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SpannerMonkey(smce)

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Status Updates posted by SpannerMonkey(smce)

  1. 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!

  2. 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. Show previous comments  2 more
    2. 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:

    3. YoloT47

      YoloT47

      Glad to see that you're back, buddy! :D

    4. Delta dart

      Delta dart

      Cant wait to get one of the best extensions to bd armory back 

      Here is what the community thinks that happend to sm armory

       

  3. 0wq24Sn.png

    Not dead yet!

    1. TheKurgan

      TheKurgan

      Good to hear buddy!! 

    2. willwill2will

      willwill2will

      Welcome back to the fray, sir.

    3. DodoOnTheMün

      DodoOnTheMün

      so there is still a chance to get your mods to transfer to KSP 2?
      Yes please

       

      glad you're not gone yet Spanner

  4. HI all, first off thanks to all those who've inquired after my welfare, as to the reasons I'm no longer active on the forum or releasing mods, they are many and numerous, primarily it's health issues, I've been fighting a mystery virus for several years,  and as I've become older the effects of that have become more difficult to live with, tbh it's really difficult to be creative ( or sociable) when you feel like crap. Along with that, the frequent KSP updates combined with the size of my mod catalog meant that just keeping them all updated or even working became a chore, much more like unpaid slavery than fun, and guys it needs to be fun.  There are of course other reasons, some to do with the forum in general and some  to do with mods that have been a cornerstone of SM mods since the very beginning but we'll leave that there.  
    Regarding the closed threads and broken links, when i decided that enough was enough I was not in the best frame of mind, and certainly was not in the mood for explanations,  so perhaps a final message was in order, but honestly forum interaction had dropped to a point that it hardly seemed worth the effort.  Shortly after closing the threads i became aware that certain parties had without my permission, or even asking for it, taken  parts of various mods, the simple solution at the time, and to prevent further unauthorised use of assets,  was to simply pull the mods from the various locations, and while it was perhaps a bit heavy handed, I do have a serious amount of time invested  in that lot, as any of the guys on the team would tell you, and somehow i don't feel like just giving it all away.


    Which brings me nicely to the current SpaceDock situation I'm aware that SM Armory and SMAFV's are back up on SpaceDock, this is completely unauthorised, they are not supported . I've not been contacted by the user RecoverMod regarding them, and such publication is in breach of the license. I and others are taking steps to have them removed, something I shouldn't have to do.


    As to the future,  difficult to say, but after playing KSP since 2012 and making KSP mods since 2014, I think a break is in order, but the sad thing is we, the team and i, know pretty much where KSP outer limits are, we know what can be done and where, and while the game remains unity based they are very unlikely to change in any great way, so where's the new challenge? the idea of doing the same thing over and over just in different ways is not something that appeals

    Thanks again to all those who supported the SM mods in any way, particularly those who got my gears spinning.
    Happy travels guys

    1. Show previous comments  4 more
    2. Nightside

      Nightside

      Hey Spanner, I just found this note, and I wanted to thank you for your work over the years. You are the king of the tinkerers. I never really got into the military stuff, but I very much enjoyed the boats and statics pack. 

    3. Giancarlo Kerman

      Giancarlo Kerman

      farewell Spanner, you were and will still be a legend in the KSP community! Hope you can find some form of peace!

    4. verniervonkerman

      verniervonkerman

      RIP SMMods 2014-2019

      "Don't Cry because its over, smile because it happened"

      ---Dr. Seuss.

      (Except for SMMissiles, whose AUTHORIZED reupload you can find HERE: 

       

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

    1. Show previous comments  2 more
    2. Catatau_27

      Catatau_27

      Thanks, i'm get =) i'm just make the old joke: "Link w Zelda" :p 

    3. Skywalket

      Skywalket

      Where’s the link? He’s rehearsing for his next debut 

    4. andreasblom

      andreasblom

      KSP x arma 

  6. HI All 1.4. not as broke, is upon us .

    Preliminary testing shows that all mods in the SM group are fully working in KSP 1.4.4 .
    Testing continues, though I'm hoping for the first time in a long time, mods did not become broken, even plugins seem fine.

  7. Hi all, UPDATE TIME

    The following mods have been updated to KSP 1.4.3 and BDA 1.2.1
    SM Armory
    SM Marine
    SM AFV's
    SMI Missiles and launchers
    SM Stryker
    SM OSTnT

    Due Imminently


    LBP

    Malfunc
    SM NED

    1. TheKurgan
    2. Catatau_27

      Catatau_27

      Thanks =) 

    3. V8jester

      V8jester

      Man you must have radar. I just resurfaced and here are all kinds of new playthings!

      Thanks for keeping everything alive Spanner! KSP wouldn’t be the same without you!

  8. Hey friends and users of  SMI's many mods . A little PSA,

    Of late there've been a lot of straws dumped on this camel, and I'm tired and just a little fed up with the whole thing  . So I'm not doing any updates for 1.4.1 or 1.4.2 as 1.4.3 is definitely going to be a thing,  although if it's not I'll have to reconsider the whole position/future as the way it is today is not something I'm enjoying

    Once squad gives us a stable game that's not just bandaids , and not a graphical mess  I'll think about updates but until that happens not a chance.  ( and please don't come over all fanboy, i bought my first copy in 2012 and bought another steam copy for the beta access, so have seen it all)

    (rant removed as it'd only bring more straw)

    Please pass this along to any you see inquiring, as  filling the threads with " update for XXX now"  will not result in an update but will given my present mood result in locked threads

    Cheers gang

    SM

     

    1. Mr. Peabody

      Mr. Peabody

      I don't blame you. I think I would do exactly the same thing in your situation. All these updates in quick succession are a royal pain.

    2. Eskandare

      Eskandare

      I'm still on 1.3.1 and staying there for a while. I won't be running the update to CVX for 1.4.x until all the dependencies are updated. 

  9. Dear Friends and users of  SM's multifarious mods . Due to a hard drive failure that corrupted all my dev game builds , cfgs, textures and mu's  ,  messed up all  the unity  projects and corrupted many of the saved scenes, there will be some delay in updating to whatever KSP1.4 version the dust settles on. 

    As for using SM Mods in 1.4 in un updated form ,to  some extent i expect  a lot of it to work trouble free, although any parts reliant on other mod plugins  will be only functional if an updated plugin is available , so props may not turn,  guns may not fire ,  IR parts will be broken etc etc .

    Normal service will be resumed as soon as (Funds for a second drive is available) possible.

    Cheers

    1. LightBender

      LightBender

      I wish I could get you a new Hard-drive.

  10. Still looking for enthusiastic, interested, reasonably intelligent, mature, users of SM mods to add to the test group. Very aware of too many projects, too many parts for the current small group to test thoroughly. (nearly 300 cfgs in SM Marine) 

    Plans for further expansion have been suspended until the manpower crisis is resolved. Interested parties , who are prepared for occasional tough times but very good toys (and a good chance of getting into modding yourself) can contact me through the usual channels.

    It's fun really

    ksZdfsD.png

  11. Big Thanks to @DoctorDavinci for the plethora of new graphics.

    Cheers

     

  12. SM_AFV's beta now available through SM Armory thread

     

  13. Hi all. Due to exceptionally bad planning and a currently  poor attitude on my part I've just landed my small groups of testers with an immense task,  all of them perform way above and beyond the call of duty but this last batch is a bit much.
      The problem updates for 1 2 2 

    The size or the problem and what needs testing before release

    SM Armory formerly Boomsticks , intention move to release with at least a 122 beta then V1

    PEW as above

    SM Stryker, formerly Stryker armory and Stryker aerospace , Hopefully final check before new thread and release

    LBP 122 rel2  Testing of the new superstructure parts and the new ww2 hull BB for release

    And that doesn't include all the other little projects that i have and they poke with sticks and check for bees etc.

    So what I'm after are a couple of people  to temporarily, perhaps permanently,  supplement the efforts of the testing team

    What you need ( aside from being able to get along with me , which may not be so easy sometimes :) )

    Are fully versed in the ways of BDAc as most of this batch is weaponry and over 300 items to check for wrongness

    Must have a knowledge of at least two of the mods listed above and use them regularly and ideally some of the history behind them and me

    Most importantly however be able to converse via pm in a coherent manner, be able to explain in clear terms any problems or issues you encounter .  The golden rule is discretion, some info available to the team is not for public consumption and involves development of other projects, what happens in the testing group stays in the testing group. 

    If you fancy having a look at the grubby behind the scenes stressful bit drop me pm headed  Testing for 122..  and I'll get back to you,

    Cheers

      Spanner

  14. Hi all the statics you've all seen in my screenshots for SMM and LBP  are now available on an as is basis, this means that there will never be a thread for them, and requests etc will only be accepted via pm.  See the SM Marine thread OP or recent posts for details.

    Below harbor facilities at KSC , from left to right,  KSC harbor west under development,,  KSC New Harbor almost fully developed ,  two slipways for easy access to and from water for amphibians ,   KSC Old pier .  The white splodge just above the Old pier is KSC reef with the wreck of the last cruise ship to sail kerbins seas ( makes a great gunnery practice target)

    4spc4d7.png

  15. Hi all,  Now available

    BDAc Simple turret Unity complete project for Unity 4.2.2 only. 

    Note project is complete needs no additions or changes apart from your own textures or models. and of course time.

    Project is fully set up with all known useful layers and tags set and the correct version of part tools installed. This set up will allow you to make any part you desire and import it into any game from version 1.0,5 right up to and including KSP 1.2  ( if you have the skills to make a model in the first place of course)

    The project contains 3 artillery turrets fully set up and ready to export. Level One turret just has basic yaw and pitch.. Level two has Pitch Yaw and fire animations. and Level 3 adds extra animations and shell eject , all turrets have been game tested good in 1.2 and 1.1.3

    https://www.dropbox.com/s/ra4ct7f52m8r6ya/BDAc U422 DemoScene.zip?dl=0

  16. Lovin the profile header 10/10

  17. Hey all, updates today for Boomsticks, SM_Marine and the Large Boat Parts pack,  New Parts for SM_Marine and the Large Boat Parts pack, and mainly missile tuning in Boomsticks

  18. Apologies to all those awaiting updates or project parts, you can blame Azimech for introducing me to the hidden game in KSP, Turboprops!! Having way too much fun, a game for a proper engineer.

  19. Having fun with 1.1

    lets play the which mods are broken game

    oh look everythings exploding

    business as usual

     

    1. njmksr

      njmksr

      Not the Skyranger though! :wink:

  20. Hi, re the Dakka mod, any chance i could get a link as all media fire links are dead, I would very much like to either rebuild it or help in the rebuild just finished the  Old School Turrets mod, Boomsticks is just about ready again would willingly take this on as well

  21. Hey been trying to get in touch, I've just posted a link to an updated version of your mod an the thread. I see though you have been active in the BD armory thread, if this is a prob let me know asap

  22. This week I shall me mostly suffering from flaming death!

    As I get back into ksp and modding after two years, many kerbs have been prematurely cremated

     

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