer you to the following post that confirms that you are allowed to save between stages ... Meaning that if you complete stage 1 you can save at the stage 1 flag, however if you crash and burn on stage 2 you are not allowed to revert to the stage 1 flag save and must restart the rally from the SPH (same goes if you RUD on stage 6 ... if you RUD you cannot go back to your previous save and must restart the race from the beginning)
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The Official Kerbal Dakar 2017
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
If you use the cheat that would mean you would be cheating, no? I haven't used any cheats and have managed well over 140m/s with the Bill's Big Bad Beaver in the early design phase ... I have backed off the top speed a bit by adding some weight and aero parts and can easily top over 120m/s regularly now Choose your path wisely is all I can say ... oh, and don't be a speed demon through stages 2 and 3 as you'll have a tendency to RUD if you're not careful -
@UomoCapra - IIRC there has been nothing terribly important posted in the BDA Continued thread in the past week or so ... I can't speak for the whole team here but I believe it would be fine if you were able to restore what you have in regards to the BDA Continued thread seeing as the latest release of BDAc was over a month ago Regards, DD
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There is always forum outrage in one form or another around these parts
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The Stock Weapons Challenge
DoctorDavinci replied to Krog34's topic in KSP1 Challenges & Mission ideas
If you use KOS then the game is no longer stock, n'est pas? -
Don't test at the KSC ... Do your testing in the hills to the west as around the KSC a vehicle will RUD when hitting the steep angles of the ground at high speeds in that area
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Yes, I did make times that were sub 5 minutes with my first protoype but those runs were total flukes as the Bad Beaver was unreliable with landing jumps and had a tendancy to RUD Hence why I created Bill's Big Bad Beaver which is slower but can take more punishment