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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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Unknown SCANsat Icon?
SpannerMonkey(smce) replied to weebastardman's topic in KSP1 Technical Support (PC, modded installs)
I've been using scansat for a long time and I've never noticed an associated LA icon in the toolbar. Are you sure it's not from another mod? -
Hi. just my two cents worth, re altitude change, I don't think its needed, and I've a feeling there's a snag in the procedure envisaged, parking the craft before vessel mover has placed it is effectively derailing the placing of vessel mover, and doing that unless it's allowed for is not going to end well, eventually it'll throw a fit. You can already create some neat shots with airpark, just takes a couple of mins to set up.
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Not yet, I'm holding off on pushing the 1.2 update until we've nailed all the issues with BDAc, the parts themselves work fine but BDAc is not optimal. and as is the way with these things, if I push the update early then I'll be buried in "why does this do this" comments, when it's a purely BDAc issue. Hopefully it'll be soon but with the game updating twice a day, I stand behind my coding associates decision not to chase a moving target. Each time the game updates so must the plugin, so you can imagine how much fun that is(not). Cheers
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I think that's a fairly valid point, that applies to a lot of my newer undertakings, I know JR's quite busy right now though and he's the listed maintainer. In related news it works fine recompiled to 1,2 I've some of the missile issues sorted, unwanted FX,. Just fighting 1.2 related fires elsewhere and then I'll continue in the FX, but on the whole i like where it is today, just enough not to lag normal machines to death while being convincing
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Hi I'll take a look at the code and how it all works (barely a coding noob) and have a word with my plugin partner in crime, and see if he likes it. I like the idea of my ship mods (of the marine variety) having a bit more going on, at present they're way too quiet, and as anyone who's ever spent time at sea knows, ships are never quiet even when shut down. Sounds pretty viable to me.
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No not just you, I've yet to make a scale exponent for HullBreach so we're currently stuck with the free scale version, I'll have speaks with pellinor(the tweakscale guy) about it I'll have to check out what happens to the cfgs of welded parts as i don't think what you end up with is the cfg that is referenced in the patch, plus there are no values set for part combos,. The latest patch allows for 1.000.000 units of sea water per LBP hull part any less it's too slow any more it's too quick (with a default multiplier) , so i think you'd have to tune patch values for your particular build. I'll look into it though.
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Hi. the existing old rover yard (which will happily work in 1.2 as well) now has a permanent spot in my games, along with all those other ancient Kerbtown statics I've recovered. It works very well actually. with no nasty holes anywhere so the collision is good, tbh, i expected trouble, as there are some large areas that are very concave, and it's not just the obvious crater, if you have any idea about collision meshes you can see half a dozen potential trouble spots. If you can get that proposed hex size from esky that would be handy as then it'll be a lot easier for those less familiar with KK to place and move. I don't now about the sand pit. unless you experiment with the unity physics materials to mess with how it will feel when driven over it'd be ornamental. I think a pile of rocks would be much neater, and more importantly you wouldn't need to mess with it either, personally i love a bit of rover rock crawling( still got my fingers crossed that my solid axles can live again) , You'd only need one rock model and rotate and place a dozen times, would certainly prove more than a challenge than an ornamental sandpit. As for the textures i recall that KSC++ by lack uses a lot of stock textures so have a look there for a clue
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[1.4.x] TweakScale v2.3.12(Apr-16)
SpannerMonkey(smce) replied to pellinor's topic in KSP1 Mod Releases
to do what? -
It is unreasonable as far as unity and KSP are concerned, GameObjects don't behave that way and never have. You can't split a game object up into parts once it's written into the game, it becomes a prefab once loaded, and please note the singular, One game object = 1 part . Stop giving the guy false hope, and besides , it's KSP and there seriously is nothing new on this forum, if you can think of it , unless you're quite gifted with original thought, then somebody else has tried it, and if it could be done , done it, and if it couldn't it's just another of the 10.000 maybe good ideas, that can't be done, or on closer inspection are not that good an idea after all . If you don't believe me start reading back in this thread and see how many ideas and requests have come to nought. The real killer though for some poor beginner mod maker, is when they're given ceremonious information that just results in them wasting hours on a dead end premise, many of these,in fact give up on KSP altogether. It's not hard to mod KSP, but it is hard if you start by doing all the wrong things and get beaten up and discouraged. Ultimately it's easier...
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ah yes that rumour, I found the 1.0.5 and 1.1.x versions wouldn't play with FAR at all as they are not a standard chute module ( so the real chute light MM patch that FAR uses can't be applied, as all the rotations are different etc etc) and no drag cubes means you plummet to the ground rather quickly. Did speak to ferram about it but ultimately they wont play. or didn't
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I don't think you'll win with the original boxes,as they are past their best. Which becomes totally irrelevant with the tweak you've added which both makes sense and is a change i very much like , the box was a ....great idea at the time and I can happily wave goodbye to that. I Feel the ejection part should still be a thing, of course everyone and their nephew will add it to everything with an MM patch, but apparently there are some who don't like MM poor misguide fools, if that works for you I'll make something a bit nicer than the current ancient part.
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I'll send you the whole set of parts and you can try it with your code, I have chute and eject working okish in 1.2 .. and a quick bit of info, you can't use a normal chute as a replacement as it's set up completely differently and deploys differently (models and parts are my thing really I'm still well lost in most of the code) Parts will arrive in your box very shortly,
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I've made a new chute, more stockalike, seen in images further up,i have a very buggy version(supernoob) i've been pestering for ages and still not cracked one issue, but then you're a pro, so it'll be easy . If you'd like the stock alike chute for re release I'd be happy to push it your way. I had a strange exchange with Kreuzung recently and heard nothing since. i. my particular stumbling block is that if the chute was applied by the chute box then the damn thing would pop out every time the Kerbal jumped off a ladder Good that you 've worked it all out, i can through this embarrassing version in the skip . Cheers
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I'll get it sorted
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Hi, are your intentions to import a one part IE, under one game object model, and then somehow split it into multiple components. I don't think without some top class coding you could even come close and even then knowing the way that Unity and KSP and part modules all interrelate I don't think it's possible right now. That's if it's ever possible which i doubt . Your best bet is to make individual parts , or minimize the parts by combining modules in a lesser number. The parts you have outlined however are already made by many as individual parts so there are plenty if not thousands of examples to examine Edit, Also it's a fact of KSP the the more parts you have combined into one the less popular the mod will be, KSP players really like sticking parts to together and many find out of the box solutions unrewarding, they'd rather build a craft with 200 struts than fly a RTF (ready to fly) creation. My advice is just do it the proper way don't waste time on something that will be to most mediocre at best.
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[Help] Collider Issues
SpannerMonkey(smce) replied to Eskandare's topic in KSP1 Modelling and Texturing Discussion
I feel that pain, good luck -
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
SpannerMonkey(smce) replied to AlphaAsh's topic in KSP1 Mod Releases
I think so you don't get pounced on for of topic stuff,by a prowling moderator, or annoy Oz I'd take it to mod dev and start a little thread for it, I'll definitely pop in and say Hi.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
SpannerMonkey(smce) replied to AlphaAsh's topic in KSP1 Mod Releases
I just extracted the one in the link to blender, then to 3ds as me and blender don't have an amicable relationship, quick check everything's good, rotate and scale, import to unity, add the collision mesh to the collision model, remove the mesh render and mesh filter from the collision mesh model. export to ksp. quick cfg tweak too remove obsolete values and load, launch a vessel open KK, and move the damn thing off the runway and if you want it visible in all views add it to the KSCUpgrades group, you'll still see it in space center view just like a real KK thing total time 15 mins max.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
SpannerMonkey(smce) replied to AlphaAsh's topic in KSP1 Mod Releases
Hey, yes you're right a recompile does the trick, some oddness but I can live with it until the authorized version arrives. And i took a quick run at it as a break from more serious stuff and it works fine, there were according to 3ds some broken verts so i just welded it all up , threw it in unity , stuffed it in KSP (no finesse some people) and it lives, seems to be trouble free, i can drive all over it, not found any holes, the the coll mesh is working alright, so it wont take half hour for you to sort I did enlarge my version to 400mtrs across so that it's large enough for tanks (Other stuff thats real old and still works for reference are, The Morris's ICBM launch silo, Baha Kerbin a little rover tracK, the RPG rover proving ground) anyone finds anymore I'd be happy to reawaken those too.- 872 replies
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[Help] Collider Issues
SpannerMonkey(smce) replied to Eskandare's topic in KSP1 Modelling and Texturing Discussion
Hi, re the less than 3 verts error, I thought that was only a KK thing, but anyway, are you sure you have no detached edges? I know it's very easily done when splitting up models for better colliders. ( are you going to send a copy for LBP conversion? as mentioned in thread.. with full creds of course) . Ive a feeling the first error has some links to the animations, I've seen it a couple of times, especially if I've edited the animation later on, but can't prove either way as I've never been able to find any references either way Errors aside it looks great