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SpannerMonkey(smce)

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Everything posted by SpannerMonkey(smce)

  1. There is a version of KJR available for KSP 1.22 that is compatible with Infernal; robotics , see the later pages of IR thread
  2. Evening Gents would one of you kind chaps please lock the thread below, sadly my time as custodian is over. Cheers
  3. NAS not been updated since 1.2 , NKD hasn't been updated in ages and the nuke effects and area of effect of all explosions broken and have been for some time, Cal not up to date with BDA specs, only AA i suspect out of all the mods listed is good the rest as noted on their respective threads are not 1.3 ready and in the case of NKD likely to mess with the rest of the game.
  4. The BDA Pilot AI needs no other instructions in order to fly a holding pattern. The procedure usually goes as follows, build craft, fit pilot AI. Launch craft, engage brakes, engage engine, open pilot gui, set take off speed to zero and select the activate pilot option. The aircraft will proceed to take off and fly a holding pattern around KSC
  5. I noted in your last log that you do not have physics range extender (PRE) installed, this is really essential to fully exploit the potential of BDA's latest features. Part of what you are seeing is the default BDA behavior that is a legacy of earlier game environments. and the rest is KSP's inbuilt physics limitations, which PRE removes You can get it below I'd also like to suggest that you visit the BDAc thread where a lot of your questions may have already been answered
  6. As i've no clue on your system specs, i've no idea what you're working with, as I it understand as long as the machine you are using meets the minimum spec it should run, BUT you say in the first post you are running a 64bit version of windows ten, that infers you should be able to run even the KSP 64 bit with no mods. Aside from actually checking your system specs (does dx diag exist on windows ten? type DXdiag in the search box and click the DXdiag.exe that shows, if it does, that will list basic machine specs like OS and ram) and shutting down all background processes I really have no clue
  7. Nope in the main KSP folder there is a file called KSP.log. But that's irrelevant as the error log shows that your system simply ran out of memory . Why this should be unless you have minimum levels of ram, even then for the 32 bit to crash due to lack of memory with just one mod seems unusual Pre 64bit BDA ran fine on 32 bit machines.
  8. Can you supply a copy of you KSP.log from the last run of KSP. There is a better than even chance that if assets are missing that you have installed the mod incorrectly Please recheck path details as given in my previous post as they are correct for KSP 1.3 also
  9. Hi, Is it random or always at certain sites ? If the latter, It sounds like the terrain may have change in those locations, i can think of no other way that a spawn point can be underground. could you make a note of those locations and let us know. which ones where, so we can check and reposition if required
  10. There is a BDA version for KSP 1.3 https://github.com/PapaJoesSoup/BDArmory/releases/download/v0.2.1.1/BDArmory.0.2.1.1_05282017.zip
  11. Download removed as it's simply too buggy . @gomker see my post for last fix, harpwner is good with unofficial updates until he has time, but there's more that really needs fixing than just the visuals, as the area of effect is very very broken, things at ground zero undamaged while 20 km away everything burns.
  12. Hi all, I've just tested LBP in 1.3 and it is a complete fail, without KJR there is no way to keep the ships together. SO LBP will stay at 1.22 until and if KJR is updated for KSP 1.3 Cheers
  13. You are not alone, I use the same manufacturer group for all my parts, so they can easily be tracked, however as you note many use some comedy line or add to some existing Squad company, which in truth is a bleepin nuisance when trying to find out exactly which mod supplied the parts. I do a lot of cherry picking, because there a mod makers out there who do X better than I do, and I reduce most mods down to the bits I use. Admittedly JC does this but it doesn't help in the editor when you're presented with 12 rotors with no way of identifying exactly which mod gives what.
  14. HI, Yup it's fairly easy Fly to the site at which you want to place a fuel depot, Land, (dont do this while flying ) Open the KK editor by pressing ALT K From the tabs in the gui select spawn new, browse list and find suitable fuel tank. NOTE the window contains 4 columns, the first is the group that the model belongs to, the next is the models name, the next two concern themselves with placing, column 3 which spawns a rotating preview model, in order that you can check it is indeed what you want, and the forth column will select a placeable model So now you've selected a model you can now move it , and place it, using the gui window that is displayed when you select a model to place When you are happy with the models position click save and then deselect , the model editor will now close leaving you with the instance editor. As a final touch once you have placed the objects, in the gui window (ksp models are called instances, so we call that the instance editor) Select local instances, and at the bottom of the window reduce the range as far as it will go, . This will now list any models in the local area and show you if they are assigned to a group. If the local models are grouped you will notice a name in the first column and that the models you have placed have ungrouped in that column . Once again in the bottom of the gui in the add to group box, type in the name of the group. NOTE it is case sensitive, so if you want to add to a group rather than create a new one, you will need the exact same group name as is displayed for the other local models. Then save as group , close all the windows and your done ,
  15. A lot of little detail changes it seems, and not all are advertised in the release notes. However It/s (/appears) less painful and destructive than the jump from 1.13 to 1.20 which pretty much broke everything.
  16. Hi , thats a first , in all the years of using KK, (from KT days) I've never seen anyone actually use the air race. There is of course nothing stopping you from creating a new race track wherever you choose, and would probably be easier for you than someone who has never used the AirRace. As you have actually flown the courses and have a better idea than most of the turn radius etc you will need in order for the track to be usable by anyone else. I'd have to go through a process of build a track, build a plane, fly the track, move the gates, fly the track, move the gates , and even then it's likely only to work for a similar style aircraft, SO I'd say go for it Build Your Own, which is what KK is for after all, and you get a bonus video feature on how to create an air race track. Cheers
  17. You will need to zip it up and upload it to dropbox or similar and then place a link here so that I ca DL and view Ideally the logs will be the KSP.log and the output.log A screenshot of the contents of your KSP GameData folder will b helpful also You can check the install path yourself however, the correct file path for BDA is KSP/GameData/BDArmory NOT KSP/GameData/BDArmoryv1x1x1x1/GameData/BDArmory Also check that you have in fact installed the correct version for 1.2 which is linked below and comprises the only official download for KSP1.22 https://github.com/PapaJoesSoup/BDArmory/releases/download/v0.2.1.0/BDArmory.0.2.1.0_04132017.zip If you have downloaded and installed any other version then at best its incompatible and at worst totally obsolete PS there's more to BDA than just slapping on a weapon and going shooting,please familiarize yourself with the details of operation which can be found in the in game KSPedia entries for BDA, which are very detailed and cover all you need to know.
  18. Hi there's a very good chance you have installed it incorrectly. A zipped copy of the KSP.log will tell me everything I need to know. Or i could leave you to the guessing crowd
  19. Hi , this is an easy one. You are using KSP 1.2 there is no official version of burn together for that version of KSP. You will either have to upgrade your KSP or stop using BT. . You also have several other errors concerning MJ and MM. and of course you seem to be collecting MM dll's when you need only 1 .
  20. Hi depends very much on the gun type you are using, and using heat to simulate reloading when there is already a reloading function seems a bit odd. .but you can get a good idea of the how by studying other cfg's and firing the various weapons, this will help you understand the heat cycle . Developments upcoming in BDAc will render your attempts pointless though as burst length ( period of time which the gun is firing) is likely to become a thing.
  21. Normal service will be resumed shortly 1.3
  22. Your maximum visual range should be 20km on the gui slider if using the correct version of BDA
  23. On the same steam tab used to select the 1.29 beta and now 1.3 there is an option by clicking dropdown to select 1.22 download install that, then copy the whole ksp folder to a new location, then go back to steam and reselect 1.3 and download that, you now have a safe install of 1.22 and a clean and shiny 1.3 enjoy
  24. Hi the thing is the "#autoLOC_50nnnn": is not a feature of KSP 1.22 that is new in 1.3 and forms part of the cfg localisation , each part in 1.3 has a tag = x. for search terms. and in 1.3 unlike 1.22 which uses plain text, 1.3 uses these tags to reference a library entry There are no such references in 1.22. It seems very much like you have somehow mixed up 1.22 and 1.3 parts under a 1.22 build Should add that i'm running several copies of each and can only recreate your problem by dropping a 1.3 part into 1.22
  25. Hi that is not the mod that is featured in many screenshots and I don't think many here use gemFX as no question about it is ever answered. The mod you are looking for in fact is probably scatterer
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