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SpannerMonkey(smce)

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Everything posted by SpannerMonkey(smce)

  1. Hi I'm aware of some problems with the current old release and am working my way through the issues. Due to extra unexpected problems this is taking a little longer than i first projected . I would very much like to see a copy of the KSP.log from an existing user who has not downloaded the linked release and are using a legacy version. I'm going to remove the the link now as I feel that it will continue causing problems long after it's removed, and i have no wish to have merging good install with defective install problems going forwards. Sorry for any inconvenience , service will be resumed shortly. cheers @Combatsmithen As i suspected the previously linked download was not what not was supposed to be, I have made available a link to the last released version on Curseforge which was for KSP 1.2.2 ,This version IS known to have issues, and although all engines are functional there are problems that will cause log spam
  2. Hi, i'm going to have to scroll back a bit here. RE the above, are you now saying that the issue has afflicted all aircraft? I 'd ask for logs but. there's nothing yelling broken in the logs from my tests in a very similar environment i downloaded your craft and it displays some very odd behavior, (as a result of the clipped cockpits perhaps) and you have asked it to do something then , to me it seems, made it difficult to do it in a timely fashion by limiting it's angle of attack to 17.5 degrees and that is almost half the default value and seems from a quick bit of digging more appropriate to a passenger jet than a fighter . I'm not a KSP BDA Aircraft expert, but that seems very restrictive. Perhaps some input from an accredited (knows more than me) aircraft builder is needed here, because this does not look right. PS thanks for having the AI and WM located where i could find them
  3. @Deathpuff12, how did you get the vessels to the runway/s ? and did you notice anything odd in the navball position.
  4. Hi , based on the info in your post i would suggest that you check that BDA is correctly installed, as non appearance in game despite loading indicates that BDA is not in fact installed correctly. BDA must be installed in KSP/GameData and the only acceptable filepath is KSP/GameData/BDArmory. KSP/GameData/GameData/BDArmory will not work and is the usual issue . which is the result of unzipping the archive into GameData rather than the KSP main folder.
  5. Thanks for letting me know how it went, perhaps i should simply make some much larger ones, as it's true when i started the mod I had no intention of making ships as big as they are now, so yes i'll grant they are a little small. Cheers
  6. For technical reasons i cant quote the post but go back a few pages to a post on 8/11/2017 , which deals with the issue you mention, As far as i'm aware the situation remains the same.
  7. You will have to read the thread for the current state of the North Kerbin Mod, as i have not looked at it for a while. Perhaps a current user could assist???
  8. Sounds very much like you have messed up your KSP installation, perhaps following an upgrade to KSP 1.3.1?
  9. Hi, to use any of the available weapon mods you NEED to have BDArmory installed. IF you have uninstalled BDArmory weapon mods will not work and due to missing resources and modules produce excessive log spam that will ruin the quality of your gaming experience.
  10. Hi for the mushroom cloud issue you will need to go to the North Kerbin Dynamics thread NKD, All CAL provides is a library of ammunition ( a resource) to draw from. Other mods are responsible for using that ammo and providing FX as required.
  11. Good plan, do report back and let me know how it pans out, eventually all these reports will lead to the thing, that first domino falling, that causes the issues . Cheers Good tip, although there are no issues with the beta that will affect the average user, and in fact , it's good to get updated as it's loads more interesting (exploits aside)
  12. The big snag with dazzle is that it's a non repeating camo. DCK needs repeating textures so it can be tiled , don't do it Doc!! To pull of Dazzle you need to plan for it from moment 1, ie when you are building and texturing the model. That's the only way to get the large color areas
  13. Hi if you read follow and understand the linked instructions you will find that indeed you can build multistage missiles . And could you please stop posting in that weird stretched out style
  14. Hi thats because B9 wing makes wings that shape from the supplied parts, Please check instructions for using B9 , Missile needs to be saved as a sub assembly , attach base of missile to a docking node, re root so docking node becomes parent part, open editor sub assembly window and detach the missile from the docking port and drag to the open window. Apply name. save. done Missile can now be added to launchers etc. DO NOTE that missiles are not craft they do not get launched from SPH or VAB, you always need to have a launcher of some kind, 1 is provided with Modular Missiles( i know as i made it ) But anything with a node attach will do as a launcher as long as it has a Weapon manager and an EC supply https://github.com/jrodrigv/BDModularMissileParts/wiki/1.-Building-your-first-Modular-Missile https://github.com/jrodrigv/BDModularMissileParts/wiki/2.-Adding-a-modular-missile-to-your-plane.
  15. Hi, been seeing this a lot lately and it seems that every time the cause is the same. If you go maybe a page or so back, you'll find a similar post and convo, same problems exactly, and not for the first time. Long story short, I strongly suspect you have a dirty game, that is a game in which the are no show stopping errors, but lots and lots of little ones from numerous places. It's worth pointing out that NON of these errors will be (if correctly installed and versioned) from BDA. A clean game, nothing in the logs aside from assemblies(dlls) parts, textures and cfg loadings, MM logging etc . A dirty game, empty cfg errors. null refs for plugin and missing modules, missing textures, cfg errors , wrong mod wrong version etc . Right now post update , clean games are in short supply It's is now pretty obvious to me that in such dirty games the BDAc PAI ( Autopilot) has difficulty operating, and the dirtier the game the worse the performance. This ALWAYS manifests in two states, either "Run away" in which a pursued aircraft will fly at full speed away from the combat and continue until it runs out of fuel or it gets some operator intervention. The next state " Reach for the stars" is a similar thing but vertically. Similar problems will be experienced by the Weapon manager, though this seems to take a little more dirt, and finally the vessel mover browse window will fail when the game gets just too messy/ I've pursued this for months now and every time, as in the last case, if the aircraft is placed with just enough mods to build it , and BDA, in a clean stock (no other mods) game the problems all go away. How you proceed is up to you, though for getting the best out of BDAc, I'd be looking at trying to build a bug free install for it to run on.
  16. HI, that sounds very much like you are scaling either the drives or the rudders, while there is scaling allowed, i do not really recommend using it on drives in particular, they are heavy to start with(because they are) and get very heavy very quickly when scaled. Apart from looks there's nothing scaling of drives improves, the drives might offer slightly better acceleration when larger, they will not however get you going anymore than a couple of m/s faster . Aside from that have no clue, as all my 1.3 45's loaded and launched fine in 1.3.1.
  17. Hi all re dependency and FS, especially the FS, it's my intention over time, as i do with ,most of my projects, to make it standalone. So that even if you only install KAX it will be full operational. This wont happen for a while yet(T&C's) , but small steps toward are already in place. There was an included resource file in the last KAX release to work around it being missing in FS, The simple solution is to bring it in house as a custom KAX resource, say hello to KAXdropro drone propellant. Hi ooop s , having some trouble with Dropbox of late, link will be restored asap. cheers
  18. https://github.com/jrodrigv/BDModularMissileParts/wiki/1.-Building-your-first-Modular-Missile Or Hi the first link contains instructions on how to build radar guided modular missiles. The second is to BDA without which there is no missile control or radar.
  19. Only ish at best as bounding boxes in KSP, appear under my interrogation, to be regardless of actual mesh form. rectangular, seemingly formed from the tallest and widest vertices and projected into a cube. The only purpose of the bounds is to prevent the object spawning inside another.
  20. Hi if i had a zip of the log it'd be easy to show examples, but it's not, and i really don't want to go through it again. That said, there's something you can do, has no ill effects on your game, and gives us new clean info to work with. Goto GameData and find and delete the 4 (four) module manager cache files, module manager stores info about all game parts here, and despite it's awesomeness, occasionally especially if not cleared between updates things can get a little confused, so delete the 4 cache files NOT the MM dll and retry the game. Below image showing MM dll (which you do not remove) and the 4 files that need removing.
  21. Wood eh, used to have a sign up in my workshop that stated " wood not spoken here" , but as it's simulated it'll pass That'll be a yes
  22. Hi all KAX will indeed return very shortly to full operation and advancement, no more cobwebs, dusting done, just finishing the carpets @inigma re special requirements , very open to requests should no item presently be suitable for your purpose (ref tiny)
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