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Foxtrot171

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    Foxtrot1711

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    A car guy? Here? Who let this guy in?

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  1. I think the "Nervus" is Nertea's work, I recognize the engine design. That's cool!
  2. Ok, so this mod depends on BD and KIS, which do add DLLs, but they're dependencies, not parts of the mod. So yeah, I don't have any DLLs. Thanks, and sorry for being a mod noob (I probably could've looked harder at the rules lol)!
  3. @Gargamel I went looking on the forum thread and download site for the original mod, and it seems that V8Jester neglected to ever post his source code, so I'm screwed on that front. The only thing I did to fix the mod was in the .cfg files, so I never needed the source code. I never found a Github page for it anywhere. Musta been less strict here in 2015.
  4. Gotcha, will do this when I get home. I don't want any trouble lol
  5. Gotcha, will do this when I get home. I don't want any trouble lol
  6. There was a mod long ago, broken, and lost to Kerbalkind... I AM NOT THE ORIGINAL CREATOR OF THIS MOD!!!!! I really wanted this mod by SpannerMonkey fixed, and when I figured out a solution to one simple bug (It came to me in a dream) it all fell into place. I fixed BD-FPS. It works on the newest (as of posting) version of KSP; that is, 1.12.5 DEPENDS ON BDARMORY AND KIS!!!!!!!!! READ DIRECTIONS OR IT WON'T WORK AS INTENDED!!!!!!!! Installation: -First, install BDArmory and KIS (optionally KAS) on Curseforge -Download the below file: https://www.mediafire.com/folder/lt1r2vqil81kz/BD+FPS -Extract all into your GameData folder (if it says there's files with the same name press "replace" Directions -In the editor, put the "Weapon Manager Backpack" into your capsule's KIS inventory NOT THE STOCK ONE -Then put any guns rockets etc. into the inventory (optionally ammo) -once outside the editor, go EVA with the Kerbal you selected to have the weapons. -Activate RCS to put hands in correct position. -Open KIS inventory, equip gun FIRST, equip manager backpack SECOND, then open BD Armory controls THIRD. If you do not follow this order, the weapon will not be detected by the BD control console. -Select your gun in WEAPONS in the BD controls, then ARM TRIGGER. If you need help, take a look at the BD Armory thread. -Voila! You've just given a firearm to a creature that probably shouldn't use a firearm. Known Issues -44 magnum is missing due to my crappy save corrupting it while I was testing -really specific usage mechanics -I'm not a trained tech support guy Q If you have any questions about this pertaining to the BD-FPS portion of the mod, ask me through my email or twitter because I don't use the forums that much: [email protected] or @Foxtrot1711 (Don't ask SpannerMonkey, I don't work with him. I don't even know if he's active.) If your questions pertain to BD Armory, ask PapaJoesSoup or the BD Armory community. If your questions pertain to KIS/KAS, ask the respective communitities. I AM NOT THE ORIGINAL CREATOR OF THIS MOD!!!!! Credit to SpannerMonkey and others for the actual mod, all I did was change two lines in the .cfg files. Liscense: cc-by-sa
  7. So, I have a mod part, and I can change the .mu file, and I have an almost complete .cfg file. When testing the part in KSP it was bigger than the entire KSC. That is not intended! I was wondering if in Unity or some other way I could compare the size of my mod part to the size of stock parts. If you need any more information to help me, I can share anything. Even the mod files!
  8. So BeardyPenguin got the BDFPS mod working but I cant seem to get it to get along with KIS. Should I put the BDFPS files in the KIS folder or something? My main problem is that the BDFPS work with the inventory and attachment system, but not equipping stuff? If anybody has an answer to y question, please say so.
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