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Everything posted by SpannerMonkey(smce)

  1. Cheers that pretty much confirms pretty much everything i get from the sources. Hi don't think that's going to happen as Tetryds has expressed a desire to keep his current balance and carry on using the legacy system. He has spent an obscene amount of time balancing his weapons to period levels of performance, and adoption of the new system would likely change the character and performance. Which in turn would mean going through the whole tedious and frustrating process once more. In that case as the mod developer they should be finding this information for themselves and then presenting it with the request, otherwise what are they using now? guesstimates?? . The better the info provided the sooner it can happen.
  2. Yeah i got it in the end, process of elimination, so many it can't be , except, everything i've hunted down states 13×64mmB (0.511" as opposed to 0,515) for the 131 and 15×96mm for the 151(0.590 as opposed to 0.594) , unless somebody knows (and can provide a source) different. Is the 0.1 presumed due to the name of the weapons perhaps?
  3. Hi, if it exists and is documented somewhere, yes, otherwise it's all a bit sketchy ( as in more sketchy than normal) . I can't find anything similar on my allegedly complete list of every caliber ever made, close but not those sizes, not even in imperial. So whats it for?
  4. Coming along nicely, still reckon you should bump up the poly count especially on the lamp body itself.
  5. Hi in addition to the points made above I'd like to add my two cents. The first log you should really examine is the standard written every time KSP.log which can be found in your KSP root folder. Also get yourself a decent text editor, notepad++ is used be many, with line numbers search options syntax highlighting etc. This will make the whole process of reading your log a lot clearer. If your game is locking up crashing on load, especially if you've just installed mods. then there's a good chance the cause of the crash will be among the last items in that same KSP.log. Using a good text editor you can search for the installed mod, check the paths, check the textures etc. There's a tonne more info in the KSP.log for non dev types than in any of the other logs, output logs and minidumps are the preserve of the devs. Generally there are very few problems that can't be identified by viewing the KSP.log and as a third party troubleshooting tool, should you not be able to work it out, a zipped copy of your KSP.log will allow experienced mod users or makers to identify your issue fairly quickly
  6. Hi it's a bit of a misnomer really, SLW = ship or sub launched weapon = torpedoes or similar devices, but not missiles, missiles are missiles regardless of the launch platform, be it a sub 100 meters below the surface or an aircraft 1000 meters above.
  7. Jettisonable nose cones are not supported, as such , BUT what you can do is create the missile and include the nose cone and use the booster decouple mechanism to fire the nose cone. Terminal thrusters will not do any good, terminal maneuvering is currently carried out via code, and there's no need to provide extra vector control, ALL BDA vector control is via an aero process rather than thrust vectoring or other means. All missile thrust is produced in relation to the center line only, the visible FX do not necessarily ( and usually dont )indicate an origin of thrust, for example the TOW missile appears to have a vectored thrust, it doesn't really, control is pure aero and despite the location of the FX the thrust is still generated down the center line as determined via code. Also if you intend to push the missile to real world speeds you'll have to seriously beef up the missiles strength, terminal maneuvers can and do cause high speed missiles to break up before reaching the target, the maneuvers are quite violent and subject the missile to massive stress. Worth noting is that more often than not a high speed super or hypersonic missile will end up missing it's target if subjected to terminal maneuvers and it's best suited to slower missiles ( imo of course)
  8. Hi yes sorry should have said, this is of course for the auxiliary booster version but as you have surmised it's just a simple matter of not making a booster, if your missile has an internal booster as some do, just place the relevant transforms at the exhaust point. Generally all my small missiles are one part with all fins still attached to the body, with custom collider for all the parts , the FC's are actually colliders and not really relevant to your question .
  9. Hi took a quick look at the files and if FuelTank is your new texture then it should work, you have all the path and the texture name of the stock part correct. All i can suggest is perhaps to ensure that your new texture format is the same as the one to be swapped (dds) and hope it's something simple as that. I've had similar problems pulling textures from stock parts, and sadly for both of us I wasn't ever able to get it to work 100%.
  10. Hiya, checked it out as i was curious to know how a supposed heatseeker jammer would work, and it doesn't I suspected from the pic that it was some kind of optical jammer and that's exactly what it is. An IR jamming pod (cool) It works by emitting pulses of IR controlled by the shutters. Saying that though, I think an IR jammer could be a thing. May be worth making it a feature request for record. ( little link for the AN/ALQ-144 ) (btw, this based on BDA not real world, in BDA heat and IR are not related)
  11. If your running manual rather than AI yup that's the only way, the downside being that the missile can be so small in cross section that the radar has difficulty locking it, in which case counter measures and evasive maneuvers are your best option, it also pays to know what's being fired at you, and different missiles will require different tactics. Thats not such an issue now, with the detonation range options all the intercept missile has to do is get within a few meters of the target and the blast radius will deal with the hostile missile it doesn't need to physically hit the target. The biggest problem, for intercept missiles is speed and maneuverability at speed, if you can get those tuned nicely anti missile actions are fairly successful
  12. Yup, all of the ways you have tried, thing is each countermeasure only works for 1 type of missile, flares for heatseekers. smoke for laser IR guided, and chaff for radar. and are totally ineffective against the wrong type ( I have recently been testing all these against new missiles so can confidently state they all do the job they are supposed to) You must also make sure the engagement options are set correctly for your weapons. they can be specifically set to engage missiles, however if you neglect the setting they'll do nothing. A modern style radar guided missile is capable of locking and intercepting almost any missile, non of the other types can really pull it off. The AI can also target missiles with guns, although on an aircraft turreted weapons are more trouble than they're worth, and fixed guns will not be able to target incoming missiles. Ground based anti missile turrets like for example the BDA goalkeeper are quite effective, there are also plenty of other mod turrets sporting CIWS turrets ( Anti Air and anti missile is one of my particular specialties, I make a lot of stuff just for that purpose) And of course the Radar jammer, which only works for radar locked or guided missiles, useless for IR or Heat.
  13. You have no such node named in your cfg, the reference attach node needs to be named . see below example for stock docking port. You'll either change referenceAttachNode = dockingNode to referenceAttachNode = bottom, or if that is not suitable add another node in the position you require the port to be . name = dockingPortLarge rescaleFactor = 1 node_stack_top = 0.0, 0.29, 0.0, 0.0, 1.0, 0.0, 2 ////top node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = metaMaterials etc MODULE { name = ModuleDockingNode referenceAttachNode = top /// top nodeType = size2 stagingEnabled = False } }
  14. HI, cant work out from your post what exactly you are trying to do, aside from installing BDA. Which BDA version are you trying to install? which version of KSP are you using? A copy of your KSP.log would answer all these questions. We do not recommend using any of the earlier BDA versions unless for some reason you are unable to upgrade. It's also a certainty that there is only one currently supported release and that is for KSP 1.3, there will be very little support for previous versions as the structure of BDA has changed massively over the past few months. The current supported release for KSP1.3
  15. Hi use the engagement options to set which weapons are used , you have 3 choice air surface or ASW, shorten the gun range, there is no way however of telling the AI to just shoot at planes, it will target any valid threat. I'd imagine though that if the AA was period correct there'd be little chance of it shooting down a bomb, as the dispersion/accuracy should not be that good, and the firing range should be limited. Also worth noting, is the detonation range of you bombs and torpedoes, are you sure it's being shot/destroyed by gun fire and not just detonating way too early?
  16. Not needed, simply cut out the BDArmory folder, paste that directly into your GameData folder, then delete the BahaTurret/Distribution/GameData/ folders which are now empty and useless
  17. Hi you have indeed installed the mod incorrectly. your file path is currently "at /Applications/KSP_osx/GameData/BahaTurret/Distribution/GameData/BDArmory/" when it should be "at /Applications/KSP_osx/GameData/BDArmory/"
  18. Hi sadly thats not really ok, i would still like to see a copy of your KSP.log
  19. Still not enough information for me to assist further, check the version, see the github links for current release in first post
  20. Hi please refer to the first post for details we need in order for us to provide proper support. Only two known causes for your problem, 1 incorrect installation or 2 installation of incorrect version, As you have provided no other details those suggestions are the best guess
  21. Hi two ways to skin this cat, but you'll have to decide at the modelling stage which way you want to go. You will want the reflector to have an emissive shader , so it can glow, so method 1 using the squad work around color animator it will be fine to leave the model more or less as it is. method two, use the ModuleColorChanger to create the emissive, method two requires that the reflector be a separate mesh . Both methods though will require the lens/glass to be also a separate mesh, there are two methods of giving it some transparency, if you are unfamiliar with unity the easy way would be to apply the ksp translucent specular shader and set the opacity to suit, you could also use the ksp alpha cutoff shader though that's a little more fiddly to get just right . If you take a look down in the modelling and texturing sub forum of addon development you'll find posts with the how to's regarding color changer and color animator. To my mind especially with multiple children the color animator is a bit clunky and the module color changer is easier to set up than the animator is to get good result from (though white is dead easy) No need to worry about the lens blocking the light it wont, unless set to a specific culling layer the light will shine through any mesh. Quite a lot to take in, if you get stuck feel free to drop me a pm. PS depending on how your ksp is setup cones will either be passable or horrible, they never seem to look right, unless that's just the default unity ones, which are way to heavy for my taste
  22. Hi, no need to really bother, you could treble that poly count with very little if any impact on the game. If you use the extended animation options, and take a look a cargo bays, you will be able to angle the light pitch using a slider, otherwise you'll be stuck with at rest or full pitch, this method lets you point it exactly where you want. MODULE { name = ModuleAnimateGeneric animationName = LaunchPadLamp startEventGUIName =Tilt Up endEventGUIName = Tilt down actionGUIName = Toggle tilt allowDeployLimit = true /// the lines below this allow positioning of the lamp revClampDirection = false revClampSpeed = true revClampPercent = true }
  23. Although as you can't place more than one craft at one time, even before the craft can move you have to physically place it on the ground, and locking brakes activating engines, setting teams etc is all part of the AI setup, it can all be done before you even place the craft on the ground. I could understand if on the other hand VM dropped the aircraft wherever it wanted, with no input from the user , but it doesn't. You choose where to place it, the angle of placement, even how it's finally placed on the ground , is all on you Setting up large combat and weapon test scenarios is something I do a lot ( as do most of the team) , and of all the annoyances setting the brakes is fairly minor. As Doc Davinci mentioned Quickbrake takes care of it nicely,
  24. Do you have Kerbal Konstructs installed? as I have noticed this happening too. I think it is a knock on effect of being able to place Squad KSC assets in the KK editor
  25. Latest Update replaces 88's in two formats New missiles and launchers, Ammo and bullet type upgrade and overhaul, hundreds of fixes and improvements EN US LOCALIZATION Requires further download for proper function SM Armory SMAFV's SM Marine and LBP share a common dictionary Failure to install dictionary will result in part names and titles being displayed as autolc### it's not a bug and I will laugh at the next person who fails to read the instructions SM Armory 1.3 SM Industries Required download The original BDA expansion contains over 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,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 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 Links to original Boomsticks post -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here now SM AFVs Tanks and trucks Gives you parts to build Tanks and trucks 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 page 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