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Supergamervictor

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Everything posted by Supergamervictor

  1. Actually I never knew Aviator Arsenal had that, the only AI Pilot/Weapon Manager I use is from BDAc. However, one of the planes uses AoA Drone with its own pilot module could be the issue. Testing right now to check if it is. Edit: confirmed, it was the drone. Guess I'll have to manually get rid of the module. Thanks for help. Not sure if the AI behavior is also related to this, but that occurred on a normal BDAc AI Pilot.
  2. Not sure if this is reported yet, but there's an issue with Competition Mode and AI Behavior. Competition mode does not work in my case, it gets stuck in Pilot Lifting Off phase and guard mode would have to be activated manually. There's a frustrating behavior in the AI, for some reason after a while they simply fly straight and away from the enemy. At first I thought this was to gain distance for launching missiles, but testing multiple times with and without missiles result the same way. They simply run away from battle, stuck in some kind of changing weapon loop as if undecided. Here my Log File: https://www.dropbox.com/s/d2lnmoxohv2aebf/KSP.log?dl=0 1.2.2, BDArmory.0.11.1.6 Modlist: (Didn't Include some of the dependencies and smaller plugin-less mods) If you need additional testing, I could start a stock BD Armory KSP and test it out there. Thanks.
  3. Some more unconventional designs: If you're wondering why I use B9HX for ships, its because I like the textures. I generally avoid parts that have low res textures, not that it helps or anything but I just like my crafts to look clean.
  4. I build my ships with B9 HX Parts. http://imgur.com/a/qaSoc Got 3 more Designs I made for a video I was planning to make, including a sub.
  5. Sorry for asking this, but how did you get the cockpits to be transparent in the album? I installed JSI Advanced Transparent Pods, but it's not showing up. Is there custom configs for those?
  6. Thanks! Got the base working again. I do have another issue though, trying to give an instance a group name does not work in game. Is this something wrong with my install or KK?
  7. Hey guys, I'm trying to get an old base up to date. Unfortunately, the base design is all the way back 1.0.3 . It's a military extension of KSC consisting of a large runway. I've tried exporting the base by manually editing the config group names (since KK won't allow editing groups in-game). Taking the exported files, I referenced theses config files to newer 1.2.2 instances as I assumed the old configs have been outdated and needed to be fixed, and exported them as .cfg . However, I've only gotten the Assets from KSC++ to work. The runway and all the other instances from KSide did not load, despite numerous test. The KSC++ assets of the base have their instances placed directly into the part configs. Here's the files to the KSide cfg's: https://www.dropbox.com/s/ql3ns1sztx7f3h0/KSCMilitary.rar?dl=0
  8. Both. Not changing parts at all, just the position of Servos in and out of groups. With Sequencer, it resets when putting in a new command.
  9. Right, thanks for the reply. I'm guessing one of those issues is related to KJR? I'd also like to add some feedback on the ui, when working with really heavy designs, the ui resets scroll position when doing changes to the order of IR parts, which can be frustrating when working in above 300 parts environment where it freezes a bit in every change.
  10. Is AGX support working in the pre-release? Its showing unknown for me. Everything is updated to the latest.
  11. I got an install testing KSPRC and its plugins, all of it is updated to 1.2.2 . Tried installing WindowShine, but it doesn't show up. Took out KSPRC's squad textures to make it stock again but no results. I conducted a test on a clean install with nothing but TextureReplacer and Windowshine, and it worked. I later deleted the TextureReplacer file and replaced it with the one that worked and garnered the same results as before. I'm not sure which mod is conflicting with WindowShine, but I do have suspicion that it may have to do with KSPRC configs. Here's a log to my KSPRC test install : https://www.dropbox.com/s/kt9vwgt6y7bl8zr/output_log.txt?dl=0 Modlist: DistantObject, EVE, Kopernicus, KSPRC, Scatterer, TextureReplacer (all accept KSPRC updated to latest version)
  12. KSPRC grass textures and the Mun surface aren't loading. I've updated everything including Kopernicus. Any clue to fix it or is it just broken?
  13. Its simply a feature/extension by 01010101lz's fork. I pm'ed Crzyrndm about it, he's really busy so we'll have to wait.
  14. @lo-fi Thank You Lo-Fi, all the best! You've done some of the greatest work here and soon the greatest mod since a long time.
  15. I'd like to add some feedback on MAF behavior when controlling flying wing aircrafts. It seems to struggle with yaw control, causing oscillation enough to throw off aim. Toggling SAS solves the issue quickly. Would MAF be optimized for similar yaw related issues in the future?
  16. There's an issue with the 1.2 update, maybe just for me. The pilot is making all control surfaces and gimbal turn into a seizure, probably over calculating it. All three modes are causing this issue and all aircrafts I've tried are well made and produce the same results.
  17. Some of my wings are shorter when transferring to 1.2.1 due to wing length limited to 8 only. Especially the control surfaces. Thanks @Crzyrndm for maintaining this mod, please take your time.
  18. I have a suggestion: uncontrolled extendatrons and rails. Another feature is having a spring feature where the uncontrolled extendatron will always return to pre-defined position like a suspension spring.
  19. Well I hope my mod list updates by then. I'm currently building an STOL system that uses AGX and Sequencer. Thanks for the heads up!
  20. Action Group Extended is not working properly. I use KSP 1.1.2 and have been testing both the Pre-Release and the Latest 1.0 (Even if it is for 1.1.3) with IR 2.0.1 till the latest version. All it gives out is error when adding in an AGX into the sequence. I even tested on a clean 1.1.3 install with the latest versions and came with the same result; 'Error'. Is this a known error, or should I report with full log?
  21. I'm trying to make a copy of the procedural wing with most of the same settings from the config file. I'm trying to make a structural version of procedural wing that has no lift. However it doesn't seem to work, every time I remove the Surface Lift module the part work (the part would load but not cannot be edited). Is there any way to make a wing without lift?
  22. Its essentially a launcher that I'm making. The missile on them are different, but the base launcher is still the same. The name for the .craft file is different (Launcher + Launcher 3)
  23. The Sequencer is having trouble with multiple crafts of the same kind. Everytime I run a script on one craft it activates (only the Move Servo part of the script) on the other instead. I even tried naming both crafts group differently, it doesn't seem to recognize. I'm using the beta4 version with 1.1.2 after tedious hours of trying to get the script to work in the latest version, thinking it was a problem related to the mod version.
  24. Is there a Thermal Helper mod? I'm looking everywhere for a mod that disables overheat highlight that occurs regardless of any available options. (not to be mistaken with the F11,F10 options, they don't disable it). I recalled a mod that did this some time ago, I think this one might have been it.
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