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DocNappers

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  1. The newly released BDA+ v1.9.0.0 should now avoid the issue that BDBNIC was causing, even with the corrupt config (it turned out that it was potentially causing a stack overflow in BDA+), so that should remove that as a potential source of your issue. That said, Rodger from the BDB page on the forum recommended removing it anyway.
  2. This looks like yet another instance of BDBNIC causing KSP to not boot. It's loaded immediately after BDArmory due to being next alphabetically, causing the last entries in the log to be BDArmory's entries. Can you try the fix I posted there and see if this fixes your booting issue?
  3. v1.36.0 of CameraTools is now released. It is a small improvement to add UI scaling, which is tied to KSP's global UI scaling by default.
  4. BD Modular Missiles Parts is a separate mod maintained by @jrodriguez, so you'd have to ask him, but it doesn't look like it's been updated in the last 4 years. You could always make the necessary adjustments to the part config to be compatible with the latest BDA+ yourself.
  5. Someone who makes parts (i.e., the other devs) should be able to help explain that. I only write code.
  6. You'd probably need to adjust the transform to match the orientation of the other BDA exhaust transforms.
  7. Probably, yeah. Though it might not be oriented correctly.
  8. If some of the translations are incorrect or misleading, please suggest better ones. Non-English translations are generally provided by users and the best we can do to verify them when we don't speak those languages ourselves is to ask other users (or Google, which we all know isn't the best).
  9. I'm not entirely sure if this is the right place to post this, but it seemed the most appropriate. While debugging a KSP booting issue for another user (the last line in the log was a BDArmory entry, hence why they were asking me), I discovered that the GameData/BDBNIC/Patches/Reflection.cfg file from BDBNIC causes KSP to either crash or hang during the boot process. Examining it more closely, it appears that it's simply badly formatted and has a number of unmatched closing braces. Replacing it with the following appears to fix the booting issue, though I can't vouch for it doing what it's supposed to be doing since I'm not really familiar with BDB.
  10. v1.35.0 of CameraTools is now released. It has the following improvements / bugfixes: Add better handling of dogfight mode for BDA waypoint mode with combat. Adjust get/set accessor templates to return specified types instead of generic objects. Reduce / eliminate unintended roll and camera offset in dogfight mode due to low lerp rates. Add a slider for selecting the reference frame to use for the dogfight offset. Adjust the dogfight inertial chase slider to the range 0—1 and adjust the "inertia" behaviour, including affecting camera rotation. Add a chase plane mode to dogfight mode where the secondary target is the active plane and roll is disabled. Allow choosing which part (or CoM) to track. Add controller input (AXIS_CAMERA_HDG and AXIS_CAMERA_PITCH) to freelook in dogfight mode and camera rotation in stationary and pathing modes. Add a geospatial pathing option to pathing mode where points are GPS coordinates and rotations are absolute instead of relative to the active vessel. It can be a bit jittery when Krakensbane is active and the floating origin is more than a few km away. Also, for now, this is just using spline interpolation between GPS points instead of proper geospatial interpolation via https://www.movable-type.co.uk/scripts/latlong.html, so paths crossing 180° longitude won't work properly.
  11. Have a read of https://github.com/BrettRyland/BDArmory/wiki/1.2.5-Missile-configuration and take a look at some of the missiles in https://github.com/BrettRyland/BDArmory-Extended/tree/main/BDArmoryExtended/Parts/Missiles. If you still can't get it to have the flightpath you want, you should probably ask BillNyeTheIE (he wrote most of that wiki entry), SuicidalInsanity or someone else here.
  12. I'm not sure, I've never used it, possibly it's just underdeveloped. @SuicidalInsanity would have to comment on this. Use fuel inerting on the fuel tanks (an option near the bottom of the part window). You lose a bit of space for fuel, but it shouldn't self-ignite. If the burning is due to the fuel tanks being made of wood, then make them out of something else. There's a number of unusual weapons in BDArmory-Extended that might do what you want. Additionally, one of the devs is working on some alternative missiles to the HEKV. The grace period for disabling the guidance due to having missed is a combination of the droptime and turning rate of the missile. There's also additional checks for not making any progress. bool pastGracePeriod = TimeIndex > ((vessel.LandedOrSplashed ? 0f : dropTime) + Mathf.Clamp(maxTurnRateDPS / 15, 1, 8)); if ((pastGracePeriod && targetBehindMissile) || noProgress) // Check that we're not moving away from the target after a grace period ... This only kicks in once the missile has come within 400m of the target, is in the post-thrust phase, or is more than 1km behind the target.
  13. The Player.log doesn't appear to show anything more than the KSP.log did. However, I have to reiterate that the last message is where a typical log switches to messages from other mods, so I very much suspect that BDA+ is not the cause of the issue here and you'll need to manually figure out which mod is causing the problem by removing mods until KSP can get past that point. The surface AI set to submarine type will try to adjust its altitude to an appropriate depth for combat (surfacing or returning to "Combat Alt." as needed). It does this by adjusting pitch, though, not by adjusting ballast.
  14. This is the same log file that you posted above, to which I already gave an answer here.
  15. If it's using up your fire bottles, then it's BDA+'s fires that are occuring, which is an option under the Battle Damage settings — you can disable battle damage, disable fires completely, or just disable "Fires Add Heat" to prevent auto-ignition of fuel/parts when they reach their ignition temperatures (493K for kerosene, 900K for ammo, 510K for wood, etc. (see GameData/BDArmory/BulletDefs/BD_Materials.cfg for the various material properties, a value of -1 means it won't auto-ignite)).
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