kerbiloid Posted July 17, 2019 Share Posted July 17, 2019 5 minutes ago, TheKurgan said: I still use all of it in 1.7.3 Please, what's the release month of the last version of SM mods? I have August 2018, were they changed a lot since then? (Models and turrets look OK, I checked that). Quote Link to comment Share on other sites More sharing options...
Vladimir264 Posted July 17, 2019 Share Posted July 17, 2019 3 hours ago, TheKurgan said: I have 99% of Spanner's released mods, plus quite a lot of unreleased stuff... I was one of his mod testers since Oct 2017, and his main tester for about the last year. I still use all of it in 1.7.3... as far as I know, nothing needs to be "recompiled" It all still works fine. I still have SM Industries, SM Marine, and SM Armory from a while back as well, however, I know that SM Armory has a whole plethora of stuff but I can't find any of it in the editors, any chance you can help me? Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted July 17, 2019 Share Posted July 17, 2019 4 hours ago, kerbiloid said: Please, what's the release month of the last version of SM mods? I have August 2018, were they changed a lot since then? I have no idea, the mods have all been taken down, so I have no way to check... but that sounds aprox right. WRT changes, yes there have been dozens of changes... which ones were released and which ones were not, I have no idea... sorry. Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted July 18, 2019 Share Posted July 18, 2019 6 hours ago, Vladimir264 said: I still have SM Industries, SM Marine, and SM Armory from a while back as well, however, I know that SM Armory has a whole plethora of stuff but I can't find any of it in the editors, any chance you can help me? I am sorry, you most likely have an old copy from before the BIG BDArmory Category change happened. I can't help you Quote Link to comment Share on other sites More sharing options...
Lolzipop Posted July 18, 2019 Share Posted July 18, 2019 What happened to the "target type" button for guard mode? It's not there for me, is there another way to set guard mode to target only planes/ only missiles? Quote Link to comment Share on other sites More sharing options...
Xd the great Posted July 18, 2019 Share Posted July 18, 2019 3 hours ago, Lolzipop said: What happened to the "target type" button for guard mode? It's not there for me, is there another way to set guard mode to target only planes/ only missiles? Moved to individual weapons. Your guns can now shoot at ground vehicles, but your missiles bring down planes. Quote Link to comment Share on other sites More sharing options...
Vladimir264 Posted July 18, 2019 Share Posted July 18, 2019 (edited) 21 hours ago, TheKurgan said: I am sorry, you most likely have an old copy from before the BIG BDArmory Category change happened. I can't help you aw ok, thanks anyway I do remember It working before, but it's probably because I was using an older version of BDarmory It's so sad that the SM stuff was taken down. I still don't understand why he couldn't just leave them up but oh well. Edited July 18, 2019 by Vladimir264 Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted July 19, 2019 Share Posted July 19, 2019 (edited) 2 hours ago, Vladimir264 said: I still don't understand why he couldn't just leave them up but oh well. Well, I'm about 50-50 in understanding why he took all his mods down. I wish he left them up too I had a storage drive crash on me the other day and almost lost a lot of my SM mods... and I have more SM stuff than anyone. I was his main tester for a long time, and I have a PILE of stuff that has never even been released! Spanner isn't well, and has not been well for a long time. Add that to the frustrations caused by multiple KSP patchs coupled with the changes and problems that were occurring with BDAc at the time... well, it just angered him big time... Spanner didn't want someone taking his work (1000's of hours worth) messing with it, and re-releasing a pile of crap. and look what happened... shortly after, some oxygen thief named RecoverMod tried to re-release his work on SpaceDock!! Edited July 19, 2019 by TheKurgan Quote Link to comment Share on other sites More sharing options...
byong614 Posted July 19, 2019 Share Posted July 19, 2019 (edited) 1 hour ago, TheKurgan said: Well, I'm about 50-50 in understanding why he took all his mods down. I wish he left them up too I had a storage drive crash on me the other day and almost lost a lot of my SM mods... and I have more SM stuff than anyone. I was his main tester for a long time, and I have a PILE of stuff that has never even been released! Spanner isn't well, and has not been well for a long time. Add that to the frustrations caused by multiple KSP patchs coupled with the changes and problems that were occurring with BDAc at the time... well, it just angered him big time... Spanner didn't want someone taking his work (1000's of hours worth) messing with it, and re-releasing a pile of crap. and look what happened... shortly after, some oxygen thief named RecoverMod tried to re-release his work on SpaceDock!! Oof on that drive crash. If you still have that drive, I would pay for you to have that recovered. I totally respect Spanner's choice there and as a fellow contents crerator, I do understand the reason of it and the decision to put to mod down. I wouldn't want my stuff edited by some mediocre guy and letting him take all credit or ruin my reputation (if I have any... lol). However, I still do think he should've passed it on to one of you guys on the SM projects or someone at BDA to maintain the mod, them having worked with SM for a long time and possibly trusted by him. This is just my personal opinion about this and I can't say Spanner did any wrong. He did what he had to do. It was just that the mods were aboslutely loved by the community and while I did kinda know he wasn't well, it was still a very abrupt end to it. Again, I can't judge Spanner's decisions. Just wishing him to get well soon. Edited July 19, 2019 by byong614 Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted July 19, 2019 Share Posted July 19, 2019 30 minutes ago, byong614 said: Oof on that drive crash. If you still have that drive, I would pay for you to have that recovered. I was able to rebuild the partition and recover everything... luckily. Quote Link to comment Share on other sites More sharing options...
Ryugi Posted July 19, 2019 Share Posted July 19, 2019 Maybe you can answer this @TheKurgan Do you know how to change the hitbox of a projectile in BDA when fired from a gun? For example, having a "hitbox" of roughly 5 meters instead of a pinprick? I'd asked on the last page but got no replies since people started talking about SMArmory etc. Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted July 19, 2019 Share Posted July 19, 2019 Does the BDMk22 mod still work? i cant help but notice it hasn't been updated since version 1.4, im about to install it and test it my self and post my results anyways but though i would ask Quote Link to comment Share on other sites More sharing options...
Eidahlil Posted July 19, 2019 Share Posted July 19, 2019 5 hours ago, Ryugi said: Do you know how to change the hitbox of a projectile in BDA when fired from a gun? For example, having a "hitbox" of roughly 5 meters instead of a pinprick? I'd asked on the last page but got no replies since people started talking about SMArmory etc. Sorry, genuinely missed your question. Currently bigger projectiles are not supported by BDA. Bullet hit raycast is done from transform center to transform center between physics ticks, laser is a simple raycast. You may be able to get a somewhat similar effect with proximity detonation of explosive rounds (I think oMillenium is one example). There is a chance proximity detonation may be broken, though. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted July 19, 2019 Share Posted July 19, 2019 1 hour ago, Eidahlil said: Sorry, genuinely missed your question. Currently bigger projectiles are not supported by BDA. Bullet hit raycast is done from transform center to transform center between physics ticks, laser is a simple raycast. You may be able to get a somewhat similar effect with proximity detonation of explosive rounds (I think oMillenium is one example). There is a chance proximity detonation may be broken, though. I think they fixed the detonation. It worked well for me at 0m, not sure for other distances. Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted July 19, 2019 Share Posted July 19, 2019 1 hour ago, Xd the great said: I think they fixed the detonation. @Eidahlil It's slightly amusing, when people do not know who you are. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted July 19, 2019 Share Posted July 19, 2019 7 hours ago, xD-FireStriker said: Does the BDMk22 mod still work? i cant help but notice it hasn't been updated since version 1.4, im about to install it and test it my self and post my results anyways but though i would ask Probably, as not much has changed. Quote Link to comment Share on other sites More sharing options...
Screamblade Posted July 19, 2019 Share Posted July 19, 2019 Can anyone assist me with a technical issue.... I've installed BD but now can't load it past the Vulcan mini-gun, any ideas? B.T.W: i have tried to reinstall, refresh E.T.C but to no avail.... Quote Link to comment Share on other sites More sharing options...
Xd the great Posted July 20, 2019 Share Posted July 20, 2019 24 minutes ago, Screamblade said: Can anyone assist me with a technical issue.... I've installed BD but now can't load it past the Vulcan mini-gun, any ideas? B.T.W: i have tried to reinstall, refresh E.T.C but to no avail.... Install manually, install PRE and Module Manager. Quote Link to comment Share on other sites More sharing options...
Screamblade Posted July 20, 2019 Share Posted July 20, 2019 hi XD the great.... i have instailled both PRE AND MM into the gamedata folder w/ BD armory unzipped and placed into a sub gamedata folder.... it loads the coding etc but then gets stuck loading parts such as the Vulcan minigun Quote Link to comment Share on other sites More sharing options...
Xd the great Posted July 20, 2019 Share Posted July 20, 2019 36 minutes ago, Screamblade said: hi XD the great.... i have instailled both PRE AND MM into the gamedata folder w/ BD armory unzipped and placed into a sub gamedata folder.... it loads the coding etc but then gets stuck loading parts such as the Vulcan minigun Thanks. Never, ever place a Gamedata inside another gamedata. Extract whatever is in the sub gamedata folder and place it into the big gamedata folder. Quote Link to comment Share on other sites More sharing options...
byong614 Posted July 20, 2019 Share Posted July 20, 2019 @TheKurgan Have you figured out a way to make T45 VLS work in Guard Mode? Right now, the missiles inside the VLS refuses to launch. I know SMMarine is out of support but I want to fix it for myself if I could. Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted July 20, 2019 Share Posted July 20, 2019 @byong614 PM sent. Quote Link to comment Share on other sites More sharing options...
Fox62 Posted July 21, 2019 Share Posted July 21, 2019 Do guns that happen to be behind Breaking Ground propellers cause problems when firing through them? Quote Link to comment Share on other sites More sharing options...
Xd the great Posted July 22, 2019 Share Posted July 22, 2019 7 hours ago, Fox62 said: Do guns that happen to be behind Breaking Ground propellers cause problems when firing through them? Does AI even fire the guns? I don't think so. Quote Link to comment Share on other sites More sharing options...
Ryugi Posted July 24, 2019 Share Posted July 24, 2019 (edited) Alright, it's me, back again with another question for @TheKurgan and @Eidahlil. Is it possible to have a weapon identified as a "laser" weapon (for the "hitscan style" travel time) vs a "ballistic" weapon, and STILL have it have an AoE damage effect upon hitting a target? Basically, I'm attempting to simulate an incredibly fast, large cooldown, static-mounted, railgun-style, projectile weapon similar to the EML (Electromagnetic Launcher) from Ace Combat. I've already tried this with a standard projectile style weapon, with a hilarious muzzle velocity etc, however, due to the nature of the weapon, it is incredibly unreliable when fired, and very rarely hits what it is aiming at. I can tone down the AoE damage so it doesn't 1-shot anything it hits (for balance reasons), but I want to know if this is even possible. Currently, I have it hooked up to fire customized ammunition etc, and it will fire only if it has that ammo in stock, like a normal gun, despite it effectively being classed as a laser. But it only managed to deal decent damage once I gave it a large "laser damage" modifier, because, well, it's still defined as a "laser" not a "ballistic" weapon, and doesn't use the damage values or explosive radius etc of the linked ammunition, though it does still add weight to the craft. Ideally, I'd like for this weapon to travel "instantly" like a laser, but immediately overheat so it goes into a long cooldown, but if the "projectile" hits a target, it will deal damage in a small AoE around the impact point rather than just a pinprick like a normal laser. So, is this something that's currently possible, and if so, how would it be done? Edited July 24, 2019 by Ryugi Quote Link to comment Share on other sites More sharing options...
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