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SpannerMonkey(smce)

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Everything posted by SpannerMonkey(smce)

  1. Hi quite simply because we see far too many cases of multiple and obsolete copies of MM and similar bundled dll's in the logs we see regularly, as today 1 log with 8 versions of MM. And a new record holder in the 37 copies of AVC.
  2. The rotary rack, and any weapons would ideally be removed, that's all weapons of all types, as they've all had cfg and module changes. As a personal thing , pull off the WM as well, start with a nice clean slate .
  3. Hi, we'd recommend a full disarm in that case, there a lot (understatement) of under the hood changes between 1.3 and the 1.4.x version .
  4. If you 've already run the craft in 1.3.1 with BDA 1.1 final then no you should be good to go. If however you have been running perhaps ksp1.3, disarming craft is very much advised before importing craft
  5. HI. please go here, which is the thread for the mod . Make sure you are only using the latest release available here
  6. I thought this should be a good popcorn generator . Seems the goal has been achieved given some of the things i've seen in logs lately https://www.pcworld.com/article/2455132/dumb-fun-15-dead-stupid-utterly-joyful-pc-games.html#slide10
  7. Hi congratulations, you now hold the record for the most copies of 1 dll i've ever seen in KSP , 37 copies of mini AVC, i suggest you start by deleting all but the most recent . Then remove the RCS build aid which isn't loading, from the looks of that it's simply no compatible with that version of KSP, of you're missing a dependency and try again
  8. HI No, simply copy your complete KSP install to another location(preferably not C and NOT your desktop) Rename it,, make a new shortcut , delete all of the contents of the gamedata folder except for Squad copy in BDA PRE etc . Start new game , done, you have now created a copy of KSP that can be used for troubleshooting similar mod problems.
  9. Hi, Usually it means , create a new install, using only Squad BDA PRE and module manager in the GameData folder and retest. If all systems work then it means that something you have in your GameData is interfering with BDA.
  10. HI KSP version and BDA version please, also forcing non standard start options ie, open gl etc, is known to cause issues such as the pink lines shown in the image
  11. Hi, why there are still 3 , only the powers that be can tell you. However,it was found the the original RBS15 exhaust fx were sub standard, and so the missile was rebuilt from scratch, as mentioned we have non of the original assets, so there's no quick fix potential. The RBS comes in two flavours Ground and Air launch, and that was arranged. The original now renamed xxRBS-15 Cruise Missile, should by all rights have been removed. I'd advise against using the xxRBS-15 Cruise Missile as it's defective. The two new ones on the left, the old defective original on the right,
  12. The flare dispenser and the chaff use the same model; and are initially mapped to the same texture. Namely the tex_CMDispenser, This means that as the chafe dispenser needs to use a different texture , it will also need a model node and texture reference. There's no need to have a model node or texture path in flare dispenser as there's only one model that can possibly be used and it uses the mapped in mu texture. Which is also why it shows as the ammo box model when the dispenser files where in there , as TheKurgan points out, any file that contains mesh=model.mu , will literally load any mu, it doesn't care, , the first one it finds, so as it was in the incorrect folder, it simply loaded the mu it found.
  13. HI. apologies for that slippage, until an official fix is available . Browse to BDA/Parts/AmmoBox and cut out the two CM cfg's you will find there (chaffDispenser.cfg and flareDispenser.cfg). Paste those two cfg's into the BDA/Parts/cmDropper folder , overwriting the current contents. Which should then result in the correct part display as shown below . Cheers
  14. A quick note on using the surface AI. 3 modes available, use the correct one. Land , Amphibious, and sea . In all modes drive will cease if the vehicle leaves the ground. All self explanatory , and yes the Amphibious is just that , with a vehicle that is properly constructed for the task, can be launched from an offshore vessel and swim to the shore, while defending itself and then drive up the beach to continue the fight. Or the other way around, should the land forces get the upper hand. All modes have been tested quite extensively in house, and without exception we have not found anything, in the normal range of craft that cannot be setup to work correctly. ( i don't consider submarines to be normal craft for most users) The AI presents a multitude of settings , that can as mentioned be tuned, to run a tiny four wheel rover, made from stock parts with a gun stuck on the top , OR a full size full weight 170mtr ASW cruiser,. or for that matter half a dozen of them. Experiment with drift and steering , as it will be different for every vehicle, and suspension setup will have an effect on how the AI drives it. Always setup your vehicle before slapping on an AI , a well set up vehicle will fight well. See the teams various You Tube channels for videos of testing chaos. . Same as always 1 weapon manager and 1 AI per vehicle. Do not fit both a surface and a pilot AI to a vehicle, bad things will happen, and you will be miserable. Guard mode static battles are dead, long live surface AI And finally special thanks to the BDA coding team, without whom non of this would be possible
  15. Hi, the part you seek will be in the parts cfg , in the RCSFX module it's simply a line that states name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCSthruster thrusterPower = 12 resourceName = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< resourceFlowMode = STAGE_PRIORITY_FLOW } I'd think , if you're happy enough to do it, it could be added to a craft file, but it be nicer added via a simple module manager patch.
  16. I've managed to place stuff on most of the rocky bodys using KK, but like Jool i dont think the kerbal sun has a surface as such, so placing statics may be not possible.
  17. Hi . that looks to me to be a problem with the models normals, it looks very much like you have and edge running through that panel, so the resulting panels are not properly triangulated , rather than a diagonal edge running from corner to corner of that large segment, it would display much better if each of those visible window panels were re triangulated individually. The how of that will very much depend on the modelling app you've used. Or as a quick unity fix, that sometimes works for small errors, allow unity to calculate the normals, be warned if you've carefully set up smoothing groups etc doing this can change the appearance quite dramatically
  18. @Shadowmage having a case of brain fade, need a refresh, what is the required position for the (in unity) wheelcollider and suspension for KSPWheel, fully compressed, mid travel, or full extent? I 've got an old problem returned and I'm sure its related. Cheers
  19. this is the only BDA, continued is this , as continued by the current team. Official BDAc versions for KSP's 1.1 to 1.3.1 can be found here https://github.com/PapaJoesSoup/BDArmory/releases
  20. Hi, before any advice can be given the following details will be needed. KSP version, BDA version and where you downloaded it from. AS a crystal ball inspired guess I'd say that you are using either running KSP 1.4.x with BDA, which will fail, as mentioned many times already, There's no 1.4 BDA right now. Or any other KSP version with a BDA version that is not compatible.
  21. Hi, there is no version of BDA currently compatible with any KSP 1.4x version . If you are not running 1.4x and still have a problem, and have downloaded your copy of BDA from the links in thread or from here . a zipped copy of your KSP.log uploaded to a file sharing site and linked here will provide the quickest solution to your issues . As a new player? I suspect , unless you are running 1.4.x then the chances are that you have made a mistake in installing the mod.
  22. Well, it's your call, do it any way you want. It is our recommendation that all relevant BDA parts are removed prior to transferring . But we all know how this works, you (generic you, as we all do it) transfer the craft over to the new version , it loads and isn't locked, so you fly it, and if you've not swapped or remove the equipment anything that happens is completely the responsibility of you, the user. If you end up in space, break the world, blow up on launch, it's not a bug, it's a choice you made, having been made aware of possible problems.
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