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Everything posted by SpannerMonkey(smce)

  1. Hey, just poppin in to wish you all the best in your latest modding adventure, and while I'm at it confirm that you have my full support and blessing in rereleasing a modified version of missiles and launchers. And didn't we have an r74 in stryker?? Anyho tata for now SM
  2. Hi, the drag cube, is the games representation of the crafts/parts dimensions, the game uses this info to calculate drag. Drag cubes for standard style and simple animated parts are calculated at every game start up, and written to the part database, once a DC has been written to the PartDatabase.cfg, this is the info that the game will always use. Rather than repeating whats lurking elsewhere, have some links The first is the post that started my interest in tweaking DC's and the other two explain how to set it all up for parts that may, by default generate a procedural cube(BAD) or no cube at all.
  3. It reads a lot more painfully than it feels to do the first time is a bit sketchy but once that's over and you've seen how it works, it's all rinse and repeat.
  4. Dear mods, for the sake of all the new mod makers out there, please unpin this horribly outdated and misleading post. Anyone following the advice in this tutorial and applying it to the current (or any version from 1.3.1) KSP will find they have created a part that will not load It would be nice too if you could pin the linked post instead
  5. Hi, it's been a couple of unity versions since you could last animate emissives that way, you now need to use the color animation editor, check this thread https://forum.kerbalspaceprogram.com/index.php?/topic/135428-color-animation-editor/&tab=comments#comment-2483731
  6. I love a bit of wheel porn, especially when it's because you can, nice one buddy
  7. Hi not enough information there or in the screenshots, have you tried right clicking on the radar PAW and selecting activate? Have you tried activating the radar using the BDA window, selecting modules and the radar/s you'd like switched on? Do you have a weapon manager fitted ? Are you running the correct version of BDA for the version of KSP you are using? If the answer to any of those questions is yes, a zipped copy of your ksp.log will be required to aid further diagnosis
  8. Hi the AN/APG-63V2 Radome is the nosecone styled forward facing radar and can be found, along with all the other BDA parts, in the BDA category
  9. Hi there can be a couple of causes for this issue in your case it seems to be mainly multiple tweakscale values on the same part, this is caused be having multiple tweakscale modules being applied by different patches. The fix for this is fairly easy to carry out, but extremely time consuming, and should not be the responsibility of the end user( that's you) Rather it is the responsibility of the mod maker/maintainer to ensure that the patching is correct. Visit the tweakscale thread for more information and contact the mod makers concerned, regarding the problematic patching of their parts. I very much doubt you are the only player having this issue with those mods. Note that as the fix for this issue involves sorting out and then repatching the parts, problems can occur with saved or in flight craft
  10. 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


      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


      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!

  11. Hi something that may answer some of your questions (and give you a whole lot more ) The KSPedia pages are compiled bundles created in unity, aside from the patching methods described above, there is no way (I'm aware of ) to change the contents of a compiled bundle.
  12. 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)


      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


      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


  13. Hi you need to use the color animation editor, that is part of the PartTools package, you have not been able to animate emissives in the way you are trying for quite a while . There's a tutorial elsewhere in this subform
  14. Hi, unless things have substantially changed while i've been away, there's no way to do this using purely stock KSP, the problem comes from the landing gear modules, in that you can only have one per part, this means no suspension or self aligning foot. While you could hack it and just use simply animated legs, you would find them less than optimal in use. (rubbish!) IT would be possible though to use KSPWheel, (the controlling code for Kerbal Foundries wheels and tracks) a mod that allows for multiple suspension and wheel colliders on each part, it should be noted that KSPWheel setups are fairly complex and not for the fainthearted, but well worth the effort as it's a much better system than KSPs own. On another note after many such builds in my early ksp modding career I'm of the opinion that while you can do this , build more or less one part ships, I don't think it's a good use of time. The problem is that inevitably the craft ends up being a compromise, yes it works, but boy if you had proper control of the drag, mass and COM of all the parts it would work a hell of a lot better. Without that it'll never fly right, especially over the varied conditions your craft will encounter. ( i wont mention the multitude of other self inflicted horrors you have to deal with on a one part craft) Really don't want to rain on your parade and discourage a new mod maker, I'm fairly certain that it'd be of far more use to you, from a modding experience viewpoint if you made the craft in parts, ultimately it'll be easier and work better.
  15. 0wq24Sn.png

    Not dead yet!

    1. TheKurgan


      Good to hear buddy!! 

    2. willwill2will


      Welcome back to the fray, sir.

    3. 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

  16. 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


      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


      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: 


  17. Hi would one of you fine fellows be kind enough to lock the following threads Please note that at this time nobody has asked for or been granted permission to update or modify any mods from any of the above threads Cheers all
  18. Not wrong, there are ways around some of the issues, but non of them will work with guard mode, part of the problem is there's no high angle trajectory for shells, and no way to aim even if there was. Shell trajectory is mainly a product of velocity and mass, you can manipulate the shell trajectory by increasing shell mass or lowering shell velocity, but in doing so you encounter all kinds of undesirable and peculiar side effects. Conducted a good many experiments with high angle artillery but nothing useful has come from any of it.
  19. Hi, yes doable, we've been experimenting with physical projectiles, in this case as they're easy to mess with simple cannons and cannon balls, but the same principle could be applied to mortars etc. Loads of cons and not many pros right now though, in fact apart from novelty value it has not a lot going for it, little video demo below, scroll to end to see actual balls loaded and fired .
  20. Hi. no problems noted in my recent scenario runs. Water craft are quite fussy in Ai set up, I've not found a suitable setting that would work for everything , each craft has to be set up individually. There are also issues that only water craft suffer, such as control surface/rudder runaway that shows itself if the ctrl surface is scaled, this starts to show in a turn, the vessel will start to gather speed , regardless or throttle position and the ai will not have a clue how to stop it ( its a result of some deep internal KSP code that was introduced with the aero package in ksp1.0) , purely scaling parts can also have a horrible affect on a crafts behavior, excessive deck weight can also induce a turning moment that the ai will be unable to control as it usually combines with the aforementioned runaway syndrome
  21. Reworking the statics is on my (very long) to do list. A lot of them need a serious birthday/burning as appropriate. Cfg updates etc, all of the pre placed stuff has to be redone properly to suit current KK standards, proper groupings etc.
  22. Sorry don't understand what you're asking, lost in translation perhaps?
  23. Don't be tempted to split the actual model and use that to carry the colliders, it plays havoc with the smoothing, and once all the parts are separate its all too easy to nudge one slightly in unity and end up with a gappy model. Always (imo) clone and cut the clone (and don't worry about how many colliders you have, some of my full size ship hulls with internal spaces have 30 or more)
  24. Hmm, well you'll have to make a set of colliders then, doing it in the modelling app is going to be easier as lining up game objects on cylindrical stuff for box colliders is no fun and time consuming. You'll have to decide if you can live with parts hovering above the surface when attached, only in relation to the endcaps though, as a convex collider placed over the whole endcap will bridge the taper out to the end of that cylindrical extrusion . If you can bear the odd hovering part you can do the end caps in one collider each, if you cant bear it, you'll have to make them in two colliders, Then just decide how many faces you want to have in each of the wall colliders, difficult to say but 5 looks about right from your image, which will still allow plenty of clearance inside roughly abused your image as i couldn't find an easy to view unity ref image in my collection, each color roughly represents an individual collider https://i.imgur.com/xYBgYMZ.png
  25. Yup thats expected, how did you get the top image and why cant you use that
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