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Everything posted by SpannerMonkey(smce)

  1. Regardless there is no way a tank turret should float, i'll be pushing a cfg tweak for BDA for this
  2. HI, it's a problem everywhere, unless a weapon is specifically cfg'd with a negative buoyancy value they will float, and not zero either as that just makes them neutrally buoyant . It was a major hinderance in developing HullBreach , and since then, as a a rule anything i make that is not a boat or a flotation device is cfg'd to minus values. The plus side is if you use hullbreach a lot of things are patched to destruct at 200 mtrs, so no cleaning up either.
  3. SM Stryker Armory and Aerospace combined Continued from the fine start by @strykersm This update brings hatches, improved textures and other tweaks Current parts: Cockpits: BF-109 ; Mig ; Hyperion (P-80 lookalike) ; Razor ; Jetfire (SR-71/F-106 lookalike) Intakes: Early and Late variants of Mig-21 intake ; Engines: Reaper AB Jet Engine (based on Su-9 engine); Kiril AB Jet Engine (based on Mig-21) AT this point I intend not to add anything new, but will continue to update overhaul and enhance as time goes on and my texturing skills improve . All included parts are based on the originals by @strykersm. who has kindly given permission for this continuation emergency download CC BY-SA 2.0
  4. I 've just recalled some polaris tubes in Master Tech weapons also
  5. VLS tubes currently there are only the the MalFunc weaponrys MK41 and 42's, those are the correct tubes for the LBP parts also, Otherwise there are none that i know of as there are very few parts that can fit them and still function properly without either destroying your own ship first press of the button, or having turned collision detection off proceed to try and shoot through your own ship
  6. Yes you'll need to set up the pivots so that it pivots in the right place, I strongly suggest getting the blender mu importer and checking out a stock airbrake, will answer a lot of questions, and i know as a max user, you like me probably have little love for blender, but in this instance it is indispensable, and is the only thing I use blender for, there being no max alternative for mu import
  7. I know they're pretty damn cool, feel free to splash the pics
  8. AND as I've been sitting on this for weeks I can show you a little gif illustrating another feature of the new BDA , titled 25km gunfight, between two LBP Lizzy class ships 1 just off KSC and the other in KSC Island harbor 22KM away , so well over the game horizon, both ships are using WW2 spec guns so the shell spread is range accurate. I defy anyone to stand as a kerbal on the deck of a ship and watch the approaching shells and not feel slightly nervous
  9. Large Boat Parts Pack KSP 1.2.2 Lizzy Update This mod gives you a vast assortment of pre made parts you can use to build ships. Mods like VesselMover and WASD Editor camera or Hangar extender are recommended as your ships can get very big. LBP has a new home, nothing else has changed, the management is the same the ships are the same. A new thread was needed in order to be able to update the first post, in order to notify of updates etc. I would also very much like to see some contenders for a featured ships gallery, ships considered should be well built and balanced in construction not just a gun fest please. EMERGENCY DOWNLOAD Ships Gallery very pic heavy Attribution-ShareAlike 4.0 International Companion mods Thanks as always to @gomker @V8jester @XOC2008 and occasionally @colmo for testing bug hunting and sanity preservation
  10. Yes you need to add any object you want to appear in space center view to the KSCUpgrades group, you do this in the main gui window select, do not spell it wrong or they'll all disappear
  11. The intakes are indeed broken and i've been apparently been lax in pushing the update that fixes them, I honestly thought I had .. I'll sort that asap Hi, yes all very nice but i can't see what they actually look like, all those fancy details will be mostly invisible = not there
  12. Or you could just wait a bit for the queue to move along a little bit
  13. HI re this I'd advise caution, real world shell values do not work too well when applied to KSP and BDA. @TheDog and i spent a month or so beating the numbers around and more or less decided that the real numbers are pretty irrelevant, and seriously considered proposing a fixed range of values for every shell /bullet type, that way it could be assured that mod X's 30mm will perform like mod A's 30 and so on down the line. It is still something I'm very much in favor of and 90% of SM weapons were tweaked accordingly . AS a point of reference we looked at ALL the popular weapon packs and the values differed wildly in some cases, and fell way outside what i and others consider "keeping it real for KSP" . Everything was looked at from range and dispersion to firing rate and heat output both on firing and on target impact, some of the values there are hilarious, in only how far away from any reality be it this one or the 65% world of Kerbs, TLDR real is not balanced!
  14. Hi at this point in time there's no major development taking place. I will be adding some more surface mount cockpits when time allows. As for your engine suggestions if they are relevant to the current pack then by all means feel free to suggest, especially if you've some references (pics etc) as examples. That's not to say I'll be adding them just that I'd consider appropriate additions.
  15. The ship itself is more than fine , nothing out of order there, quite pretty in it's own way, BUT the drives and rudders are way too large and the rudders especially that type are a serious Kraken invite at that size remove one of them and reduce the size by half . The drives are speed limited, scaling them up just makes you get there faster, they should be half the size they are now and further forward. Try that and see what happens,
  16. Yes the rudders can bite you especially if scaled large or have many fitted, there is a runaway effect caused by the lift the rudder is producing being converted into speed,. this is as a result of the aero changes and we just have to live with it, There is no way to tell a rudder that it is in water and should behave differently than an aerodynamic surface on an aircraft. I usually recommend 1 large or two small rudders at most and either choose gimbal steering or rudder steering not BOTH, if you chose rudders ,lock the engine gimbals, and if you chose gimbals reduce the effectiveness of the rudder/s to zero, Avoid hard turns on large vessels, as large vessels suffer the results far worse than small ones, or rather it is easier to recover a small runaway than a large one. Another thing that can help prevent runaways and help in general maneuvering is to use the bow thruster modules from SM Marine. AS for FAR effects i have no clue as I have not used FAR in a long time, but i recall that the water is changed as a result of the changes that far makes, so maybe, I recall fengist (maritime pack) being quite disparaging about what FAR does to the sea Can i see some images of the ship? there may be something obvious in it's design
  17. Hi have to say that is a new one to me, I thought i'd seen all the ways for the kraken strikes on our ships. It's also the first time i recall it being reported, . The only thing that strikes me is the few ammo packs, depending on what they are they can be extremely heavy , and it is possible to roll a ship from weight of ammo alone. All onboard ammo I carry is usually offset to just above the waterline as this is the most neutral position for the mass. I'm not saying that is your problem, just a guess, as I say i've never had it happen even in testing when things can be very sketchy indeed.
  18. @Murican_Jeb@Skyer Bullet and shell mass is described in metric tonnes . The value in the resource definition is the weight of shell case projectile and charge, so considerably heavier than the actual bullet mass . The value used in the weapon config for bullet mass is supposed to be a percentage of the resource value. The reason most of us use 4.25e-6 for example is that it's a lot tidier and more bug resistant than writing 0.00000425 missing a zero can have a dramatic effect on how a weapons system behaves,
  19. HIya if you use module FX you can actually have negative (engines that suck instead of blow) or tiny values with no ill effects, I use similar methods for the ship smoke stacks with thrust values as low as 0.01, admittedly removing the thrust and heat is my main goal, @Azimech in particular has a good handle on the abuse you can heap on module engine FX
  20. IF you mean images like the one below they are assembled from individual images . Simply take the 3 images you want, go to your favourite texture editor and combine all the images into one ( at least I know of no other way to do it)
  21. Hi all there are still many "I wonder if's" regarding Kerbal Konstructs, one that occured late late last night is demonstrated below, i think this may have enough fease (measurement/value of feasibility) to become something interesting
  22. Latest Update 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 Coming soon SM AFVs Tanks and trucks Gives you parts to build Tanks and trucks 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 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
  23. You seem to be installing mods using an extremely outdated procedures The last time ANY mod needed it;s dll to be in plugins was 2014 , under NO circumstances should you remove any part of any mod to any other folder, . The only acceptable path for NKD is KSP/GameData/North Kerbin Weaponry/everything that was contained in the North Kerbin Weaponry folder Do not install the complete zip NKD_-_North_Kerbin_Dynamics_for_BDArmory in GameData ONLY the North Kerbin Weaponry folder and it's contents.
  24. No worries, as far as I'm concerned if you don't know that answer, asking the question is the best way to find out, we all started somewhere as new mod makers, and it's one little hobby that throws up continuous new questions even for people who've been doing it for years When it comes to the part names and underscores, if you are reworking a mod that is already in circulation, and are worried about breaking craft already built , you can change everything in the cfg except for the title, changing the title will break craft.
  25. Thought you may know, confusion is strong in this one