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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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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
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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
Cheers 0/ -
Not dead yet!
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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 -
Update for SM Armory SM AFV's Missiles And Launchers and SM Marine
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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. -
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 -
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
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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
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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
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New release threads for managed Mods LBP Stryker and PEW ,
SM Armory (Boomsticks) and PEW moved to addon releases, and all of the following updated for 1.2.2
[1.2.2] PEW continued R14 122 Beta - Add-on Releases - Kerbal Space Program Forums
[1.2.2] SM Marine, 1.2.2 Update v0.9.6.0 CeKay - Add-on Releases - Kerbal Space Program Forums
[1.2.2] Large Boat Parts Pack Lizzy Update - Add-on Releases - Kerbal Space Program Forums
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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 2The 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
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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)
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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
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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
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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.
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Having fun with 1.1
lets play the which mods are broken game
oh look everythings exploding
business as usual
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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
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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