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SpannerMonkey(smce)

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  • About me
    Awaiting repair
  • Interests
    Fixer of things, Reviser of long lost mods

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  1. restore mods plz

     

     

  2. You there? Restore your mods.

  3. Hey, just poppin in to wish you all the best in your latest modding adventure, and while I'm at it confirm that you have my full support and blessing in rereleasing a modified version of missiles and launchers. And didn't we have an r74 in stryker?? Anyho tata for now SM
  4. could I possibly be allowed to download some of your mods for bda? I don't really care about what version they are for I just love these mods and would like to be able to use them again.

    1. Show previous comments  6 more
    2. Delta dart

      Delta dart

      Ill create a thread for people to report Illegal distributing of not just sm armory but other deleted mods and hopefully report them to the authors of the mods. 

    3. The_Stinky_Broccoli

      The_Stinky_Broccoli

      i will check that out.

    4. Delta dart

      Delta dart

      Okay its up

       

  5. (don't read)

    1. HebaruSan

      HebaruSan

      I don't think he wants to be bothered about this by random people, since he requested both of the forum threads for those mods to be closed in March 2019.

    2. siklidkid

      siklidkid

      Ok i'll close this.

       

    3. siklidkid

      siklidkid

      How do i delete this

  6. Hi, the drag cube, is the games representation of the crafts/parts dimensions, the game uses this info to calculate drag. Drag cubes for standard style and simple animated parts are calculated at every game start up, and written to the part database, once a DC has been written to the PartDatabase.cfg, this is the info that the game will always use. Rather than repeating whats lurking elsewhere, have some links The first is the post that started my interest in tweaking DC's and the other two explain how to set it all up for parts that may, by default generate a procedural cube(BAD) or no cube at all.
  7. It reads a lot more painfully than it feels to do the first time is a bit sketchy but once that's over and you've seen how it works, it's all rinse and repeat.
  8. Dear mods, for the sake of all the new mod makers out there, please unpin this horribly outdated and misleading post. Anyone following the advice in this tutorial and applying it to the current (or any version from 1.3.1) KSP will find they have created a part that will not load It would be nice too if you could pin the linked post instead
  9. Hi, it's been a couple of unity versions since you could last animate emissives that way, you now need to use the color animation editor, check this thread https://forum.kerbalspaceprogram.com/index.php?/topic/135428-color-animation-editor/&tab=comments#comment-2483731
  10. I love a bit of wheel porn, especially when it's because you can, nice one buddy
  11. Hi not enough information there or in the screenshots, have you tried right clicking on the radar PAW and selecting activate? Have you tried activating the radar using the BDA window, selecting modules and the radar/s you'd like switched on? Do you have a weapon manager fitted ? Are you running the correct version of BDA for the version of KSP you are using? If the answer to any of those questions is yes, a zipped copy of your ksp.log will be required to aid further diagnosis
  12. Hi the AN/APG-63V2 Radome is the nosecone styled forward facing radar and can be found, along with all the other BDA parts, in the BDA category
  13. Hi there can be a couple of causes for this issue in your case it seems to be mainly multiple tweakscale values on the same part, this is caused be having multiple tweakscale modules being applied by different patches. The fix for this is fairly easy to carry out, but extremely time consuming, and should not be the responsibility of the end user( that's you) Rather it is the responsibility of the mod maker/maintainer to ensure that the patching is correct. Visit the tweakscale thread for more information and contact the mod makers concerned, regarding the problematic patching of their parts. I very much doubt you are the only player having this issue with those mods. Note that as the fix for this issue involves sorting out and then repatching the parts, problems can occur with saved or in flight craft
  14. Hi all in the various SM mods there are an assortment of hydraulic/robotic parts, all are currently broken, and as you may know, have been for a good while now.
    So a fix has presented itself in the form of the latest KSP dlc release, in that it has basic robotics as stock(ish) , this in all likelihood means that with a bit of research , I can probably convert the broken bits to use the stock system. Obviously this will make the parts only available to anyone with the appropriate dlc,  while not the perfect solution it does mean that the parts will probably remain fixed for as long as KSP exists, and rather than breaking every update, then waiting on a mod update that may never come, players should ( within the realms of KSP probabilities) to be able to transition complex craft between versions. 
    While i've tried several other robotic plugins to power them , nothing has worked as well with the parts, as the original Infernal robotics, despite reworking the parts many times, there's always an issue somewhere.

    Opinions welcome

    1. willwill2will

      willwill2will

      I think, if you can get this to work, it will be awesome! Breaking Ground has gotten a great deal of praise, and was adopted far more widely than the first expansion, I think.

    2. TheKurgan

      TheKurgan

      Well, you know my opinion ;) but I would say if the robotic parts in your mods can be modified using KSP expansion robotics, then go for it!

      I would love to see those parts working properly again!

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