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BahamutoD

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Everything posted by BahamutoD

  1. Oops! Thanks I'll make sure to fix that. Thanks man, I'm Filipino American. I noticed this too. Might lead to something. Edit: Yaay I found it. There were some unused mesh filters on a couple of the objects in the hierarchy. Even though they weren't being rendered, FAR included them in the geometry. I'll release an update soon.
  2. Really? There's only one "ammoName" field. Does KSP have built in support for requesting multiple resources with a single string? Edit : and only one field for requestResourceAmount... so even if RequestResource() can check two resources from one string, it would ask for the same amount from each type.
  3. Thanks, I'll work on that. Edit: I'm having it rebuild mesh data on start, and when it fully retracts or fully deploys. Its properly fixing the voxels for the doors and wheel, but that big cube is still there regardless of the state. I have no idea where it's coming from. Its not the shape of the bounds collider (which gets destroyed on start, before sending a rebuild message). Any ideas? Did you have a previous version installed? Make sure you have the latest version of the plugin (BDAnimationModules.dll) which is packaged with the current version.
  4. Missing ammo boxes and textures (the crosshair) mean you installed it in the wrong place. Please watch the tutorial video.
  5. BoomShroom, unfortunately the code only supports one resource requirement. I'll put it in the todo list. I'm curious, what do you have planned?
  6. Currently you can set the button by typing something in the fields at the bottom of the window. I might change it to be able to record a button. It was a lazy solution to an issue where if the camera doesn't get reset before you switch scenes, the game breaks. I'll see if there's another way. Thanks, I'll try to fix it.
  7. Hotfix v0.8.2 v0.8.2 = Changes = - Slightly increased PAC-3 maneuverability = Fixes = - Made AI pilot enabled state public and persistent for contracts compatibility - Added option to disable auto return for turrets --- Notes: To whom it concerns: to disable auto return for turrets, remove the deployAnimName line and add autoReturnTurret = false
  8. The root object can be anywhere. What's important is the relative rotation of each transform. edit: I'm uploading an explanation video since several people have this problem. edit2: Oh I thought you were talking about the wrong rotation problem when turning the turret off. Yeah the animation should work when placed there. Turn play automatically off and make sure you reference the animation name in the config. Also make sure that its the only Animation component in the hierarchy. Might be safer to just put it on the root object. Here's the explantion for the rotation transforms for future reference:
  9. I see you have the new parts, but it appears you are using an old version of the plugin. The smallest gears from this pack weigh almost double the mass of the stock small gear bay. Proper mass scaling is on the todo list.
  10. Ah, it must be due to the new massive lift and drag of 1.0.2 aero. I tested the terminal maneuvering in 1.0, but haven't yet with the latest ksp aero. Edit: Although.. I could have sworn I disabled the stock drag model on missiles.. I was thinking of bombs I've been meaning to rebalance the laser damage. I'll actually write it down this time so I remember. Good ideas. Jettison can be an action tied to each missile/bomb individually so I don't have to give a specific action for dropping each type of missile to the weapon manager. I don't know about cargo bay control and ecm for now, but the 'AI' is written so that it would be easy to tell it to fly to any arbitrary point, so "go there" commands should be pretty simple.
  11. Stock chase cam only follows the velocity vector horizontally, so if you are flying upwards, it won't look up. It also follows your target if you have a target set (also only horizontally). There's no option to lock with roll. So its good for some cases, but this mod still gives you options that stock doesn't have.
  12. Not true (obviously all of my turrets work fine). You just have to set it up correctly in Unity. I know LORDPrometheus doesn't have access to Spanner's unity files so I have to make an option to disable returning the turret to original position, but PrototypeTheta, just look carefully at the rotations of each object in my sample turret, and you will be fine.
  13. I forgot to mention it in the change log, but bomb clearance check works for missiles with drop time greater than 0.25s.
  14. I use several different fonts, but if you mean the stencil one, its this one. Thanks man! Ironically, it is due to Krakensbane, which switches on when your vessel exceeds 750m/s. I believe it switches to a moving reference frame (instead of moving the vessel, it moves the universe around the vessel). Landed crafts don't survive the transition which is probably why the default landed pack distance is so small. I don't know what to do about that at the moment, so just don't watch the pac-3 if it gets to that speed.
  15. Yes, the new large landing gear are 'bogies'. The new code actually supports bogies that tilt up like this but I decided not to keep it in because it would mean that the gear couldn't be placed backwards. If you want it like that though, you can go into bdAdjLGLarge.cfg and change 'defaultWheelAlignment = 0' to -30 or something.
  16. I forgot to mention that in the new version, I made the bounding box get destroyed on start, so see if this gets rid of the bulky cube in nuFAR.
  17. When do parts shake? While flying, or just sitting on the ground? Its the first I've heard of that particular problem so I'll need to know how to replicate it.
  18. BDAnimationModules has been updated. Grab it from either adjustable landing gear or bdynamics. Edit: Or from github.
  19. See this post. As for the shakiness, I've never seen that. Might be something else. @Hodo - confused? Weapon manager's fire AG doesn't fire guns
  20. Update v1.2.0 -KSP 1.0+ compatibility -Minor improvements to Critter Crawler -New velocity and atmosphere curves for xj-48k vector jet
  21. Update v1.1.0 - KSP 1.0+ Compatibility - Added large gear set - Forked FSWheel and related classes (Firespitter no longer required) - Added brake torque tweakable - Added part scale tweakable - Fixed reversed motor issue - Negative leg angle - Smoothed steering - Fixed steering direction based on location on vessel - Other bugfixes Known issues - Lag sometimes when looking at/adjusting tweakscale sliders - Part cost and mass do not scale with part scale - Shielding does not actually provide heat shielding (just color) - I didn't take the gear alignment guide lines from FS so.. no guide lines for now. Let me know if you find more issues.
  22. I don't have access to OSX but it should be the same. Just put the BDArmory folder in the GameData folder.
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