SpannerMonkey(smce)

Members
  • Content count

    3,563
  • Joined

  • Last visited

Community Reputation

2,876 Excellent

About SpannerMonkey(smce)

  • Rank
    Son of the Kraken.

Contact Methods

  • Website URL http://smindustries.imgur.com
  • Skype not skype discord #5451

Profile Information

  • Interests Fixer of things, Reviser of long lost mods

Recent Profile Visitors

19,445 profile views
  1. SpannerMonkey(smce)

    [1.4.X] SM Armory Group. See Note First post Ref BDA 1.2.2.2

    However as such an expert on my postings you cannot have missed the post below On the 18th of August 2017 I clearly laid out and made clear my intention to include updated SM Industries with every download . Other less cluttered forum posts are available. Thank you so very much for you valuable advice
  2. Hi you've just joined the millions of others who find the sea a scary place. As a crunchy, easily digestable, bite sized biped it's only natural ( say hi to your inner caveman for me )_ It's blacker than black. on a moonless night. out of sight of land, the only light is the occasional reflection of the ship lights upon breaking waves and perhaps the wake, and if you're really lucky, at the right time of year a faint phosphorescence in the disturbed water
  3. SpannerMonkey(smce)

    [1.4.X] SM Armory Group. See Note First post Ref BDA 1.2.2.2

    Last night i created a clean BDA install downloaded the uploaded github version which includes a fresh copy of SM Industries I installed both items , I also installed Physics range extender and vessel mover and of course ModuleManager So my freshly created GameData folder looks like this And then clicking the KSP shortcut icon I waited for it to load , which it did first time , once in the SPH all parts are present, no locking up , no error , And best of all the result is this Which is the item you have removed from your folder. Given all the above is true and not BS , can you tell me what exactly you did differently that prevents your particular version of SM AFV's from loading. I do not release mods that need "work arounds" in order for players to use them, frankly I'd rather not bother , SM mods are tested by several players before ever getting to release, and in some cases if we are not pretty confident it's good for everyone it doesn't get released(ever) and while we may not catch every little bug, the mod will always load and give reliable game play, if something doesn't load, something is wrong, that should not be wrong. As for your KSP.log it's completely up to you if you supply it or not. I have proved the download works to my satisfaction and that all the parts load trouble free. As have the rest of the testing team.
  4. SpannerMonkey(smce)

    [1.4.X] SM Armory Group. See Note First post Ref BDA 1.2.2.2

    @Wolf123 Hi yup, that's why a specific SM Industries is bundled with each update, the standalone version is mainly for those wishing to check the source code, in line with forum rules, and for the most part it's useless on it's own, and as such may lag slightly behind the copies that are circulated with any of the SM Mod releases but not by much. In this case it's simply because the custom resource (ammo and bullet) definition that exists within SM Industries as supplied with the mod does not exist in the older version ( that's not the only difference but it is the relevant one) This may come across as a bit of a rant , it's not meant that way and is not directed at anyone in particular Originally SM Industries was available separately however many users failed to read the instructions (in bold red letters) and did not install it, leading to missing parts and mods not loading and subsequent issues regarding alleged bugs .SO in an attempt to alleviate the issues i started Including a copy of SM Industries with each mod in the hope that its presence could reasonably be assumed to mean that it too should be installed. Unlike many mods I don't bundle in unnecessary items, i don't unilaterally patch other mod makers parts, and i don't supply dlls that you probably already have 8 of. So if it comes in the download i mean players to install it when they install the mod, and 99 times out of 100 I'd like very much if players did not merge updates but instead deleted the old version and installed the new. With the amount of changes taking place within all my mods at present including model replacements, texture overhauls and file compression, merging updates or mixing and matching is likely to lead to less than satisfactory results
  5. Hi you will find exactly the same log entry for every single part in the game, this is because the part database,cfg is destroyed and rewritten by the game every time the game loads The actual part that causes your game to freeze is likely to be the one before that entry. The reasons for such freezes can be, part not finding a configured resource, orphaned models, or broken model paths. For further assistance please supply a zipped copy of your KSP.log which is produced every game load, and can be found in your main KSP folder . Before proceeding however ensure that BDA is installed correctly to KSP/GameData/BDArmory. This is the only acceptable file path no other file path will allow for functioning of the mod, and that you have installed the correct version of BDA for the version of KSP you are using
  6. SpannerMonkey(smce)

    [1.4.X] SM Armory Group. See Note First post Ref BDA 1.2.2.2

    Hi luckily for us the KSP.log is written every time you start the game , it does not require a crash , it can be found in your main KSP installation folder. Can you confirm which version of AFV's you are trying to install and if you also installed the required SM Industries folder?
  7. SpannerMonkey(smce)

    Engine rotors spinning wrong way?

    Hi the Goliath engines use the stock module FXModuleAnimateThrottle as do many other mod engines, to rotate the turbine elements, this is a unity created animation, so if it isn't the aforementioned stroboscopic effect, then they have simply been animated running backwards. Reinstalling the game will not fix the issue. All i can suggest is to check the bug reports see if there's anything related and add to or create new bug report https://bugs.kerbalspaceprogram.com Edit, regardless of what anyone tells you, it'd take a competent mod maker, with the raw assets no more than 20 minutes to fix the problem, finding the asset would probably take longer than fixing it
  8. SpannerMonkey(smce)

    [1.4.X] SM Armory Group. See Note First post Ref BDA 1.2.2.2

    Hi. currently SM AFV's and associated mods are having a refresh involving model upgrades and brand new textures. Also due to this files are being moved and renamed to reduce mod size, certain parts are being phased out completely. As such it's vital when installing AFV's in particular that you do NOT overwrite any existing mod install, any version you have installed must be deleted prior to installation of the latest version. Merging folders will result in orphaned textures and models, and will probably result in the problems you are having. As a first step, re-download the mod. delete any pre existing installation , install the new version and reload the game. Should your problem continue a zipped copy of your KSP.log will be required for me to discover the reason for the issue.
  9. Tested and confirmed neither weapon manager in guard mode or surface AI can currently fire torpedoes. Manual fire is still available. Adding it to the list of issues. Thanks.
  10. https://github.com/jrodrigv/BDModularMissileParts/wiki/1.-Building-your-first-Modular-Missile
  11. Radar Lock On After Launch for missile with active radar guidance and radar based terminal guidance. It switches guidance from the main launch vehicle radar to the missiles internal radar. The closest to MCLOS at present are the IR guided or beam riding missiles . While mildly entertaining for a short while i don't see any obvious benefits to a defined MCLOS guidance system that could only be used in a single player manual fire environment. Though like many things in KSP its all subjective and subjectively it could be said that firing a missile after setting the target via IR and ensuring the cam stays on target from another craft is pretty much MCLOS, with the added benefit of a much higher chance of a hit. An estimated 25%, for the current systems, at best hit rate on a tank sized target is pretty poor, and I'm sure BDA users would a bit miffed having to use four missiles when a Tow or similar would do it in one. (in my subjective opinion obviously )
  12. https://github.com/shadowmage45/KerbalFoundries2/releases
  13. SpannerMonkey(smce)

    [1.4.X] SM Armory Group. See Note First post Ref BDA 1.2.2.2

    Hi IF you have properly installed the mod every single part in the SM group has it's own category in the editor sidebar, Visible here, are the category selection buttons for , SMA, which contains radar APU's and other miscellaneous SMA parts, SM Marine, all the smaller scaled ship parts and equip. SM armory tanks , which contains all the tank parts, SM Armory Turrets and guns which contains all the turrets and guns that are not specifically tank related . SMA missile and launchers , which unsurprisingly contains 99% of all the SM missiles and launchers, that are not specifically tied to a particular launcher or craft. There are a couple not shown as the icon will only appear when the SMIndustries plugin detects that the mod that uses the category is installed correctly. Creating these categories requires nothing from the user except correct installation of the mod. I for one am extremely happy that after many years I can again easily find BDA parts, instead of wading through a list of over 300 items , most of which are not made by or part of BDA, but supplied mostly by expansion mods
  14. Hi you have installed the module manager source code, NOT the ModuleManager DLL. Resulting in the required patches not being installed to your craft. Remove the module manager master folder completely and install only the ModuleManager dll from this LINK into your GameData folder
  15. SpannerMonkey(smce)

    [1.2.2 & 1.3 & 1.4] Kerbin-Side continued 1.4.5 [06.08.2018]

    Hi I'm investigating those issues. So its not just you I'll fwd an update to Ger_space as soon a the fix is sorted out.