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SpannerMonkey(smce)

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Status Replies posted by SpannerMonkey(smce)

  1. Hi all, answers to a few questions I've received.
    Am I back?   Tricky question, although  having just viewed and edited around 960 cfg's and patches, all without flying into a ksp induced rage, is likely a very good sign. Mainly addressing tweakscale, MM and general cfg issues, further work is still required to prevent issues going forward.

    Will SM mods be back soon? (and all the associated questions, no links etc.)   Its looking promising for some of the mods to return for 1.8.x, I doubt 1.8 is going to last long enough for me to get where I want to be, and knowing you lot, eager to make the jump I don't see any point in rushing out maintenance  releases for 1.7.3

    As it stands today what happens for KSP 2 depends entirely on what KSP 2 will require in the way of changes.
    There are many things that it's easy to do, and many things that are neither easy or particularly fun to do, on the way to updating a mod, and should the changes require far too much of the latter and not enough of the former  ( for example the idea of retexturing several hundred parts for pbr is nasty just thinking about it)I feel that they'll stay as KSP 1 mods.  
    That's not to say that there wouldn't be KSP 2 mods from SMI, because if the rumors are true our stuff could finally get some proper use :ph34r:

    Cheers 0/

    1. SpannerMonkey(smce)

      SpannerMonkey(smce)

      Lols, behave yourself, compared to you I'm a creative noob. Thanks though :)

      Curious to see what KSP2 brings, regardless, it'd be nice to not know where all the limits are.

      I very rarely say no to an interesting project :wink:

    2. (See 4 other replies to this status update)

  2. Hey @SpannerMonkey(smce), I took the liberty of moving all the instances of SM_Static around the KSP to their own instances files and folders, and put them in their own Groups in KK so that they would work better with SigmaDimensions. Would you like those cfgs?

    1. SpannerMonkey(smce)

      SpannerMonkey(smce)

      Hi, i'm surprised any of it's working properly , my recent getting back into it tests have highlighted a dumper truck full of issues.  I hope to have a much reduced in size but working update available soon.    Not sure what you mean by the instances thing, but send em over and it'll all become clear :)

    2. (See 2 other replies to this status update)

  3. Update for  SM Armory SM AFV's  Missiles And Launchers   and  SM Marine
    Highlights
    1eP5aGS.pngS3GBjM7.png

    1. SpannerMonkey(smce)

      SpannerMonkey(smce)

      As with all my mods there is at least one link on the post to announce release, and multiple links to each in the first post of the tread

    2. (See 4 other replies to this status update)

  4. Hey, Spanner. If you've got any free time sometime soon between working on mods and personal life stuff, any chance you'd be able to help me through the whole Blender to KSP thing? I keep having the UV's come out entirely broken for some reason, and I haven't been able to fix it in over 3 hours of trying.

    1. SpannerMonkey(smce)

      SpannerMonkey(smce)

      I'd be happy to help ,  although there's a snag , I dont use blender.  But  show me your problem,  it may have other causes. If by broken you mean invisible , you likely have flipped Uv's on your model,  especially if you've copied any of it. I'll drop you a PM.

  5. Dear SpannerMonkey,

    I need your help with BD armory continued. I have successfully downloaded BD Armory Continued and everything is running good, except when I load onto the runway, it says  MODULE MANAGER MISSING. BDA WILL NOT RUN PROPERLY. What do I need to do to fix this, please let me know!!!! Thanks :)

    1. SpannerMonkey(smce)

      SpannerMonkey(smce)

      Well the BDA you got from the right place . 

      and you'll also need https://github.com/jrodrigv/PhysicsRangeExtender/releases/download/1.6.0/PhysicsRangeExtender.1.6_03182018.zip

      which is needed for BDA,

      and module manager https://ksp.sarbian.com/jenkins/job/ModuleManager/lastSuccessfulBuild/artifact/ModuleManager-3.0.7.zip

      you can see all of those installed correctly in the image posted earlier .  Anything else you wish to install is your choice, i would suggest however before piling in more mods, that you try the game with just those above ,

      you will find BDA craft in the craft folder in the BDA mod, these are ready to use and are kept up to date with the mod these can be moved into your game save sph folder when the game is running,  so start the game create a save go to SPH.  minimise the game ,  get the craft from the bda mod folder and drop the craft files into your newly created  save file, then  switch back to the game and open the craft window in the sph and the BDA aircraft and test platforms will be there ready to use.

      .

       

    2. (See 4 other replies to this status update)

  6. Dear SpannerMonkey,

    I need your help with BD armory continued. I have successfully downloaded BD Armory Continued and everything is running good, except when I load onto the runway, it says  MODULE MANAGER MISSING. BDA WILL NOT RUN PROPERLY. What do I need to do to fix this, please let me know!!!! Thanks :)

    1. SpannerMonkey(smce)

      SpannerMonkey(smce)

      You can find the KSP.Log in the main ksp folder.  It will tell me instantly what your issue is , although i suspect you have installed the mod incorrectly . When installed correctly the file path should be KSP/GameData/BDArmory.    If it's anything else the mod will only be partly functional , as almost everything is expecting the files to be at that location

      an image below of a typical weapon mod install GameData folder

      ORSEkyA.png

    2. (See 4 other replies to this status update)

  7. Dear SpannerMonkey,

    I need your help with BD armory continued. I have successfully downloaded BD Armory Continued and everything is running good, except when I load onto the runway, it says  MODULE MANAGER MISSING. BDA WILL NOT RUN PROPERLY. What do I need to do to fix this, please let me know!!!! Thanks :)

    1. SpannerMonkey(smce)

      SpannerMonkey(smce)

      Hi, just the same here as in the BDA thread, KSP version,  BDA version and download site , and a zipped copy of your ksp.log will be needed ,  in order that i can provide any assistance  Crystal ball in for annual maintenance,

    2. (See 4 other replies to this status update)

  8. Good evening, would you know where to find a good Vessel mover to Ksp 1.3.1? Hyperedit no make this things xD Thanks for everything!

  9. Hi SpannerMonkey, you planning to continue KAX? If so, do you have a thread for it?

    1. SpannerMonkey(smce)

      SpannerMonkey(smce)

      And i should have said yes, more than intention, it's happening

       

       

  10. Would you have any interest in making a modified version of the GOCG75 turret, at about half scale, that fits several (2-4 per side) M2s instead of the gatling cannons? If not, could you point me in the right direction for trying to modify the model myself?

    Thanks

    1. SpannerMonkey(smce)

      SpannerMonkey(smce)

      Hi, I could do a quad 50 easily enough , but it wouldn't re use parts from GOCG ,  as it 'd look butchered. and i don't do that kind of thing these days.   If you make a request in SMA thread,  and give some idea of what it's for I'll put it on the list.

      Cheers

  11. The config for the adapter is not working. The texture doesn't switch when clicking the buttons.

    1. SpannerMonkey(smce)

      SpannerMonkey(smce)

      replied in post BRB

  12. Hey Space Scumbag, I was wondering if you still have the mod for the Deathstar with the laser. I've asked SpannerMonkey(smce) if he could send me a copy of his mod however, it turns out that he deleted the mod itself. So, I'm wondering if you still have your copy and if you'll be willing to send it to me?

    1. SpannerMonkey(smce)

      SpannerMonkey(smce)

      I think he may have by now,  thanks chaps, but if he hasn't  feel free  to give him a copy , if it keeps him quiet :P

       

    2. (See 1 other reply to this status update)

  13. Hey SpannerMonkey I was wondering if you still have the mod for the Deathstar with the laser. I've been trying to create a stock deathstar but am having no luck. I was wondering if you could send me a download of the mod. I really want to try this mod.

    1. SpannerMonkey(smce)

      SpannerMonkey(smce)

      RE nkd thats what i use and as you saw in image posted it does work in ksp 122 with the latest BDArmory , but I no longer have an interest in mainlining the mod that uses it so am not likely to do any more on the NKD plugin. 

      You simply cannot destroy a planet in KSP for exactly the same reasons you can't deorbit a moon , what you are seeing is an illusion created by code and there is no code to allow for planet destruction or even damage for that matter

      Re the whole DS thing, it was a quicky thing as i wasn't very busy at the time, and was inclined to have a try, however I am quite busy with other mods and am not inclined to remake the project as it's a complete dead end for me

    2. (See 18 other replies to this status update)

  14. Hey SpannerMonkey I was wondering if you still have the mod for the Deathstar with the laser. I've been trying to create a stock deathstar but am having no luck. I was wondering if you could send me a download of the mod. I really want to try this mod.

  15. Hey SpannerMonkey I was wondering if you still have the mod for the Deathstar with the laser. I've been trying to create a stock deathstar but am having no luck. I was wondering if you could send me a download of the mod. I really want to try this mod.

    1. SpannerMonkey(smce)

      SpannerMonkey(smce)

      There are no nukes in BD Armory     The only nukes available are all by  NKD or  PEW use NKD plugin (which needs BD to work btw) 

      No idea if the results are visible from space but be warned the ground effect damage is unpredictable

      There are two settings in the cfg you can mess with to increase power of lasers

      laserDamage = 1600
      	tanAngle = 0.0001 //controls how quickly damage scales down with distance
      	

       

      JSTf43P.png

    2. (See 18 other replies to this status update)

  16. Hey SpannerMonkey I was wondering if you still have the mod for the Deathstar with the laser. I've been trying to create a stock deathstar but am having no luck. I was wondering if you could send me a download of the mod. I really want to try this mod.

    1. SpannerMonkey(smce)

      SpannerMonkey(smce)

      Hi, I think you may be a tad optimistic in your performance expectations, the laser derived weapons have a very low damage output against structures , and terrible long range performance as the beam disperses over distance.

      But i found the last one,  death ray ,  it's a small version but it does have a tweakscale module so you can enlarge it, be warned as the size increases so does it's energy requirement.

      https://www.dropbox.com/s/947thh9mwu21t3s/MiniDeathRay.zip?dl=0

    2. (See 18 other replies to this status update)

  17. Hey SpannerMonkey I was wondering if you still have the mod for the Deathstar with the laser. I've been trying to create a stock deathstar but am having no luck. I was wondering if you could send me a download of the mod. I really want to try this mod.

    1. SpannerMonkey(smce)

      SpannerMonkey(smce)

      Hi, I've gone through all my old folders and builds but looks like it's gone,  as i never released  it  as such,  perhaps try one of the players i gave one to, otherwise it's dead and gone, 

      Sorry, such is prolific mod making, a lot of stuff i do like that, one off, jokey stuff tends to get dumped quickly as I don't tend to use them

    2. (See 18 other replies to this status update)

  18. Hi dude, I saw your screenshots, how did you move the navbal ?

    Is that a mod, I'm looking for that for ages !

    btw, great car, time, upload times, you will be an example to others I hope.

    Who do you think will be your competition ?

    1. SpannerMonkey(smce)

      SpannerMonkey(smce)

      Turns out to be in game settings, i did it ages ago and forgot where the slider was, but see below in game options right at the bottom

      NHg6Xhy.png

    2. (See 6 other replies to this status update)

  19. Hi dude, I saw your screenshots, how did you move the navbal ?

    Is that a mod, I'm looking for that for ages !

    btw, great car, time, upload times, you will be an example to others I hope.

    Who do you think will be your competition ?

    1. SpannerMonkey(smce)

      SpannerMonkey(smce)

      its one of the settings in the ui options,  main menu settings not in game

    2. (See 6 other replies to this status update)

  20. Hi dude, I saw your screenshots, how did you move the navbal ?

    Is that a mod, I'm looking for that for ages !

    btw, great car, time, upload times, you will be an example to others I hope.

    Who do you think will be your competition ?

    1. SpannerMonkey(smce)

      SpannerMonkey(smce)

      Out of everything I've seen and a bit of foreknowledge i reckon DocDavinci is likely to be the toughest competitor time wise, as for how the rest will go i really have no clue, everybody has been quite reticent about speeds etc

    2. (See 6 other replies to this status update)

  21. can you send me the fixed files? I'll go ahead and make a thread and host them on my dropbox or something Thanks a lot

  22. Hey I really like your SM Chute mod but could we have a different texture for the modern Canopy.

    Thanks

    1. SpannerMonkey(smce)

      SpannerMonkey(smce)

      Oh i dunno as that was a request job, but there  is an update due that has new packs and another modern canopy with blue/whit stripes

    2. (See 1 other reply to this status update)

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