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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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NO guarantees that it will work for the current version, As mentioned it was done for a previous BDA update so in all likelihood it will fail just the same, But all the same you're free to try The link that was here has been removed so as not to give false hope. Nope no chance of it ever resurfacing.
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Open the NKD folder and find and open the plugins folder, delete the existing NorthKerbinMod.dll and paste the new one in it's place. Simples
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what does it look like on vehicles/ships? and any chance of a fix for issue 6, which prevent the use of DFX on any SM Missile system and thereby anything else.
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The lack of mushroom clouds has no relation to BDArmory. The NKD mod is responsible for the mushroom clouds and because NKD has not been updated it no longer functions with the latest BDA, Every update to BDA requires that NKD is also updated, if you look in the NKD thread you will find fixed dll I did for the last update which apparently still works. It's not my mod and while the author doesnt object to my updates I will not br doing any more updates As I no longer run a mod that needs NKD TLDR NKD needs an update
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Hi the focus of BDA has always been terrestrial combat, there is no code present in BDAc to deal with orbital target acquisition Tow missile relies on aerodynamic control in order to fly the beam, there is no vector control as such , regardless of how it appears, no air in space = no aero control The HEKV was an aberration abandoned by BAHA and has been broken since pre 1.05 and IMO should be removed from the mod, Removing it would make it clear that BDA is not for space . Anyone still having the missile on a craft is still trapped in 2015 This simple stuff would involve completely re writing the BDA mods target acquisition ( several thousand lines of code btw) to include mechjeb levels of calculation for missile and shell interception, the problems being gravity, shells/ missile are affected by gravity when fired in orbit and the speed of the target , which is orders of magnitude higher than the mod can currently cope with. I doubt if BDAc, unless something major changes in the make up of the current team,. will ever be capable of space combat. To make space combat truly viable a code base would need to be developed specifically for that purpose and as such it was long ago agreed by most involved, that a whole new mod would be required. Though thinking on a little I could see an expansion working, using the BDA turret missile control etc but hooking in the orbital fire system as certain other mods do for the explosions etc. IF you have the skill set why not have a go yourself Not speaking for the team of course just my own irrelevant opinions, which are well known to the team already
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MY KSP IS BROKEN
SpannerMonkey(smce) replied to a topic in KSP1 Technical Support (PC, modded installs)
Hi difficult to tell for that log, a zipped KSP.log is far more useful , but from what I can tell you are running several incompatible mods for the KSP version you wish to use. . You also have several versions of module manager of which a couple are not compatible with 1.20 I presume these came with the other incompatible mods that you have installed -
yup Hi JR, in all my hours (too many) of bug hunting BDA and weaps in general I've found that this can usually be tracked down to other mods causing game errors, As you know I'm no coder so can't give the exact why, however the more stable the game environment the better the BD AI runs, generally it seems that games that have logs ( i see a lot of logs) full of spam and NullRefs will have a glitchy AI performance A look at that particular games KSP.log would point towards whats upsetting things
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Hi the only time i've seen this is when a craft file has become corrupted, if it happens every time you try and load the craft you have no real option except to delete the craft file, switching to SC view and returning should clear the menu , other related nasties include the craft file partially loading into sph but being unable to be edited or deleted, the fix for this is to swap scene and swap back to sph/vab and then delete the affected craft file. If you don't want to lose the craft straight off you could simply drag the craft file out to desktop or something and try reloading the craft menu , You can do this while the game is running, the craft file is scanned every time you click the load craft button , the rest of the time it's ignored Removing mods especially part mods has been known to cause this, though removing tweakscale can leave craft seriously broken if it was used in the build.
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Thats one of the few ways thats used by lots of players another option is to do something similar to this mod and texture replacer colors the environment and kerbals Then there's Firespitter, B9 and Interstellar texture switches which allow you to swap through a selection of (created by you) textures. So loads of ways to deal with color changes already, always room for more though
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Using KAS Winch with kOS
SpannerMonkey(smce) replied to chrisb2244's topic in KSP1 Technical Support (PC, modded installs)
Eject usually detaches anything attached to the cable port/plug , which leaves the attachment stuck on the winch and the cable unwinding, The command you want to use when magnet/harpoon is docked on winch is release, or extend, instant stretch in many cases send the cable many meters past the ground contact , requiring tedious rewinding. Release allows the cable to unwind complete with the attachment -
There is a kinetic element present in the shell impact it's not only heating. I'm currently looking at the results of a mod test scenario and there are over 200 bits of debris scattered in a 10km radius of KSC So plenty of stuff has been displaced due to explosive force and kinetic impact , ranging from tank turrets to tail fins and everything in between, More parts in a ship = more debris, but i hate the clearing up, so the fewer parts left the better if you ask me.
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Neither of which prevent you from installing the mod incorrectly, sadly my crystal ball is being serviced so I can't possibly have a clue whats wrong, No KSP.log = NO help
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Hi, in my experience , the tint of a flame is set more by the mod author when they are making the effect, the texture in reality defines, or so it seems the shape and lighting of the particle and the particle emitter scripts animate color takes care of flame tint, which explains why the red and blue example you cite use the same texture. MODEL_MULTI_PARTICLE is an animated particle emitter I don't think there's any way to change the plume color after processing to .mu . All i've ever manged to alter via cfg is strength and emission rates, you can of course swap plumes from one engine to another but that serves no purpose if there is no blue option. Aside from making a new model for the plume in unity , I suppose you could hunt through the engine mods until you found the style and color you want and use that model for your FX instead
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Hi there's a good chance that you have installed one or more of them incorrectly or one or more of them is incompatible with the KSP version you have installed. Given the detail in your report I cannot advise any more without a copy of the KSP.log, Mod troubleshooting has a sub forum of it's very own and I suggest you zip a copy of your KSP.log , upload to a filesharing site (dropbox for example) and make a post there, providing a link for the log Running the game with mods installed that are not working correctly runs a risk of game instability and possibly save corruption
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Infernal Robotics Rotatron strength
SpannerMonkey(smce) replied to Benzel's topic in KSP1 Mods Discussions
I have to ask why you need those great big tanks and that amount of fuel mounted so far from the vessels center line, I think a redesign is in order rather than making things bigger. Use the IR version of KJR which helps calm things down and many use quantum struts or a variant to stiffen things up -
The missiles have an minimum and maximum launch range the AI will not fire a PAC3 within 2KM or further than 15KM, Which why the AI did not respond when they were next to each other . Lets just clarify things, You have the correct versions of KSP and BDA and BDA is correctly installed You have craft A on the runway, craft B the aeries is flying at a distance of no closer than 2km . Craft A the launcher, has a available EC and 1 weapon manger set to team A and craft B has 1 weapon manager set to team B . The missile turret .craft A has missiles attached correctly and not fouling or in collision with the launcher, The exit path for the missile is unobstructed. by struts or other turrets. If all the above is true then the radar should activate and the AI fire the missile at a valid target, however if just one thing is false it will fail to work as advertised . Check the filepath for correct installation, check the version is correct, make sure the test is not being influenced by other errors (other mod problems) If all that checks out a copy of the KSP.log will be required (as per the first post) in order to diagnose your issues
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Hi i note that the stock capsule also uses CoPOffset = 0.0, 0.6, 0.0 which effectively moves the aerodynamic pressure up the capsule(i think I'm correct here) which looks like it gives the desirable lawn dart effect. (Are you clearing the part database too after every test?, as moved com col cos etc change the drag cube (does with ships at least) , you could be getting odd results if not)
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Unable to say without details of the target, though there is a built in limit to the signal strength that will trigger the system. Other things too determine use of missiles, such as guns with overly long ranges, or setting the AI to long gun range will effectively turn off missile use. Hi just tested Jernas and PAC3 and am unable to replicate your issue using KSP 122 and BDAc v0210 . Multiple Jernas turrets loaded with pac 3 intercept missiles fitted to test rig all fired and tracked to target correctly. Can you try moving the firing interval slider to the lowest setting and retry HI, there are no known incompatibilities and very few issues in general, and no way to properly diagnose your issue without further details or logs. That said before proceeding you should check the the BDA install path is correct, the only correct path is KSP/GameData/BDArmory, no other path will work and installing the mod any other way will cause it to fail . IF the filepath is correct check that you have the correct version of BDA for the version of KSP you are using.
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[Idea] Fireworks Mortars Battery for BDArmory
SpannerMonkey(smce) replied to kerbiloid's topic in KSP1 Mods Discussions
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Nope, not from me, I'm still happily using your adapted velocity curves. They alone prevent the props being used for anything else so effectively ( massive amounts of power confined to a tiny speed range plus large part mass) it makes writing a bit of code superfluous really (not that I'm anywhere close to being able to do that anyway )
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Subs are a thing , you just have to know where to look or here and here Thing is, they aren't easy mode, ie require some intelligence to operate, but in the half dozen mods that have subs or parts for subs they seem to work in a usable manner, for most users. SO yeah you can do the sub thing if you want, without too much difficulty
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Hi like all things Kerbal it's all about what you can't see, namely two transforms one named seat pivot and the other Airlock, and should be in the positions below to allow for successful boardings , Airlock should be given an Airlock tag and the collider needs to be set as a trigger and it needs to be on Part Triggers layer, any of these things missing and it will not work
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Hi cool challenge, love the title graphic. I'm going to ask as it's not mentioned, I know as a sometime resident of Laythe that suitable areas on land for aircraft launch are limited, I also note that in the graphic ALL the craft are sitting in the water, IS this a seaplane contest? Is there a dry ;launch option? If it is a seaplane comp, that is you have to be able to take off from the water, can the floats be dropped after launch? or do they have to stay attached? I can foresee that if they can be dropped this will cause extra flight work for the host as you/they'll need to manually cycle through and drop the floats of every eligible craft, How does the AI handle wet launch take offs? I know it can cope with a dozen aircraft on land but have no experience of the AI with seaplanes.
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Issue with symmetry
SpannerMonkey(smce) replied to linuxgurugamer's topic in KSP1 Modelling and Texturing Discussion
That' s it exactly and 0.0, 0.20, 00 is indeed straight up the center line of the model Something like 0.193, 0, 0, 1.0, 0.0, 0.0, 1 would place it in the position shown below, that seems more appropriate than being partly submerged in any part it is attached to.