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Everything posted by Toonu
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Kerbals from the Iconian Empire celebrate christmas by cooperating with Kerbals from other states and countries on building the highest Christmas tree on Kerbin every year, facing many challenges and often broken not just the trees but Kerbals in the process, as it usually goes with Kerbals. The result is always astounding and majestic, reaching nearly heights of the tallest buildings on Kerbin!
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I'm excited for the modability of the game, and how the community will bring it into anything they want again!
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Toonu replied to tomek.piotrowski's topic in KSP1 Mod Releases
Hello all, I have trouble with M700 scanner. When I try to perform planetary resource scan, it writes "No usable in-range comms devices on this vessel. Cannot transmit data.", probably because it needs commsnet from stock KSP? I have connection to kerbin with RT antenna so it shouldnt be a connection problem. Anyone encountered this problem before? EDIT: Just seen someone had same issue on last page... -
To be fair, wouldn't landing a starship be much easier on moon as it would be normal propulsive landing instead of the experimental flip happening on earth? Considering they make the orbital refueling and other systems work it was already tested and done by maby spacecrafts...
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Ask about what exactly? BDA is currently developed by the Runaway project team. For NAS, Nartea is probably your best bet. If you want to help upgrade the mod to newest BDA version, it would take going through the configs of the mod and fixing all issues and things that changed between BDA versions.
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Hello, I have decided to update my KSP from 1.8.1 to 1.10.1 and found the issue that few weapon packs I am using get this error, which only occurs on some weapons. I am using Runway project BDA but since that project has no official forum post I am posting it here. The issue doesn't occur merely at aviator arsenal weapons, so that's also why I am not posting it in specific weapon mod threads. Here is the error: [LOG 13:30:41.294] PartLoader: Compiling Part 'AviatorArsenal/Cannons/Hispano mk2 Enclosed Barrel/hispanoMK2enclosed/N-37' [EXC 13:30:41.310] NullReferenceException: Object reference not set to an instance of an object BDArmory.Modules.ModuleWeapon.GetInfo () (at <1a20dbc044c547a8a2dda274d66fc98e>:0) PartLoader.CompilePartInfo (AvailablePart newPartInfo, Part part) (at <c1858a3f77504bd1aaa946fdccf84670>:0) PartLoader+<CompileParts>d__56.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Since the game freezes loading at this stage, I cannot know what is happening, but if I remove any of those broken parts, it stops at another one and loads only if all of them are removed fully. Anyone encountered this problem or has any idea what can be causing this? EDIT: From looking at the BDA code, the GetInfo method gets the weapon type, ammo, and all other information. But when I checked the weapon, it is not including all the info. Specifically the explosive boolean and bulletType. I suppose that is causing the nullPointerEx right? EDIT2: After further investigation I found out that indeed that weapons hasn't the bulletType configured, nor its explosive mass. Explosive miss can be omitted I think, but the test will show... EDIT3: Yes, explosive is omitted, and adding any bulletType was sufficient to make it work. Now to fix all other broken weapons of weapons packs.... EDIT4: Has BDA weapons configs changed between 1.8.1 and 1.10.1? Because it seems BDA weapons now has airDetonation which wasn't there? How does these airDetonation variables work, if asomeone can tell? I mean its quite obvious how it works, but at what range does the bullet explode? The distance to the target when the bullet is fired or when the bullet is in flight? Or maybe at radar locked target range automatically, or with the timing set to true, at specific distance no matter what? How to time it thou? Any specifics would be sueful and greatly appreciated! (After testing I found out airDetonation simply detonates the bullets at the max air detonation range (in SPH, couldn't find out how it can be defined in config its called maxAirDetonationRange in config) even when the target is closer, so if it misses, it doesn't explode at his distance. The airDetonationTiming has the functionality to explode at target distance. EDIT5: I also found proximityDetonation exists but no weapons from stock BDA nor weapon pack is using it. Does it work as bullet proximity detonation like when missile explodes when in proximity? And if so, what variable can set the proximity fuse distance? (I found out after testing that it works like that, exploding in proximity, but it also needs detonationRange = float variable for the detonation distance and airDetonation true.) So tl,dr, I fixed all issues and documented my process of doing that.
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Works like a charm! It should be written somewhere in the OP, because I haven't knew until now there is this setting ingame.
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Hello, I have an issue. In VAB I can see the transparency of wing, but in flight, it has none. I have forced dx11. Any possible sollutions or help please? Using 1.8.1 and 1.5.9.24
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[KSP 1.12.2] VesselMover Continued (Sep, 2021)
Toonu replied to jrodriguez's topic in KSP1 Mod Releases
Hello, I encountered issue with vessel mover in 1.8. When vessel is spawned, its root part is inverted, visually it is the same, but on navball, prograde is retrograde and thus all controls are inverted. Video showing the retrograde being prograde and spawning plane upside down and completely inverted basically. You can see in the video it I pressed up (S) and it pitched down, with W it pitched down, etc... Log https://drive.google.com/open?id=1ziCu3WGXIRWPtP1XUpedvQ7leD_azTfTUfyGxPTXsYo -
[V1.2.3] Nice MKseries Body [NMB] [V3.8] [2022.11.2]
Toonu replied to Kernowden Kerbin's topic in KSP1 Mod Releases
Hello guys, I have a problem using cargo bays of this mod with BDA. When I put missiles inside and set them to In cargo bay: True, BDA still doesn't open the bay and thus cannot fire any of the missiles inside, any tips? -
Thanks a lot! I haven't removed KF from my modpack but only from the plane and it fixed the issue! On the other side of the thing, do you know any good modular/procedural replacement like the AGL was? I am now really lost without proper resizing aligning wheels haha ! Do you think submiting bug report to current developer will fix it in reasonable amount of time or is it more bug of KF....probably KF due to no other mod causing that, so yeah, will submit bug report probably. Thanks again! Finaly smooth flying!
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Hello guys, I am using FAR 0.15.11.2 and it lags the game in flight every 2 or 3 seconds no matter what while flying in plane. Console shows no errors, anyone encountred similar issue or so? Any help would be appreciated. You can see the 2-second periods between the lags here.
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Anyone know if/when the new starlink would be visible in Central Europe or has page showing the trajectories etc?
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So which fork/release works in 1.7.3 @linuxgurugamer?
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Such long time and no messages and now this? @Mukita12
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Spaceships With More Volume Without Lots of Extra Mass..
Toonu replied to Spacescifi's topic in Science & Spaceflight
The issue can probably be also mitigated by all the expandable sections sealed by and internal airlock door of some sort inside the rigid core of ship to make repairs if needed and not endanger the whole ship when punctured? But then there is the issue of so much air being lost in case of big particle in the inflatable section you cannot replace properly until supply mission to the ship or near some planet... -
Life support and/or habitats?
Toonu replied to ThatGuyWithALongUsername's topic in Prelaunch KSP2 Discussion
Mods can always fix the life support issues like our amazing 4+ LS mods do now. -
Unauthorized request denied @Mukita12. Calling in the secret service @PizzaPie
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Will there be any tutorial for setting up surface/naval AI and what each thing means? would be quite helpful.
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Ah yes, it's true. It's bugged in the VAB but isn't in the menu somehow. Thanks for that little tutorial!
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Yes, the GUI is somehow glitchy for me on 1.6.2
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Can someone recompile please? @sarbian
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Is somewhere tutorial for surface AI settings and air AI settings? Wiki is outdated... my ship is constantly sailing left and right losing all speed on defaut settings, I need it to go straight and not loose all speed by constantly turning. I even set drift to 1 but didn't helped. PS: Also, the simultaneous firing of two weapon greoups/weapons work how exactly?
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Hey guys, the new weapon grouping option is nice, but how to set up the AI so it won't fire each weapon independently, but only fire the groups? I merged 2 different 12.7mm into group and it iterates over each of the independently and also the MG group. Can I somehow disable the two weapons and allow only the MG group?