Bridge Commander Central
BC Forums => BC Technical Support => Topic started by: deadthunder2_0 on December 01, 2009, 06:18:15 PM
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Well ive been kitbashing alot lately, and want some of my ships in game. Whenever i load a current hp that has a hp close to the ship i want to modify it for mpe crashes.
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Are you sure you are loading a hp?
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Yeah just tried
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are you sure, can you tell us exactly what you did?
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I loaded my model, then it said do you want to load an hp, I said yes, went to ships/hardpoints and took the nebula.py and opened it, while opening it mpe crashed.
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the stock ships have a little problem. there is technically no "py" for the stock nebs, you must load the PYC version, instead
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eh? I'm sure the py files of the stock ships come with the sdk....
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neb is correct - all stock py files are in the SDK...
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but does deadthunder HAVE the SDK? now I'll have to look, too :P
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The BC MPE is part of the SDK so yea he should have it....
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lol, cookie for neb.
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lets clear things up i didn't tell what nebula- rick knox nebula. It has a py file
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oh ok what's your order of loading things up in the mpe??
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I start mpe
then i load the ship model
then i see a message-do you want to load a hp
i click yes
i go to ships/hardpoints
i load nebula.py
mpe crashes
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I start mpe
then i load the ship model
then i see a message-do you want to load a hp
i click yes
i go to ships/hardpoints
i load nebula.py
mpe crashes
Have you tried Loading, any other HP, this helps determine if its MPE or the HP. [sometimes things do get corrupted]
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yes ive tried loading the neb hp that comes with sdk to, and a galaxy class one.
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have you run the reg file that came with the mpe??
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yes multiple times
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Try to open the HP with notepad to see the HP, because maybe its not fully finished downloading (archive was damaged) and in the HP has missing parts.
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wait are you sure you're opening the hp and not the ship file??
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He wrote that he opens for sure the HP.
ships/hardpoints
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Please attach the nonworking hp's.
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Ok all three are nebula types and all work with their respective ships ingame
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huh they load fine for me...
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yay got it to work, but i had to move the pys in sdk to get it to work, stupid me.
how to determine a location now is my Q
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I think to press "L" and click on the desired Location on the Model saves the Location. Then you can click on "getLocation" or something like that in the Subsystem's Tag