-
Posts
44 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by PossiblyPrecarious
-
-
So, to clear the air, yes, I have seen FoxDefenceContracts. I was just wondering if there are any more out there that I could download that are compatible with BDAc 1.2.X . Also, is there a mod that could add in unguided air to ground missiles from the late WW2 to Korean War Era? That would be nice.
-
Is it possible to fire multiple weapons at once?
-
woah, this looks great! one little thing (judging from the spacedock picture), could u do a little bit more on the bombs to make them look bit more real because the kinda look like candy. The guns look great though
-
5 hours ago, SpannerMonkey(smce) said:
Hi just had a stroll through the forum search, and must admit that the mods for BDA are not as numerous as they once were, there are many smaller weapon mods, that briefly flourish and then just as quickly fade away, so it looks as though right now today WW2 weapon mods for BDA are in short supply, although I may have missed something in the search, I generally have an idea of who's doing what in the weapon mods area.
I knew there was one somewhere, though , seems to have a few issues according to the thread, so it's worth checking first
oh my god thanks spanner!!
-
On 6/4/2018 at 11:32 AM, [INDO]dimas_1502 said:
SMArmory have a WW1 era lewis gun, with 3 variants
On 6/4/2018 at 2:02 AM, dundun92 said:Nope, you are confusing it with KWS, which is (right now anyway) for the mid-late cold war.
Great, I'll test these out. Thanks guys (or girls, cuz its 2018)!
just for clarification, there aren't any WW2 specific mods that are BDAc 1.2.X compatible at this moment right?
-
I really miss having historically accurate guns on my propeller planes and have I've grown tired of the standard .50cal guns that come with BDAc. Aviator Arsenal is taking a while to update (sorry for complaining Tetryds), and I was wondering if there was already one in development or already released. If yr wondering why I won't just default to KSP pre 1.4.x, its cuz I like the ground AIs.
-
On 5/27/2018 at 5:37 AM, tetryds said:
Since it's mostly a parts pack, it probably only needs a module manager patch.
I don't keep up with BDAc updates, so whenever someone points out some balanced setup I can pack it with the mod and release an update with a recompiled trumpet.
so odes that mean it will work in BDAc 1.2.X
EDIT: There seems to be something wrong with the drag on certain objects. may want to check that out (it constantly crashes my game) -
On 5/27/2018 at 5:37 AM, tetryds said:
Since it's mostly a parts pack, it probably only needs a module manager patch.
I don't keep up with BDAc updates, so whenever someone points out some balanced setup I can pack it with the mod and release an update with a recompiled trumpet.
so odes that mean it will work in BDAc 1.2.X?
-
how do I use the steam engine (not alternative)? There isn't enough steam!
-
54 minutes ago, XOC2008 said:
Pretty simple really. Flood the ballast till the deck is below the surface, engage the engine and dive.
this works for ksp 1.4.X right?
-
6 hours ago, XOC2008 said:
SM Marine has submarine parts. Not WWII era, but submarine parts nonetheless.
I know, but i don't know how to use them (when i tried, it floats :/)
-
-
uhh, is it just me or are the turrets a bit underpowered?
EDIT: is it because of the new hitpoint dynamics?
-
24 minutes ago, PossiblyPrecarious said:
Great, it works! now, which mod is the incompatable one?
EDIT: i recently updated my BDAc to 1.2.1.1, so that might be the problem
EYY IT WORKS! Apparently, I needed to update it to 1.2.1.1 for this mod to work. Thanks for helping me out! I will now proceed to make a maus.
-
Great, it works! now, which mod is the incompatable one?
EDIT: i recently updated my BDAc to 1.2.1.1, so that might be the problem
-
8 hours ago, lancefoxcia said:
Alright. I see that you have Two firespitter Dlls and 4 MiniAVCs in your mod list. This may be the reason for conflict.
Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 ModuleManager v3.0.6.0 MiniAVC v1.0.3.2 ------------------------------------- ToolbarControl v0.1.6.5 / v1.0.0.0 AirPark v1.6.2.0 BDArmory.Core v1.2.0.0 BDArmory v1.2.0.1047 / v1.2.0.0 DestructionEffects v1.8.0.0 MiniAVC v1.0.3.2 ------------------------------------- FShangarExtender v3.5.3.1 / v3.5.0.0 Firespitter v7.3.6640.15863 ------------------------------------- Firespitter v7.3.6652.37613 ------------------------------------- ImprovedChaseCamera v1.6.2.1 KSPWheel v0.0.0.0 KerbalJointReinforcement v3.4.0.0 KerbalKonstructs v2.0.0.0 / v1.4.3.2 HyperEdit v1.5.6.0 MPUtils v0.1.6356.37088 MiniAVC v1.0.3.0 ------------------------------------- MouseAimFlight v0.0.0.0 AntiSubmarineWeapon v0.6.5.2 / v1.0.0.0 PhysicsRangeExtender v1.6.0.0 pWings v0.9.1.0 SMIndustries v0.1.0.3 Scale v2.3.12.0 Scale_Redist v1.0.0.0 VesselMover v1.7.2.1 MiniAVC v1.0.3.2 ------------------------------------- WorldStabilizer v1.0.6705.1567
I'd suggest a new install of KSP along with the following mods.
BDAc
PRE
Vessel Mover
Module Manager
FDC
This is to get rid of the variables that could cause conflict.The first firespitter is for the biplane parts, the second is for decals (i think. It's needed for some mods to work). I don't really know how to fix that, but I'll try to do what u say and write back to u when I see the results
-
On 5/22/2018 at 12:51 AM, DoctorDavinci said:
Well seeing as BDAc v1.2.x only works in KSP v1.4 and above I would assume that once AA is updated it will work
I hope it's gonna update soon
-
For some reason, when i delete a base and try to launch a craft from a different base, it seems to not open the bar for the different launch sites and only wants me to go to that one base i deleted. help!
-
6 hours ago, lancefoxcia said:
Hmm. Mind sending me your ksp.log file so I can take a look at it?
-
13 hours ago, Ezriilc said:
It will work if you follow the directions. I promise.
well, i downloaded the 1.3.1 version instead and somehow, the kraken smiled down on me and it worked
-
On 5/18/2018 at 12:57 AM, Ezriilc said:
Instructions are on our site: http://www.kerbaltek.com/hyperedit
Just put the .dll file inside the Kerbaltek folder (inside GameData; make it if you don't have it), and remove any other copies of HyperEdit.
do i download the 1.3.1 compatible version and replace the .dll with the 1.4.1 compatible .dll?
EDIT: Nevermind, i read the directions wrong
EDIT OF THE EDIT: wait, it doesn't work...
-
14 hours ago, lancefoxcia said:
Ok I see what you mean, went and reinstalled ksp to make sure that everything works and didn't know texture quality was the issue for traces, other than that. Everything in my environment works.
Plese re-download FDC 0.3.4 and make sure to grab the folder that's inside the gamedata folder in the zip.yep, still nothing
-
i cant wait till this gets updated to BDAc 1.2
EDIT: does it work for 1.4.x?
-
4 hours ago, lancefoxcia said:
They're working fine with my version of Ksp 1.4.3
BDAC version 1.2
FDC Version 0.3.4
Physics range extender newest version.
Module manager 3.0.7
However.. the bullets for any turret don'thave tracers. This also goes for BDAc turrets.
wait, mine is 1.4.2. does that affect anything? Also, when you mean "don't have tracers", does that mean the turrets work fine and blow things up? cuz mine don't.
BDA STUFF: WW2 Turrets and unguided missiles
in KSP1 Mods Discussions
Posted
thanks!