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verniervonkerman

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Posts posted by verniervonkerman

  1. Got my game up and running again, but again, the BHI stuff doesnt work.

    If anyone has any idea what's wrong with the config files, I will pin it here

     

    PART
    {
        name = bgm-109-tomahawk
        module = Part
        author = TMasterson5
        mesh = model.mu
        rescaleFactor = .85
        node_attach = 0.0, 0.01, 0.0, 0, 1, 0, 0
        node_stack_top = 0.0, 0.01, 0.0, 0, 1, 0, 0
        node_stack_bottom = 0.0, -0.3, -3.1, 0, 0, -1, 0    
        TechRequired = precisionEngineering
        entryCost = 2100
        cost = 1000
        category = none
        subcategory = 0
        title = BGM-109-Tomahawk
        manufacturer = McDonnell Douglas
        description = The Tomahawk is a long-range, all-weather, subsonic cruise missile named after the Native American axe. Introduced by McDonnell Douglas in the 1970s, it was initially designed as a medium to long-range, low-altitude missile that could be launched from a surface platform. The Tomahawk missile family consists of a number of subsonic, jet engine-powered missiles designed to attack a variety of surface targets. Although a number of launch platforms have been deployed or envisaged, only sea (both surface ship and submarine) launched variants are currently in service. Tomahawk has a modular design, allowing a wide variety of warhead, guidance, and range capabilities. The Tomahawk project was originally awarded to Applied Physics Laboratory in Laurel, Maryland by the US Navy. James H. Walker (ME Kansas State 1942) led a team of scientists to design and build this new long range missile. The original design with advanced technology is still used today.
        attachRules = 1,1,0,0,1
        mass = .8
        dragModelType = default
        maximum_drag = 0.01
        minimum_drag = 0.01
        angularDrag = 2
        crashTolerance = 15
        maxTemp = 3600
        tags = cck-TM5A

     
        {
            name = MissileLauncher
            
            shortName = bgm-109-tomahawk        

            thrust = 60 //KN thrust during boost phase
            cruiseThrust = 10 //thrust during cruise phase
            dropTime = 2 //how many seconds after release until engine ignites
            boostTime = 5//meters //seconds of boost phase
            cruiseTime = 300 //seconds of cruise phase
            guidanceActive = true //missile has guidanceActive
            blastRadius = 30//meters
            blastPower = 45
            maxTurnRateDPS = 35 //degrees per second

            decoupleSpeed = 1

            audioClipPath = BDArmory/Sounds/rocketLoop
            exhaustPrefabPath = BDArmory/Models/exhaust/smallExhaust
            boostExhaustPrefabPath = BDArmory/Models/exhaust/mediumExhaust
                    
            boostTransformName = boostTransform
            boostExhaustTransformName = boostTransform

            optimumAirspeed = 250

            homingType = Cruise
            targetingType = gps

            maxAoA = 15

            aero = true
            liftArea = 0.0053
            steerMult = 20
            maxTorque = 100
            terminalManeuvering = true

            deployAnimationName = fireAnim
            deployedDrag = 0.01
            deployTime = 3.0    
            
            minStaticLaunchRange = 700
            maxStaticLaunchRange = 40000
        }    
    }

  2. idk.

    I tried downgrading versions, but my game won't boot as a result.

    the log displays nothing

    [LOG 15:57:18.284] ******* Log Initiated for Kerbal Space Program - 1.2.2.1622 (WindowsPlayer x64) *******
    Kerbal Space Program - 1.2.2.1622 (WindowsPlayer x64)


    OS: Windows 10  (10.0.0) 64bit
    CPU: 12th Gen Intel(R) Core(TM) i5-12400 (12)
    RAM: 16126
    GPU: AMD Radeon RX 6600 (8147MB)
    SM: 30 (Direct3D 9.0c [aticfx64.dll 30.0.15021.7000])
    RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8
     

  3.  

    Ok. So I have this issue where the textures for almost all of the realism overhaul parts are grey in the part select menu, then are pink in the editor.

    Here is the modlist.

     

     

    And here is an example screenshot from after reinstalling KSP and checking for file issues via Steam.

    (Look in the spoiler)

    Spoiler

    137213823-30df4b31-cafd-4676-b915-93e41d

    137213918-b2f30586-26cf-4822-8207-19942c

    Here is the Log file

  4. This challenge is pretty simple. You have to go to every planet and moon, (except for Jool) land on them, do the challenge over again, then return to Kerbin.

    Oh and one more thing, no propulsion mods, or exploit use, or You are a cheater. (You are allowed to use Better Time Warp, persistent thrust during painfully long maneuvers, quicksaves, and visual mods. That's all. No DLC parts allowed in hard mode or above.)

    Easy mode: Only Flybys

    Normal: Achieve Low Orbit twice

    Hard: In the title

    Super: NO REFUELING, docking or sstos. Impress Me (Somehow)

    Good Luck! You're Gonna Need it!

    Note: Gravity assists are NOT allowed in Super Mode!

  5. On 9/18/2018 at 9:29 PM, Radar said:

    @Esq. Scisms This re-package is just a start of what's to come to be honest as the version I've posted here is one where I've pulled out the Ultimate Shuttle IVA and put back in the original from DECQ released version plus also pulled out the Canadarm. I did that deliberately to gauge the feedback and what I was doing people were happy with, and the direction it was being taken.

    I want the re-package to be as simple as possible for those playing the game especially the first timers. For those who wanted to 'replicate' real life missions but at the Kerbalised level, not at a realism level.

    Do you have a link to DECQ's Version? Or is it dead and you still need to re-port canadarm and other stuff?

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