byong614
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Posts posted by byong614
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I built a craft and tried to launch it from a catapult and it just disintegrated immediately. The same thing also happened while landing. Any advice?
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Is there a way to make stock parachute open up not the mod's?
Don't get me wrong, I love the mod, but I want to be able to control where I am falling. Your parachute just falls down straight...
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Is there a way to fix it or would I have to wait for the updates or something?
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I've been having fun with SM Marine until I installed FAR. Does FAR change KSP's water mechanics? I can barely go forward and even if I manage to do so, I keep getting stuck when steering. Literally stuck as speed drops to zero when I start to use my rudder.
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@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.
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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.
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1 minute ago, TheKurgan said:
I have 99% of Spanner's released mods plus quite a lot of unreleased stuff... I was his main tester for 2 years.
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.
Right, thanks for that information. I don't know how to recompile stuff anyway XD
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Just now, TheKurgan said:
Pretty much everything he created has been taken down, so unfortunately it's gone unless he decides to come back.
A quick question then:
Is it okay if I re-compile the mod into 1.7 for my personal use only? I do have the files that I downloaded before it was taken down.
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10 hours ago, TheKurgan said:
I'm sorry for what SpannerMonkey's going through. Is someone else picking up on that or is it gone forever?
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I used SM Marine with FAR and the boat was very unstable. SM said that it had to do with how FAR changes boyancy and drags in game and he is not prepared to retune all the parts to work within the changed non stock buoyancy and drag system. Is there a way to stabalize boyancy at your end or maybe if I could tweak cfg file or something to make only boyancy stock profile?
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13 hours ago, SpannerMonkey(smce) said:
Hi firstly I have no real 1.5 comparisons to draw as apart from a quick test install ( which i hated) i did not use any of the KSP 1.5.screwed versions. I think they're terrible versions of the game and as such cannot realistically provide any solution encountered using my mods in those versions. KSP 1.6 is my current development version and depending on what happens in other projects I'll be forced to move to KSP 1.6.1 very shortly. Due to the time required too update the mod suite I unable to provide retrospective fixes or solutions (unless of course it was a known issue that had been dealt with)
j Class stern gear requires the use of the Jclass steam turbine and the fitting of the Jclass tanks etc , the drives are set up to use the exhaust from the turbine as fuel. without the turbines they will be ineffective .
I don't use FAR. FAR changes the stock buoyancy which works just fine as it is , Far scraps the stock drag cube system and installs it's own which affects all parts of the mod . I am not prepared to retune all the parts to work within the changed non stock buoyancy and drag system, SM Marine has never been claimed to be FAR compatible
I've not noticed the problems you describe in 1.6 though I have not built a steam powered J as yet in 1.6 , I will do so and report my results
EDIT
sometime later....
Tested all those parts you mention and find them all working well , built and checked out a Type 45 and still find it to be a well behaved craft. As mentioned J Class drives need to be supplied with steam from the steam turbines which is stored in the J class fuel tanks .
All of these parts can easily be fitted within a type 45. Two JClass drives are only just enough for the type 45, 3 is much better. If you dont want to mess with all that, you can use the standard stern gear type 1 which uses LF EC and IA all of which are dealt with within the storage modules contained within the Type 45 hull. Depending on drives and ancillaries fitted the Type 45 is expected to achieve between 24 and 32 ish m/s . All drives are velocity curve controlled and more drives don't necessarily mean it'll go faster, only that it'll reach it's top speed faster and regain speed quicker after maneuvering.Images from testing
NOTE TO ALL USERS OF SM MARINE
There are issues in 1.6 with certain parts containing multiple animations . These issues display as broken information in the PAW (right click menu) and the animations being inoperative . The fix is fairly simple but time consuming to do and will be dealt with in a small update shortly. This and the broken IR aside all parts appear to be working well and fully functional in 1.6.xI have tested with 3 J Class drives and two steam turbines. It needed a minute to go over 1m/s but it worked in the end. For the time being, I won't use FAR (Not working on any aircraft at this moment anyway), but it would be great if it works with it in future.
For the time being, I'll tweak the cfg to double the thrust on the Jclass gears and raise the issue to the current FAR developers and see if he has a solution on his end. Thanks a lot for testing it out for me @SpannerMonkey(smce)!
EDIT: May I suggest adding ballast to the destroyer? I don't like seeing the gears above the waterline. Thanks!
EDIT 2: I've been meaning to ask about this for a while. When BD Armory weapons manager use guard mode, it doesn't seem to launch Aster missiles from T45 VLS to intercept incoming missiles. The radar tracks the missile perfectly and if I fire it manually, it intercepts the missile. What am I doing wrong, or was this issue raised earlier?
PS: is SMI Small Arms a dead project?
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I installed fresh KSP 1.5.* with some light mods to test SM Marine, as it wasn't working with my heavily modded stuff. I loaded Type.45 SS Basic with two JclassGearType1 and two LDRudder to test. I tested with FAR Lighthill installed and not installed
When I use SM Marine with FAR, the boat was very unstable (very being an understatement). The propulsion is fine, but she wobbles all over the place, spins out, and capsises.
When I DON'T use FAR, the boat doesn't even want to go forward. At full throttle, it produdes 2000kN, but doesn't go forward. So I can't test how she does in speed.
Since SM is now back at the game, will this be fixed soon?
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I'll post a video of it if I have time to do it.
Type 45 is kind of working, but it is very very unstable
Dallasque is not working at all.
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SM armory boats and CVX boats won't go forward while it has all the parts necesary. I think FAR is responsible for it, but not too sure.
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Ugh, sorry but I can't find it...
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Is there a dipping sonar for helicopters?
Unless I'm blind, I feel like there aren't a lot of sonars in BDA or SM.
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Is there a Dipping Sonar in BDA or any addons for BDA?
I know there is one, but I can't seem to find it.
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Couldn't open debug, but I accidentally installed FAR and now my plane does Mach 2.8 tops. Lol
However, I do get a terrible oscillations with roll and pitch. It does calm down after a while, but still annoying.
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6 minutes ago, Kryxal said:
Every single shot there, that plane looks to be climbing ... tried getting a bit of height then a shallow dive? You're solidly transonic and still going up, get maybe another 60-100 m/s and it's off to the races...
The shots there are just to show you my jet's design. The most speed I got was about mach 1.4 while diving straight down from 10km.
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How do I turn the aero gui on? I'll have a play with KF wheels.
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Any ideas on why this design cannot hit beyond Mach 1?
BD Armory, P-wings, AARS, Airplane Plus in use for the jet.
The crazy part is that it is the same when I ditch all the armaments.
Also, it flies like a brick with MechJeb2 Autopilot.
[1.9.X]Aircraft Carrier Accessories
in KSP1 Mod Releases
Posted
Yeah, I used Eskandere's stuff. That explains a lot hehe