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CaptainAl

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Everything posted by CaptainAl

  1. I did, thanks. Thanks for all your help, but I've found the culprit- I hadn't installed CRP.
  2. Yeah sorry, just found it and selected CRP. Doesn't seem to be working though, so- Log- https://www.dropbox.com/s/wq2r67a8mjxk0yt/KSP.log?dl=0 GameData folder- https://imgur.com/fJIWsCz
  3. I've modded enough to be confident it's installed correctly, but accidents happen I did, however, quit out of the resources menu when it popped up. Any way to get it back and get CRP selected and working? Edit- Also, if I can't do this, I'd be happy to provide logs, screenshots of folders etc.
  4. Not sure if it's been said, but I'm having issues with the SAFER in KSP 1.4.3. Nothing game breaking, only it has no EnrichedUranium or DepletedUranium storage. Edit- Neither does the Nuclear Gyro Ring.
  5. Exactly the same here. Been running the same mod setup and same KSP version (1.3.0) for other versions of NKD and BDAc, made sure all dependencies are there including removal of version number from the nkd folder, however only nuclear effect that works is the Genie. Others seem to explode with a BDA explosion, just with 0 damage and no mushroom cloud . I'd be hugely grateful for any solutions!
  6. @harpwner might be the man to answer your q's, or you could just read through the other stories on these past few pages and see.
  7. Actually, (correct me if I'm wrong) it is impossible to outrun the blasts because of a glitch in the BDA code. (read the posts above for info).
  8. Just wondering guys, are you working with squad or just disappointed that they stole your idea? Because as you probably know in 'Making History' personal 'chutes and ejection is becoming stock.
  9. Its a bug which is bundled with the BDA code. As spannermonkey said, the root cause should be resolved shortly.
  10. Thanks jester, I didn't realise the KJR you had linked was a special version, I thought the normal would be fine.
  11. I have an issue where whenever I attach things to a robotic part, they seem to defy gravity, and the part moves, but has no effect on the thing attached to it. Here's screenshots: https://drive.google.com/open?id=0B7pC68cP1j41ZXJIVWxBaG5EOGc https://drive.google.com/open?id=0B7pC68cP1j41WFlzTFNOaXZ5bGM Here's the log: https://drive.google.com/file/d/0B7pC68cP1j41SHlvTUwxQmtFekk/view?usp=sharing
  12. I have been trying to use BD Armory and NKD to fire an exocet missile at an aircraft carrier (made with LBP). However, the craft is big yet is invisible after 4KM, and when entering the 4K radius, my game pauses to load the craft. This means I must be within 4KM to fire, and is also annoying for SAM sites. I was wondering if anyone knew of a way to bump this up to perhaps, 10KM?
  13. I can't find anyone with the same issue, but with my cargo lift section, only the doors open, and the lift does not go down. I can give a log if necessary for fix, but screenshots are harder on my machine. I'm running the latest version of this mod with HL and firespitter, on KSP 1.2.
  14. Well, just to clear things up, lightsabers are not "Magic light swords", but actually blades of superhot laser induced plasma, bent back on itself by an electromagnetic field. Kylo Ren's crossbar is two smaller blades on each side. Incidentally, because the blade goes back into the hilt, lightsabers can reclaim most energy, which is why you never see the jedis changing their double a's or plugging it in to a socket.
  15. I don't know if this has been said, but burning directly towards a planet rather than retrograde to deorbit
  16. I'm in version 1.2, with the latest download, things like the utilitrons are appearing in the structural and utility tabs, but the main "robotic parts" tab has disappeared along with all the parts in it?! Help please.
  17. This may sound like a dumb idea, but could you have the turret and the guns as separate parts, so the turret acts like one of the missile turrets (it swivels when the gun is selected in the weapons manager) and the gun fire independently?
  18. I haven't seen this bug anywhere else, I tried using the parasail parachute in the ejection module, on any craft and either module it deploys fine, but seems to be at a right angle to the kerbal and does not move (pointed toward the retrograde vector like other parachutes). It does, however, still provide drag and have the full semi-deploy and full deploy animations.
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