Starboost88 Posted April 20, 2019 Share Posted April 20, 2019 20 hours ago, TMasterson5 said: I combined all the old mods into this mod to make it easier on me Oh OK, so what mod did Red Versus Blue get merged into? Link to comment Share on other sites More sharing options...
TMasterson5 Posted April 21, 2019 Author Share Posted April 21, 2019 On 4/20/2019 at 5:38 PM, Starboost88 said: Oh OK, so what mod did Red Versus Blue get merged into? As the OP says, that would depend on the part youre looking for, as well as its function. Link to comment Share on other sites More sharing options...
golkaidakhaana Posted May 24, 2019 Share Posted May 24, 2019 @TMasterson5 I assume the Tweakscale patches don't require the base mod? Link to comment Share on other sites More sharing options...
mattthenub Posted May 29, 2019 Share Posted May 29, 2019 (edited) alot of the parts, like the AIM-54, paveway, aim9j have absolutely no function, i can place them but they dont appear in the weapon manager. They have no use Edited May 29, 2019 by mattthenub my spelling is excrements Link to comment Share on other sites More sharing options...
mattthenub Posted June 6, 2019 Share Posted June 6, 2019 no help? Link to comment Share on other sites More sharing options...
TMasterson5 Posted June 6, 2019 Author Share Posted June 6, 2019 On 5/24/2019 at 6:59 AM, sslaptnhablhat said: @TMasterson5 I assume the Tweakscale patches don't require the base mod? They do not On 5/29/2019 at 7:52 AM, mattthenub said: alot of the parts, like the AIM-54, paveway, aim9j have absolutely no function, i can place them but they dont appear in the weapon manager. They have no use Honestly, I dont have time to go through and piece together which ones do and dont need updated. I'll try to get to it, but it wont be quick. Many of the parts do need updated though. So we shall see. 15 minutes ago, mattthenub said: no help? Forgot, sorry Link to comment Share on other sites More sharing options...
mattthenub Posted June 13, 2019 Share Posted June 13, 2019 On 6/6/2019 at 3:50 PM, TMasterson5 said: They do not Honestly, I dont have time to go through and piece together which ones do and dont need updated. I'll try to get to it, but it wont be quick. Many of the parts do need updated though. So we shall see. Forgot, sorry its all good, i understand-out of curiousity, why is it that certain parts dont work and some do? Is it something to do with the cfg files or what? I dont really understand it, i've looked through it and things look like they should work but...they dont Link to comment Share on other sites More sharing options...
TMasterson5 Posted June 13, 2019 Author Share Posted June 13, 2019 2 minutes ago, mattthenub said: its all good, i understand-out of curiousity, why is it that certain parts dont work and some do? Is it something to do with the cfg files or what? I dont really understand it, i've looked through it and things look like they should work but...they dont Honestly I'm not 100% sure. My guess would be that since the parts vary in age drastically that the newer cfgs are still compatible with BD Armory while the old ones are not. It's probably tiny details in them that need updated. To be honest I kind of stopped bothering with nodding weapons with the endless part breaking updates that the BD Armory devs keep pushing out. It became not worth trying to keep up just to have them all broken a month later. Their latest move totally exclude parts not designed by them from the bd tab being chief among the issues. Twas a very large slap in the face to a lot of us. Link to comment Share on other sites More sharing options...
mattthenub Posted June 14, 2019 Share Posted June 14, 2019 7 hours ago, TMasterson5 said: Honestly I'm not 100% sure. My guess would be that since the parts vary in age drastically that the newer cfgs are still compatible with BD Armory while the old ones are not. It's probably tiny details in them that need updated. To be honest I kind of stopped bothering with nodding weapons with the endless part breaking updates that the BD Armory devs keep pushing out. It became not worth trying to keep up just to have them all broken a month later. Their latest move totally exclude parts not designed by them from the bd tab being chief among the issues. Twas a very large slap in the face to a lot of us. wow, BDA sounds like its-pretty broken i at one point wanted to make my own BDA mod, i still might get going on it, i dont really know there's still so much i dont understand, but it sucks that this mod is somewhat broken , i love the parts, especially the bigger ejector racks and i wish the pintle mounts worked D: but it'd be awesome if this mod could get a bit of TLC Link to comment Share on other sites More sharing options...
Davies-S Posted July 26, 2019 Share Posted July 26, 2019 Im having trouble getting this to work i specifically want to use the SAR parts and stuff, just doesn't load at all, Help My Game data Folder: http://prntscr.com/okho8z Link to comment Share on other sites More sharing options...
Duck1998 Posted August 13, 2019 Share Posted August 13, 2019 BUG REPORT At AirplanePlusTweakscale, line 835, duplicated patch node for S2Structural. It causes fatal warning when playing with latest working fork of TweakScale. Can be fixed by deleting the patch node from line 835 to 841. KSP.log Spoiler [LOG 23:52:58.652] [TweakScale] WARNING: **FATAL** Found a showstopper problem on S2Structural (Structural Fuselage S2). [LOG 23:52:58.652] [TweakScale] ERROR: **FATAL** Part S2Structural (Structural Fuselage S2) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). MMCfgOutput for \AirplanePlus\Parts\Structure and Fuel\size2structural\part.cfg Spoiler MODULE { name = TweakScale type = free type = free } Link to comment Share on other sites More sharing options...
Stone Blue Posted December 29, 2020 Share Posted December 29, 2020 So I recently came across someone who had an issue with the BHI LANTIRN Pod. It seemed to be triggering the 1km spawn bug, when placed on a craft. I couldnt reporoduce that issue, but they mentioned the camera was not working on it, either. I fixed that by adding a new camera transform, just infront of the lens mesh. i also made a few fixes to the .cfg. You can grab the new .mu & .cfg in this .zip. Just extract to your GameData lie normal, and when prompted overwrite the two existing files. (or delete the exisiting ones first)https://drive.google.com/file/d/1t-63sAmPiw5Zub7CUzEFniTyg3niNedx/view?usp=sharing Link to comment Share on other sites More sharing options...
lionbeast321 Posted March 3, 2021 Share Posted March 3, 2021 i wonder who uses this mod today..i cant anymore :c Link to comment Share on other sites More sharing options...
callsignblaze Posted March 3, 2021 Share Posted March 3, 2021 8 hours ago, lionbeast321 said: i wonder who uses this mod today..i cant anymore :c i do kind sir Link to comment Share on other sites More sharing options...
lionbeast321 Posted March 4, 2021 Share Posted March 4, 2021 On 3/3/2021 at 7:17 AM, callsignblaze said: i do kind sir Now how so? Im using 1.9 and 1.8 eith bdarmory for runway project Link to comment Share on other sites More sharing options...
callsignblaze Posted March 6, 2021 Share Posted March 6, 2021 im using the most recent runway but im only using armory i just needed the missile racks but i havent had any issues maybe you have a mod conflict? Link to comment Share on other sites More sharing options...
lionbeast321 Posted May 15, 2021 Share Posted May 15, 2021 On 3/6/2021 at 6:32 AM, callsignblaze said: im using the most recent runway but im only using armory i just needed the missile racks but i havent had any issues maybe you have a mod conflict? i fixed it Link to comment Share on other sites More sharing options...
Crepe Kerbal Posted February 20, 2022 Share Posted February 20, 2022 whelp, the blue hawk industries missiles don't work. what should i do? Link to comment Share on other sites More sharing options...
verniervonkerman Posted November 7, 2022 Share Posted November 7, 2022 idk. I tried downgrading versions, but my game won't boot as a result. the log displays nothing [LOG 15:57:18.284] ******* Log Initiated for Kerbal Space Program - 1.2.2.1622 (WindowsPlayer x64) ******* Kerbal Space Program - 1.2.2.1622 (WindowsPlayer x64) OS: Windows 10 (10.0.0) 64bit CPU: 12th Gen Intel(R) Core(TM) i5-12400 (12) RAM: 16126 GPU: AMD Radeon RX 6600 (8147MB) SM: 30 (Direct3D 9.0c [aticfx64.dll 30.0.15021.7000]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8 Link to comment Share on other sites More sharing options...
verniervonkerman Posted November 18, 2022 Share Posted November 18, 2022 Got my game up and running again, but again, the BHI stuff doesnt work. If anyone has any idea what's wrong with the config files, I will pin it here PART { name = bgm-109-tomahawk module = Part author = TMasterson5 mesh = model.mu rescaleFactor = .85 node_attach = 0.0, 0.01, 0.0, 0, 1, 0, 0 node_stack_top = 0.0, 0.01, 0.0, 0, 1, 0, 0 node_stack_bottom = 0.0, -0.3, -3.1, 0, 0, -1, 0 TechRequired = precisionEngineering entryCost = 2100 cost = 1000 category = none subcategory = 0 title = BGM-109-Tomahawk manufacturer = McDonnell Douglas description = The Tomahawk is a long-range, all-weather, subsonic cruise missile named after the Native American axe. Introduced by McDonnell Douglas in the 1970s, it was initially designed as a medium to long-range, low-altitude missile that could be launched from a surface platform. The Tomahawk missile family consists of a number of subsonic, jet engine-powered missiles designed to attack a variety of surface targets. Although a number of launch platforms have been deployed or envisaged, only sea (both surface ship and submarine) launched variants are currently in service. Tomahawk has a modular design, allowing a wide variety of warhead, guidance, and range capabilities. The Tomahawk project was originally awarded to Applied Physics Laboratory in Laurel, Maryland by the US Navy. James H. Walker (ME Kansas State 1942) led a team of scientists to design and build this new long range missile. The original design with advanced technology is still used today. attachRules = 1,1,0,0,1 mass = .8 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 2 crashTolerance = 15 maxTemp = 3600 tags = cck-TM5A { name = MissileLauncher shortName = bgm-109-tomahawk thrust = 60 //KN thrust during boost phase cruiseThrust = 10 //thrust during cruise phase dropTime = 2 //how many seconds after release until engine ignites boostTime = 5//meters //seconds of boost phase cruiseTime = 300 //seconds of cruise phase guidanceActive = true //missile has guidanceActive blastRadius = 30//meters blastPower = 45 maxTurnRateDPS = 35 //degrees per second decoupleSpeed = 1 audioClipPath = BDArmory/Sounds/rocketLoop exhaustPrefabPath = BDArmory/Models/exhaust/smallExhaust boostExhaustPrefabPath = BDArmory/Models/exhaust/mediumExhaust boostTransformName = boostTransform boostExhaustTransformName = boostTransform optimumAirspeed = 250 homingType = Cruise targetingType = gps maxAoA = 15 aero = true liftArea = 0.0053 steerMult = 20 maxTorque = 100 terminalManeuvering = true deployAnimationName = fireAnim deployedDrag = 0.01 deployTime = 3.0 minStaticLaunchRange = 700 maxStaticLaunchRange = 40000 } } Link to comment Share on other sites More sharing options...
codyi2 Posted December 24, 2022 Share Posted December 24, 2022 (edited) what about Blue Hawk Industries? what hapend to it? Edited December 24, 2022 by codyi2 Link to comment Share on other sites More sharing options...
verniervonkerman Posted December 24, 2022 Share Posted December 24, 2022 The BDArmory weapons don't work at all, and for bombs and missiles, don't fire, or show up in weapon manager. Basically BHI is useless now, unless an update occurs. ¯\_(ツ)_/¯ Link to comment Share on other sites More sharing options...
josuenos Posted December 3, 2023 Share Posted December 3, 2023 On 11/18/2022 at 5:40 PM, verniervonkerman said: Got my game up and running again, but again, the BHI stuff doesnt work. If anyone has any idea what's wrong with the config files, I will pin it here PART { name = bgm-109-tomahawk module = Part author = TMasterson5 mesh = model.mu rescaleFactor = .85 node_attach = 0.0, 0.01, 0.0, 0, 1, 0, 0 node_stack_top = 0.0, 0.01, 0.0, 0, 1, 0, 0 node_stack_bottom = 0.0, -0.3, -3.1, 0, 0, -1, 0 TechRequired = precisionEngineering entryCost = 2100 cost = 1000 category = none subcategory = 0 title = BGM-109-Tomahawk manufacturer = McDonnell Douglas description = The Tomahawk is a long-range, all-weather, subsonic cruise missile named after the Native American axe. Introduced by McDonnell Douglas in the 1970s, it was initially designed as a medium to long-range, low-altitude missile that could be launched from a surface platform. The Tomahawk missile family consists of a number of subsonic, jet engine-powered missiles designed to attack a variety of surface targets. Although a number of launch platforms have been deployed or envisaged, only sea (both surface ship and submarine) launched variants are currently in service. Tomahawk has a modular design, allowing a wide variety of warhead, guidance, and range capabilities. The Tomahawk project was originally awarded to Applied Physics Laboratory in Laurel, Maryland by the US Navy. James H. Walker (ME Kansas State 1942) led a team of scientists to design and build this new long range missile. The original design with advanced technology is still used today. attachRules = 1,1,0,0,1 mass = .8 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 2 crashTolerance = 15 maxTemp = 3600 tags = cck-TM5A { name = MissileLauncher shortName = bgm-109-tomahawk thrust = 60 //KN thrust during boost phase cruiseThrust = 10 //thrust during cruise phase dropTime = 2 //how many seconds after release until engine ignites boostTime = 5//meters //seconds of boost phase cruiseTime = 300 //seconds of cruise phase guidanceActive = true //missile has guidanceActive blastRadius = 30//meters blastPower = 45 maxTurnRateDPS = 35 //degrees per second decoupleSpeed = 1 audioClipPath = BDArmory/Sounds/rocketLoop exhaustPrefabPath = BDArmory/Models/exhaust/smallExhaust boostExhaustPrefabPath = BDArmory/Models/exhaust/mediumExhaust boostTransformName = boostTransform boostExhaustTransformName = boostTransform optimumAirspeed = 250 homingType = Cruise targetingType = gps maxAoA = 15 aero = true liftArea = 0.0053 steerMult = 20 maxTorque = 100 terminalManeuvering = true deployAnimationName = fireAnim deployedDrag = 0.01 deployTime = 3.0 minStaticLaunchRange = 700 maxStaticLaunchRange = 40000 } } @TMasterson5@codyi2@verniervonkerman the issue is all the BHI config files are missing the MODULE tag above the module definitions. For example, in the above: Quote { name = MissileLauncher shortName = bgm-109-tomahawk ... } should be: Quote MODULE { name = MissileLauncher shortName = bgm-109-tomahawk ... } Link to comment Share on other sites More sharing options...
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