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KSP2 Release Notes
Everything posted by Next_Star_Industries
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Please refer to the post made above yours. Thank you.
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Download this version of BDAc from here: https://github.com/PapaJoesSoup/BDArmory/releases/tag/v0.2.1.2 Be sure you have Physics Range Extender as well from here: https://github.com/jrodrigv/PhysicsRangeExtender/releases/tag/1.4.0
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The 0.1 was in fact just a naming thing and was rarely used. 13x64 and the 15x96 are the actual numbers needed for the 131 and 151. The closet thing I can find is 13.2mm here: https://en.wikipedia.org/wiki/13.2mm_TuF but it's a rifle round.
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[1.4.2] Before Kerbin - 2 Billion Years before Kerbol
Next_Star_Industries replied to Gameslinx's topic in KSP1 Mod Releases
5 gigs of ram?! Not only is that a big number, but it means I can't even check it out. That's going to limit a lot of downloads, as it seems a lot of users are using basic laptops with only 4 gig of ram. Any chance maybe a release of smaller textures? -
This has been covered multiple times in the last couple of pages including at the top of this page. Please read through the last couple pages of mods as usually it will contain an answer to questions you may have, it's not always the case however. To answer your question though, NKD is currently broken by the recent updated release of BDAc 0.3.0.0. I do know that @harpwner is currently working on the next update and things will be fixed when it's released. Also be aware that you don't arm weapons there is only an option of firing them. Weapon activation can be controlled a little with drop time as in how long after firing weapon it becomes active. In order to use NKD as it currently is, please revert BDAc to the previous version and all is good to go. Thank you.
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@reckless39 I have installed KAS and have ran several different tests and I can't reproduce your issue, so I'm not sure if KAS is your problem as I'm having no conflicts on my end with KAS being installed. Could you explain what you are doing when this happens so I may try to reproduce it and help solve your issue? Thank you.
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The lag is an issue I'm trying to deal with and hope I can line it out in a future update. It also seems that users of Steam have to do an integrity check of files not sure what this is because I don't use Steam but others have stated it helped them.
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And with this remark I have removed your mod and all associated mods as well and I will no longer use anything you make. Some people don't even know there is a log file, just rude man absolutely rude. If you don't want to deal with us users and our questions, you really shouldn't release a mod. I don't understand creators that act like this and act as if the end user should have no opinion of things, when in fact their opinion matters the most. As the creator you have the ultimate decision has what to do with your work not the end user, but to tell everyone "hey you didn't give me the log file so I won't even look at things for 2 weeks" I'll be surprised if you have another download take place. As far as me I'm out, good luck in the future.
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I'm trying to behave myself, but you did ask for links here they are: https://mods.curse.com/ksp-mods/kerbal/221780-kerbal-aircraft-expansion-kax There are others, but they haven't updated to KSP 1.3. It's not the mirror in the telescope that's used to detect IR it's the hardware and software in it that does and yes they will fit into a rocket.
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I agree, your absolutely right, very ineffective for jets, but great for a helicopter. IR doesn't pass very well through some materials, but can be detected through others including solid materials, this is how things like the future James Webb telescope will work, is by being able to see IR through things such as dust and many, many, other materials. I do agree that until, if ever, BDAc adds helicopters this wouldn't be a very useful part and would be set pretty low on the priority scale, however this part would be very useful for mods that already have helicopters created and the team could jump them all by having the part already made for them to use.
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I believe the rotary bomb rack is bugged ATM and that belongs to BDAc. Do you have all the required mods installed? Module Manager and Physics Range Extender. Are you using Steam? I suggest installing MM, then BDAC, then PRE, then this mod only and then test it.
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Awesome thank you much! I'll put them in and test with higher altitudes and apply it in the next update again thanks.
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Please be sure you don't have the NextStarIndustries folder in yourKSP/GameData folder it can be deleted, this is the source code for my plugin and shouldn't be installed.
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The B-61 Mod 12 will need rebuilt it's quite messed up and adjusting the config file isn't doing a thing to it. The UGB version is fine and can be used.
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Just revert BDAc back to previous version and NKD works fine.
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@william2002730 after more testing I couldn't reproduce the short fall of bombs any further. I did go back through your photos and noticed you are only going 200 m/s, you need at least 250 m/s for GPS and Laser bombs to work correctly. At this speed I suggest using UGB bombs. As far as the rotation issue it's not really an issue that seems to be BDAc's agmballsitic code and I may have a little to much torque on some weapons testing that now.
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I see you are new to the Forums and in case you didn't know the "OP" is the first post to a thread the "Opening Post". Most if not all mod creators will place detailed instructions on how to install and what dependencies are required to be installed in the "OP".