SpannerMonkey(smce)

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Everything posted by SpannerMonkey(smce)

  1. This one puzzled me too, I've seen the convo on steam also. I went digging for a reason and all i could find was confirmation that indeed windows 8.1 and above allow for 64bit applications to have 128TB address space. I did however discover some other perhaps related info, and have a couple of question as i can't dl the logs for some reason, have you massively increased your pagefile size? perhaps in attempt to make up for a lack of RAM. Or have you, being blessed with a massive stack of RAM, disabled your pagefile altogether? Both of these things seem able to cause similar problems to that which you are having ( Info only via reading other articles, it's not something I've experienced)
  2. Hi, just a heads up on the above subject, discussion of or role playing on the forum is banned, . Also the mod idea and the possibilities, have you considered the difficulties of traveling 993380000000000000 KM, sounds a bit dubious . Given that most of the time would be spent a maximum timewarp, unless you really want to grow old and die before being half way there, it seems to make little sense , unless of course you enjoy spending hours warping.
  3. Thanks for the thanks and appreciation , and the one i missed posting, and i think the most atmospheric what are you using for lighting??
  4. Fixed thanks for your report, Update shortly
  5. Latest Update 0.99.13.03 removes 88's SM Armory 122 beta The original BDA expansion contains 100 items to enhance your military might from 7.7mm WW1 machine guns to modern CIWS systems , WW2 field guns to 152mmAGS turrets there's a weapon for every eventuality With SMA now containing 100 parts it's time to go for V1 and full release, Boomsticks as was will be frozen at v1.1.3 and no further updates will be done. SM Armory is also to my mind complete and as such very little will be added, however my intention is to make extra packs to add on if the user wishes, rather than forcing and increasingly large download This version includes the impossibles, things that were thought impossible to create with BDA. These turrets ALL designed for CIWS use feature rapid fire cannons and AA missile rails. Also as usual are loads of normal turrets some based on fantasy , some on reality, but wherever the inspiration came from I've attempted to make them relevant to the Kerbal world. With notable and deliberate exceptions everything here is appropriately powered for Kerbal Kombat. I've also spent a good amount of time making sure that they work with SM Marine and The Large Boat Parts as i find that's the situation in which most of these will be used Some of the latest additions Current Items that made release, constantly subject to testing and response Notes DO NOT INSTALL BOTH THIS AND BOOMSTICKS On installation you will notice that the mod contains an extras folder. In this folder you will find the Secubots security robot turrets, A weapon probe for connecting to turrets for standalone use, meant for use with the field guns, the pirate ship cannon and the 88. Also included is a filter extensions addition simply unzip and merge with filter extensions to get advanced sorting of SMM products IMPORTANT The Flak 88 is broken, and for a reason I don't understand it causes serious errors in game. Please do not use it or build craft that use it, As I've been unable to fix the problem the next update will remove the Flak88 Emergency download Links to original Boomsticks post -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here now SM AFVs Tanks and trucks Beta Gives you parts to build Tanks and trucks https://www.dropbox.com/s/1rcv19hwhk25ci7/SM_AFVs 081 BETA TEST Release.zip?dl=0 AFV Utility arm assembly ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SM Old School Turrets and Tanks A relaunch and update of OST now with Tiger hull and ShermanM4 turret and Hull BoomsticksLegacy Boomsticks is currently under License: All Rights Reserved Old School Turrets and Never Enough Dakka With the uploading to SpaceDock or NED and OST I have decided to roll all the support and development into one thread, this should enable me to hear of and fix any issues ASAP. Although there will be little further development on these two packs( unless requested) I will continue to improve both function and appearance on all items, and of course I'll keep them working I have received some interesting other items in the assets i received from the original author PrototypeTheta and this will also make an appearance shortly THE NED REDUX RELEASE Works in 1.22 Old School Turrets Redux release Works in 122 Album link Note concerning issues. There is now a git repository for SMA in order to access and provide a hard record of any issues that occur, as the modlist grows the more i find i'm forgetting and it makes sense to do something proper for a change . You can find the issues reporting pagehttps://github.com/SpannerMonkey/SM_Armory/issues at the following location Thanks as always to @gomker @V8jester @XOC2008 and occasionally @colmo for testing bug hunting and sanity preservation Hi all yes the button is new, i don't ever expect anyone to bother, you are certainly not obliged in any way, I was asked by several people this week, if there was a donation button in order to show their appreciation, the wife saw the requests, and after a some discussion i have given in and added a donation facility
  6. Unless you use a plugin, i'm fairly certain all you can alter in the cfg is as you've tried, a different FX model, and the emission strength, that being how much comes out and when. By default altering emission strength gives the appearance of making the plume more or less dense, If you really want to change everything about a plume you 'll need either a mod or your own custom made (in unity) plume. It''s worth noting that if you have module manager installed, or if you change a cfg and load the part, if that part is already fitted to a saved craft, that part will not reflect the changes you have made. In order to see the changes you will need to replace the part with one from the part menu, and or delete all the ModuleManager cache files (four of them)
  7. Cheers, i will investigate
  8. Hi sadly there is no current available fix for this issue, the temporary file that was available for a short time has now been taken down. Unless the mod maker or another interested party steps in a makes the required repairs then you will NOT get a nuke explosion. You can find the mods thread here and you will find that you are not alone, EVERYBODY who does not have some kind of fixed DLL (plugin) is having the same problem as you
  9. Hi, as mentioned I'm sure there's already one out there, but even if there isn't I can't say i find any of the designs appealing enough to want to add one, at best they're generally fugly and at worst they look so wrong. I'm always open to the right kind of persuasion, Though it would have to be considerably better looking than anything i've seen so far.
  10. Hi, great little report and matches pretty much my findings too. The odd thing is how much variance there is over stock parts of the same size and similar mass. As you say there appears no logic, which has lead me to believe that a lot of the oddness is being generated by the one thing we cannot (very) easily change, the drag cubes. One thing to account for is that unless the part Database is refreshed after every change ( or you have an altered drag cube in your part cfg) then it appears that cfg changes are ignored, so it's possible to completely change the cfg and have the part behave exactly as before ( something created by @Fengist and very useful for experimenting is an online drag cube modifier LINK) In my testing an approximate rule of thumb has developed, that being, 0 buoyancy will on most things give the part neutral buoyancy, what this means in reality is that the part will sink to X depth and stop sinking, I'm sure by now we've all seen the parts dancing lazily in the water column by now. To reliably make something (stock parts btw) sink I've found that negative values are needed sometimes large ones and a mass increase, to an amount commensurate with dimensions and nature of the part.
  11. Hi , something many mod devs do is to use you tube but select the unlisted option instead of public, this allows you to present your work to the chosen audience without spilling the beans to other perhaps interested parties or the world at large. Good luck with your project.
  12. SM Armory presents a continuation Promethium Experimental Weaponry Originally created by LordPrometheus PEW 122 Beta Promethium industries proudly presents the latest in conventional weaponry! Our catalog includes 38 missile weapons and unguided munitions! Place your orders today! Promethium industries is not responsible for any damage to any persons or objects of any kind and from any source that may possibly be traced to any of the items sold by our organization. All sales are final. Air to Air Missiles: AIM-54 Phoenix: the AIM-54 Phoenix was a long range air to air missile utilized by the United States Navy and Airforce and carried exclusively by the F-14 tomcat which was the only aircraft that had both the agility and strength to utilize them properly. They were replaced by the shorter range AMRAAM but remain in service with the Iranian Air Force. They use the same basic body as the AGM-65 Maverick and AIM-4 falcon. This missile is Radar guided and has a very high speed and long range. R-37 NATO Reporting name "Arrow": This very long range Russian air to air missile packs a large warhead and its modernized Radar guidance makes it a significant threat to any aircraft. R-73 NATO Reporting name "Archer": This short range Russian air to air missile is comparable to the AIM-9 sidewinder. You will find this missile to have a shorter range than but be more maneuverable than the sidewinder. It, like the sidewinder uses Infrared Guidance. R-77 NATO Reporting name "Adder": This medium range Russian air to air missile is a direct counterpart to the AMRAAM. This missile is a very good all around weapon and is incredibly maneuverable due to its fin design. It uses radar guidance like the AMRAAM. AIM-26 Falcon: nuclear air to air missile Yes i said NUCLEAR AIR TO AIR MISSILE. This exits because in the early days of guided missiles the proposed target was formations of strategic bombers and since there was no truly reliable guidance and having a single weapon take down all aircraft was a valid technique. Radar Guided. R-27 NATO Reporting Name "Alamo": a medium range heat seeking missile R-27ERT NATO Reporting Name " Alamo-C ": a medium range heat seeking missile Texture supplied by @RGBPeter Air to Ground Missiles AGM-84-SLAM-ER: This medium range GPS guided air to ground missile is based off of the RGM-84 Harpoon. This missile is shorter than its ground launched counterpart due to its lack of a solid rocket booster and has a shorter range but uses the same warhead and attack method of low altitude flight to the target. It is more powerful than the AGM-65 Maverick but much slower and less agile. AGM-109 Penguin: this cool little laser guided anti ship missile packs a punch! KH-35 NATO Reporting name "Kayak": This subsonic anti-ship missile is of such similar role and shape to the American Harpoon missile it is known as the "Harpoonski" by U.S forces. This is a GPS guided cruise missile at its core. Kh-29L NATO Reporting name "Kedge": This heavy Russian air to ground missile is laser guided like the AGM-65 Maverick but possesses a much heavier warhead at a proportionate loss of speed. Kh-31P NATO Reporting name "Krypton":: this ultra cool Russian Anti-Radiation missile is very pretty in my opinion but was a pain to make Kh-38 "NATO Reporting name not found : Say goodby to ground targets in a whole new way with this Heat seeking AGM. 9m120m 'Ataka' NATO Reporting name "Spiral-2": A short range Laser Guided Russian air to ground missile comparable to the AGM-114 hellfire but with a slightly smaller warhead. This is actually a fairly old missile but The version here is a modernized variant still used by the Russian army and air force. This missile also fits the Tunguska AAMT P-800 'Oniks' NATO Reporting name "Strobile": This very long range supersonic Russian cruise missile (warning do not use at close range or launch from supersonic speeds bad things happen!) is GPS guided and very very powerful as well as hard to defend against. Ground to Air 57E6BGM Produced by SM Armory a short range radar guided missile intended for use the the TunguskaAAMT anti aircraft turret assembly.Please observe the safety instructions on the missile in the latest low observability microfont weight saving ink Ground to Ground Missiles RGM-84 Harpoon: The RGM-84 harpoon is a medium range ship to ship missile powered by a turbojet and assisted by a small solid rocket booster. It flies relatively slow for a missile at around 250m/s but has a very high hit probability as it flies only a few meters above the water which allows it to more easily avoid detection and air defenses. It has a 228kg armor piercing high explosive warhead that is designed to rupture the hulls of warships and cause them to sink however it can be used against ground targets as well. It flies as a cruise missile using GPS Guidance. M-31 Artillery missile: A medium range GPS guided Missile for all your anti ground vehicle needs. BGM-109D Tomahawk Cruise Missile: my most frustrating weapon to make yet but i am very pleased with the end result and this GPS guided cruise missile works great. Available now in A C versions courtesy of @XOC2008 Please check details before arming Surface to Air missiles MIM-14 Nike Hercules Nuclear surface to air missile: The legendary missile comes to life to ensure the death of any aircraft within 1km of detonation. It is Radar Guided. RIM-174 ERAM: This is a V-launch surface to air missile used on NATO warships for defense against aircraft and heavy missile systems. It is a bit less maneuverable than the PAC-3 but much more powerful. It is Radar guided. RIM-162 ESSM: this radar guided missile falls somewhere between the RIM-116 and RIM-174 in terms of range and power. RIM-116 rolling airframe missile: the RIM-116 Rolling Airframe Missile is a small surface to air missile utilized by the United States Navy for CIWS purposes. Often fired in pairs they are based off of the AIM-9 sidewinder however the newer versions are much easier to distinguish from the AIM-9 as they do not have a uniform width an are shorter. The missiles have a rolling airframe design meaning they rotate to create torque for yaw rather than use a dedicated control surface. They fly at high speeds but have a limited range and small warhead so more than one may be required to take down a larger or more durable target. It is IR guided. 9m311: A short range Russian SAM comparable to the RIM-116. This is used by the beast Kashtan CIWS unit and also launched from tanks and land based SAM systems. It is Radar Guided unlike the RIM-116 however. 9M96E2: This medium range Russian SAM hosts the highest kill probability of any system in existence. Don't let its smaller size fool you this missile has a 90% chance to hit any target within 120km. this compared to the 50-70% for a PAC-3 at the same range. It uses Radar Guidance. FIM/AIM-92 Stinger: This nimble little heat seeker is fast and lightweight. Decoys ADM-160A MALD: This small lightweight decoy is used to distract enemy weapons. it behaves like a cruise missile but does no damage on impact. GPS Guided. Turrets: larger slower shell than the Abrams 20% increased ROF 25% lower accuracy M3 Bradley IFV Turret: low rate of fire but deadly ( still no active launcher here, despite many attempts it's simply not going to work using the same model, and will require a new launcher and custom missiles) T-90MS MBT Turret: Lots and lots of explosive 30x165mm rounds Mk.19 Automatic 40mm Grenade Launcher turret: SUPPRESSING FIRE! 2K22 Tunguska: ground vehicle air defense with two 30x165mm guns TunguskaAAMT An SM Armory overhaul of the P.E.W Tunguska twin barrelled 30x165mm AA turret. In the recent overhaul the structure was reworked and 2 Quad missile pods for short range radar guided air defense have been enabled This turret uses, as per specification, the newly released 57E6E Missile. Use of other missiles may result in R.U.D and possibly a scratch or bruise, maybe two. Phalanx CIWS: The long awaited return please don't complain about the scale this is how big it actually is! Bombs GBU-57A: This MOP (Massive Ordnance Perpetrator) is a 15 metric ton bunker buster BLU-82 'Daisy Cutter': The legendary Daisy cutter is a 6.8 metric ton dumb bomb with a large blast radius but surprisingly low blast strength. GBU-53/A Small Diameter Bomb: A very small but precise GPS Guided bomb Utilities AN/AWW-13: this is an external radar pod used by the US armed forces Sargent Fletcher class Drop tank: pretty self explanatory. NOTE Nuclear variants require NKD This version also requires CAL Community ammunition Library There may be bugs , there may be un found problems, we gave it a good shot at catching them all, but we can't think of every single eventuality especially after weeks and weeks of part and cfg bashing, it all gets a bit fuzzy. So be nice, if there's a problem that's easily fixed I'll try to get it sorted ASAP, but as is the fashion these days and something I support, if you don't make a sensible bug or error report, I'll ignore it, so things like " X dont do Y fix it" will not get you anywhere, Likewise failure to supply a log and if possible steps to reproduce your problem, will also result in no acknowledgement of your issue Stuff spoiler CC-BY-SA Thanks as always to @gomker @V8jester @XOC2008 and occasionally @colmo for testing bug hunting and sanity preservation
  13. You will need to use KSPWheel to do that, but it can be done fairly easily . Though your design appears to have no suspension, both KSP/Squad stock wheel collider and the shadowmage KSPWheel type require at least a minimal suspension movement in order to function
  14. . I have provided a link which clearly states the information required in order to diagnose any issue. LINK
  15. Very likely although unable to tell you more as Chrystal ball, hasn't come back form calibrating yet, But perhaps if you read the info contained in the How to get support link in my signature below, you may be able to remove the need for it to be returned at all. Cheers
  16. Hi , as you may be aware my custodianship is pretty much over for PEW as per LP wishes, I'm just carrying on with support for a short while, which looks like it'll end at 1.3
  17. The answer to your question is given several times in the last few pages of the mods thread....
  18. Same here, and can also pop you an example or two that are not in circulation.
  19. https://github.com/PapaJoesSoup/VesselMover/releases As used in all the top gun TKOL KOH challenges and those 99% of BDAc videos
  20. Yup that ones mine, and uses KSPWheel not ksp wheels HI currently the most basic setup you can have for a working wheel is a derivative of the TR2L , You have to suspension, even if it's just a tiny bit otherwise you can run into trouble with collider behaviour, The rest of the options, steering etc you need to include it in the hierarchy but can, effectively disable it using the cfg values And Re your van, YOU cannot sadly have multiple squad/ksp wheels on a one part vehicle, it simply will not work, spent about a month trying ( as I could do it in 1.05) before switching to KSPwheel in which multiple wheels are easy. (with the down side of massive PAWS) , below 8x8 with 4x4 trailers Super simple wheel below BUT completely useless for your special project
  21. SM Solutions Presents What is SM Marine? primarily its is a selection of parts and equipment to make your ships look more like ships, including better looking bridges with limited IVA, working radars, propeller drive systems, masts and antennas, I even found the time to add a few one part hulls As you may know I've been developing weapon mods forever and even as long ago as 0.16 I had working boats and submarines. upon my return I noticed a proliferation of boat mods and thought cool I like boats and ships a lot, i tried them and non of them fitted what I wanted, they were either too big, too complex or just not Spanner. So i started making a small selection of parts to make them more to my taste, along the way i dipped into my many years of experience in the marine industry and way too many hours spent on sea trials and made some hulls, that according to those who have tested them are some of the best behaved hulls in the game, naturally I'm biased. None of the parts are huge but they are all tweakscale prepared, so should you desire they can be huge . Changelog Notes on functionality All radar units included in this mod require BD Armory in order to function. ALL drive units require a recent copy of the Firespitter DLL to be installed, without firespitter there will be no engine sounds. Would very much like a standalone version of the engine sounds functionality Propeller effects are provided by stock modules as is engine reversing. Extending Radar and small Radome the unit is telescopic and also includes a targeting camera, The fwd or neutral position is marked on the shell by use of a yellow line There are 3 types of anchor included all types work as anchors when attached to a KAS winch mount, in addition anchor 4 will activate the AirAnchor functionality of the HL airships airpark modules ( working on a standalone version for this mod) All structural parts will and should sink, please let me know if you find something floaty that should not be. Drive Units and rudders have 0 buoyancy. Each hull carries a small amount of ballast space, each Bridge unit has a pump for filling and emptying the ballast space. The drive units power scales with size so it is possible to overpower all the hulls should an overly large drive size be chosen, for best results keep scales in parity. The Rudder. do not be tempted to add several rudders in order to quicken steering, due to lift in certain circumstances now providing speed it is possible with multiple rudders to induce uncontrollable handling characteristics. The hulls steer at an acceptable rate for the size and mass All of the hulls has RCS thrusters acting as fine position and maneuvering thrusters, these are powered from ballast stored in the onboard tanks, To activate RCS you will need to pump some ballast into the tanks then activate RCS as normal, no ballast = no thrust All drives are intended to run on Intake Air and liquid fuel, the included intake mast will provide enough air for fairly large scales of engine, this part is also scale able For ease and simplicity of use the bridge units carry small generators for LF IA and EC And as a bonus all parts work well with other ship mods especially the Large Boat Parts pack that i am now maintaining while Laythe is otherwise occupied The new small hulls are not currently balanced for HullBreach, they are a lot more delicate than the LBP parts and balancing is a time consuming process, As soon as the balancing is properly achieved the cfg's wil be added to HullBreach. The larger hulls are almost there and will sink with cfg's included in HullBreach The Tug can attach to any other vessel using the included grab parts, styled as a push bar and truck tire these function exactly the same way as the stock Klaw. To use mount the chosen type on your craft, once launched, select arm, this will raise the visible contact pads. To attach to another vessel approach should be around 1m/s any slower and it will not trigger, any faster and you may bounce off before the module can grab the other vessel. To release select release from the gui. Most ships in LBP can be moved by two tugs 1 at the stern of the vessel to be moved and one attached via the Truck Tire klaw to the side of the vessel to be moved just forward of midpoint. this forward tug provides steerage Craft Files Tugs complete Special thanks go to @gomker @XOC2008 @V8jester without whom the mod would not be as neat as it is , and thanks to all the others who've presented ideas, random thoughts which have become a reality Download from SpaceDock other downloads available shortly Emergency Download for when SpaceDock is not available Now available stand alone airpark works with the NEW ship main anchor Github dl and source Other Ship and Boat related useful mods and addons see below @TMasterson5 has generously taken the time to create a tweakscale compatibility patch for SMM , and offered to keep it current , this covers all the parts that i chose not to add scale modules for . (also available for LBP) Further details can be found in the post linked below ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hi all A Note concerning issues. There is now a git repository for SMM in order to access and provide a hard record of any issues that occur, as the mod list grows the more i find I'm forgetting and things that should be dealt with are slipping between the cracks. Therefore it makes sense to do something properly for a change . You can find the issues reporting page at this link https://github.com/SpannerMonkey/SM-Marine/issues NOTICE SM Marine is published under license type All Rights Reserved please do not relist or distribute this mod in any form, via any medium or service without my express permission. Hi all yes the button is new, i don't ever expect anyone to bother, you are certainly not obliged in any way, I was asked by several people this week, if there was a donation button in order to show their appreciation, the wife saw the requests, and after a some discussion i have given in and added a donation facility
  22. If your game is crashing at the end of the load cycle you have bigger issues than just loading time. With 89 mods you need to be running 64 bit. Make sure you have no other open network connections, hamachi etc, . If you've done or are doing those things, then it's possible that you have a problem with something you have placed into the GameData folder. Unfortunately my Chrystal ball is currently being re calibrated, so I'm unable to offer any further assistance, though there's a rumor that a zipped copy of your KSP.log will aid in fault finding. See the how to get support link in my sig, for pro active steps you can take to rectify your issue.