Jump to content

Supergamervictor

Members
  • Posts

    311
  • Joined

  • Last visited

Posts posted by Supergamervictor

  1. 13 hours ago, Alewx said:

    Ouh that is an evil exception, I try to access the root object even though the actual object is already the root.
    Quite possible that it is already fixed with a newer version. Which version do you use?

    I'm using the last 1.2.2 compatible version. It seems to be inconsistent; some parts of the craft weld properly while others fail.

     

    EDIT: I tested the 1.3.0 compatible version on KP 1.2.2 and it works on the test install. I'll be testing on my main install. Thanks for the help!

  2. 3 hours ago, Alewx said:

    looks correct, but still it depends on the original part and material; haven't used B9 in long time, so I can not really tell where something is broken.

    Strange... the problem seems to be isolated to crafts I've made. I test welded 3 HX Parts and they loaded properly without any modifications needed. Trying to weld other crafts I've made causes the same problem. I did this on a Stock install with B9 and required parts. Here's what the debug console is saying when trying to load the part:

    Quote

    [ERR 22:34:58.324] Module WeldedMeshSwitch threw during OnStart: UnityEngine.UnityException: Transform child out of bounds
      at (wrapper managed-to-native) UnityEngine.Transform:GetChild (int)
      at UbioWeldingLtd.WeldedMeshSwitch.parseTranseforms () [0x00000] in <filename unknown>:0 
      at UbioWeldingLtd.WeldedMeshSwitch.initModule () [0x00000] in <filename unknown>:0 
      at UbioWeldingLtd.WeldedMeshSwitch.OnStart (StartState state) [0x00000] in <filename unknown>:0 

    Sorry for asking for help for an outdated KSP version, I'm just hoping to get this working for a project of mine.

  3. 1 hour ago, Alewx said:

    the meshswitch that I included does deal with the meshes, because most creators change meshes and textures, only texture change within single mesh is rather new to me, and I'm afraid you can not really fix that.

    And yes normally that could be fixed with a line 'texture = materialname "folder/subfolder/moresubfolder"'.

    I tried doing this:

    Quote

    MODEL
        {
            model = B9_Aerospace_HX/Parts/Structure_HX/model_hx_size1_universal
            texture = str_a, B9_Aerospace_HX/Parts/Structure_HX/model_structure_hx
            position = 0, 8.146, 2.687
            scale = 1, 1, 1
        }

    Not working. Am I doing it right?

  4. 9 hours ago, Alewx said:

    sure there is the

    MODEL module, which contains the texture part, you just have to Point that at the correct folder.
    But does the welded Meshswitch not work correct? you should be able to Keep the preweld selected textures and meshes.

    Abit of context; I'm still in 1.2.2. Here's a clip of the module: 

    Quote

    MODEL
        {
            model = B9_Aerospace_HX/Parts/Structure_HX/model_hx_size1_universal
            position = 0, 8.146, 2.687
            scale = 1, 1, 1
        }

    So I have to add a line 'texture = '? Another question is that HX uses a single texture to map all the subtypes, so how would I point it? Do I make a separate texture for it to point at? I'm trying to get this subtype :

    Quote

    SUBTYPE
            {
                name = str_a
                title = Structure A
                transform = STR1
            }
     

     

    EDIT: The WeldedMeshSwitch module is present in the cfg, but it doesn't seem to work. Does the module only deal with the meshes or are the respective subtype textures included in the process?

  5. On 4/16/2015 at 6:09 AM, Shadowmage said:

    Regarding other 'special' parts; many can be used if special care is taken and/or the config file is edited after the weld is done. E.G. parts that use the FS texture and mesh switches; these -can- be used, but you need to manually edit the config to specify the -single- texture/mesh that should be used. Again, it mostly comes down to what -modules- are present in the parts, and the specific transform names that they use.

    Does anyone know the specific way of manually pointing B9 HX models to the right texture/mesh in the cfg files?

  6. 1 hour ago, V8jester said:

    So for those that still read this old thread. And those that remember my Titanfall ATLAS. Here's the OGRE I've been tinkering with the last couple of days.

     

    screenshot0_zpsbx4w5u1z.png~original

     

    screenshot1_zpsuqzc6qta.png~original

     

    screenshot2_zps1tnnr2lf.png~original

    OMG! :o

    I am so jealous right now! I was hoping to make something similar in the future, you beat me to it. Gotta give props for amazing design fam. Now to add jetpacks and make them fly :D.

  7. On 8/10/2017 at 7:35 PM, MEngence said:

    Z2OtCwy.png

    What version of KSP did you import the craft files from? I've implemented all the fixes so far on the thread, and using KSP1.2.2 stock for testing. Importing gives the same error you mentioned AND only loads parts attached to the root. Same result for Blender 2.78c and 2.79, 64bit for both of them.

  8. I had doubts at first; they're all gone now. :D
    Z40mKgV.png
    https://imgur.com/a/4qch6
    If I can find the time, I'd be more than willing to help out some simple texture improvements as well as mod compatibility patches. The process was easy if not highly tedious. Huge respect to @DoctorDavinci, can't imagine how long that must have took!
     
  9. 2 minutes ago, DoctorDavinci said:

    Unfortunately B9 is not supported at this time

    As for DCK on KSP v1.2.2 ... there is only 1 version of DCK that works as advertised on the tin and that is DCK v0.2.5

    KSP versions prior to KSP v1.3 are not supported so it is a use at your own risk (I compiled it as a favor with the stipulation that there is no support for it)

    Here's the link to the 1.2.2 compatible version: https://github.com/DoctorDavinci/DCK/releases/download/v0.2.5/KSP.v1.2.2.-.DCK.v0.2.5.zip

    Be advised that DCK Wheels is not included nor some of the mod support that is available in later versions (upgrade to KSP v1.3 if you wish to take advantage of the additional supported mods)

    Thanks! May I ask how the textures are made? I would like to take a shot at making my own if it's accessible enough for non-modders.

  10. Am I right to assume this mod doesn't work with B9 Procedural Wings? This mods looks really promising for extensive community support. Would die for the day that we can make custom packs and possibly custom skins for specific crafts, though quite frankly the texture quality does irk me from using the mod extensively for the time being. Not to mention that I'm still using in 1.2.2, but not for long, now that a mod like this exist.

  11. WARNING! THIS IS A MAINTENANCE  DONE WITHOUT PRIOR KNOWLEDGE OF PROGRAMMING AND VERY LIMITED TESTING. USE AT YOUR OWN RISK!

    With permission from @01010101lzy and  @Crzyrndm, I've managed to recompile this version of Procedural Wing to both 1.2 - 1.2.2 and 1.3 by referencing fixes done by Crzyrndm. Special thanks to @hypervelocity and @linuxgurugamer for helping me out. This is only a recompile, do not request for features or bug fixes that I cannot attend to as I lack the knowledge of programming. ModuleManager is not included and must be downloaded separately according to the KSP version.

    1.2 Compatible : https://drive.google.com/file/d/1m8pCC5lC_zUtgbSAtyheIMjoVVaq_xVU/view

    (Update 11/29/17 - Fixed Mirroring issues)

    1.3 Compatible : https://drive.google.com/file/d/1YgFT-r-pCpkrViWtXP7rWdyZhcNfGlCk/view
    Likely unstable, I wouldn't recommend using this version. It was haphazardly thrown together with some old code I was unable to update to.

    If you encounter any issues, please PM me for them to be included in this post. I can't promise a fix if it's possible.

    ALL TESTINGS WERE DONE ON KSPx64 v1.2.2 and 1.3.1 STOCK (English). MAY BE UNSTABLE AND GAME BREAKING; BACKUP YOUR SAVES BEFORE TRYING IT. 

  12. 5 hours ago, linuxgurugamer said:

    Did you update the references in VS to the correct dlls?

    there were lots of other changes going from 1.1.3 to 1.2.2, you should checkout the notes for that time 

    I did, and I also cross referenced Crzyrndm's commits to fix the errors. However one error seems to elude me: 

    'PartResourceDefinitionList' does not contain a definition for 'Any' and no extension method 'Any' accepting a first argument of type 'PartResourceDefinitionList' could be found (are you missing a using directive or an assembly reference?)

    Not sure if I can post the code here, but any guess on what reference or code I should be fixing here?

  13. @jrodriguez Not sure if I should even request a feature here or at all, but I'll just put it out there for the future.

    Camera Shake: Change it to two different modifiers; Size and Intensity. A large size with low intensity would look like a camera trying to track the movements.

    Here's a video to show what I mean, see how in certain scenes the camera doesn't shake intensely but moves around because of the aircraft/camera is trying to follow the movement of the other planes.

     

    Also another thing to add : Allow frame of reference for pathing (i.e; surface and initial velocity) and if possible, have those toggle only in selected keys. Or just have a feature like Kerbcam, setting the camera relative to other crafts.

  14. 4 minutes ago, DoctorDavinci said:

    A video on setting up the AI would be fairly convoluted as different craft will use different settings for best performance ... at times it can take days, even weeks to set up a specific design to fly at its finest by adjusting the AI Pilot settings

    Every plane handles differently, so the control system of the AI Pilot must be tuned to handle the plane properly.

    There are entries in the BDPedia (KSPedia) that cover what the settings do and you can find additional info at the following link:

    http://bdarmory.wikia.com/wiki/BDArmory_Wikia

    Completely understandable, but you need to tell that in the front page where loads of newcomers are gonna just skip and go straight here to ask questions.

  15. 5 hours ago, DoctorDavinci said:

    Hi all

    Just wanted to give you a heads up that I have added a video section to the OP where I will post videos demonstrating how to use BDAc

    I have put one up already that demonstrates guard mode and the wing commander module fairly well, more to come .... Please note that requests are not only accepted but encouraged :)

      Reveal hidden contents

    Guard Mode and Wing Commander:

     

     

    How about a video on the AI settings and other things to know for newcomers?

  16. 6 hours ago, DoctorDavinci said:

    @Supergamervictor - Please use the test craft found in:

    [your ksp folder]/gamedata/BDArmory/crafts

    https://www.dropbox.com/s/duvr6vdyjt124im/StockBDA2.rar?dl=0
    Same as before. The duels were in fact longer before one of them (always the one I control) flies straight ahead, even when turning guard mode off.

  17. 6 hours ago, SpannerMonkey(smce) said:

    @Supergamervictor   Your game build  1.2.1.1604 is your problem BDA is not supported for prior versions to 1.2.2

    My apologies, was not aware the stock folder I copied and paste was 1.2.1, here's an updated Stock 1.2.2 with BDA test:
    https://www.dropbox.com/s/2vnmyf0gvxph5yx/StockBDA.rar?dl=0
    Same as before, 3 duels resulting in the same AI behavior. In the second and third test, I turned off guard mode and the AI to see if it would stop but it still resulted in the AI flying straight ahead. In the third test, I increased their default and minimum altitude and lowered their speed. Midway in I realised I had forgotten to turn on Infinite Ammo, but still after a few more minutes of the plane chasing from behind spraying infinite bullets, the AI just flew straight.

  18. 17 hours ago, DoctorDavinci said:

    The issue is that if there is an AI Pilot/Weapon Manager used on a craft that does not have the Wing Commander module listed in said parts config then the Competition Mode issue you are having will occur

    Actually, I was mentioning about the AI behavior that SpannerMonkey pointed out, but thanks for the heads up for the competition mode issue.

    13 hours ago, jrodriguez said:

    Please if you can reproduce your issue using stock crafts with just KSP 1.2.2 and the latest version of BDArmory. Then, please open an issue https://github.com/PapaJoesSoup/BDArmory/issues here, attaching your craft file and the BDArmory team will take care of it.

    Will do, I'll test some dogfights to see if this AI behavior occurs in stock.

    Update:
    It is in fact stock. Got a install working with just BDA, mounted two Vulcans, AI Pilot and Weapons Manager to an Aeris 3A and had them fight 3 times. I used the cheats to make the fights as long as possible and in all three duels, they ended with the plane I'm viewing flying straight and static.
    From what I saw in the console, it seemed to be spam of SmartPickWeapon, constantly looping with the vulcan. At first I thought the AI was trying to make optimal firing distance, but because both planes have same speeds they get stuck in trying to gain distance. But in the last test, when I turned off guard mode, the AI continued flying straight ahead.
    Another detail I'd like to add, it could be caused by the AI Pilot reaching its minimum altitude and disengaging to climb. Not sure about this because in the second test they never flew close to the minimum altitude of 500.
    I just want to be absolutely sure if this is actually a bug before submitting to Github.
    Logs : https://www.dropbox.com/s/oij7oxq4lynm7qf/StockBDA.rar?dl=0
    1.2.2, BDArmory.0.11.1.6

  19. 43 minutes ago, SpannerMonkey(smce) said:

    Hi a small point of note here, this problem has cropped up from time to time and in all my investigations it's turned out that something else was screwing up, producing errors, and it seems in some circumstances that the BDAI just can't cope and you get random odd failures, like , aircraft heading for the hills instead of engaging, constantly climbing, failing to properly activate in combat mode, failing to reach start pos etc

    It seems to be happening to every competition/duel I make, both actually get stuck like this. If it's this frequent then it might be some kind of conflict or bug, does it occur on a Stock KSP install with nothing but BDA?

×
×
  • Create New...