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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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Sorted all i needed to know, I can get on now. 1 more thing both lengths of mk42 of just short ones, I know its likely long ones as the missile selection is much easier, but have to be sure
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I'll check that out sounds a bit odd. but very suprised there haven't been more issues with so much being done.., Did i mention that there's a texture switch on the tri hull with the hangar, so you can switch the heli deck off and on depending where it's fitted. Damn those rails, theyre taunting me with their suitability for the job....
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Says the bloke who works too hard, 8 mods and 3 collabs to deal with means everything in it's time, so feel free if you just can't wait, and in your pm you still never said what it is you want to put there?. I'm quite reluctant to do it in the way you propose however as it just leads to other issues with things and kerbs falling through the deck, a much nicer solution is to know exactly what you'd want you put in that position and either it's dimensions or a pattern part, and having those details construct a proper bay with a removable cover, so if you want launchers you don't fit the cover and if you don't you do. missing collision sounds and feels like nothing more than a bodge edit you are free of course to modify the parts in any way you choose
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Thats all i needed cheers. In fact more than enough detail there.
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Image ref if you can find one plz
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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
Hi, i was just referencing the logs, for this info, they don't appear to be loose verts as much as detached edges, so a line connected by two verts (kerbinside has way too much of this imo), but that could be erroneous info too. If you'd like it working it may pay, as you have the raw still to check that all is as it should be, then it should be just a matter of making sure the texture's applied in unity and loading it up. and all being well it'll work. which is odd as mine refuses to play, is this with a modified or the last released dll?- 872 replies
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For those interested two functional wheels on one part eg, rigid axle is still not possible, I could make them all day long in 1.0.5, but the 1,2 like the 1.1 wheels modules don't want to play, even though they apparently allow for multiple modules, as why else bother have a module position reference in the part module? But yeah as yet they will not play , there's a few arrangements I've yet to try but with the log not even showing an error and everything appearing on the gui, as it should for two wheels, tracking down they why it will not work is proving more difficult than normal
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Its sadly not that simple, the ships are currently comprised of multiple meshes, and each mesh has to be named and identified in order for the whole ship to change color, and doing it here would need it to be done on Boomsticks and LBP as the colors are currently matched so that the parts all fit nicely together. I have a new technique for doing the collision meshes so it may be possible in the future. I don't intend to add anymore hull parts, as the main direction really is toward the ancillary items, masts, drives decks, funnels, bridges etc everything but hulls. And the new grey is not as dark as the preview pic, I've changed color on both to a much lighter blue grey than the extra light and extra dark as it was previously, There are some nicer shots of the new color in the LBP thread. As a point of interest, these parts were never meant to be pleasure ships (there's a mod for that) but meant for recovery and general work that you'd want a ship for, or just destroying each other.. Cheers
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As Ferram says , it's not 100% clear what is actually going on, the most likely culprit is the connection between the chute and the Kerbal, as it isn't( wasn't) rigid as in 100% on or off, and not a connection the game likes. The proof of this is that the chutes work perfectly well in a FAR environment when not attached to a kerbal, theres a post with images and FAR readout to prove. As we're still in the 1.2 confusion period, in which anything can happen, we'll have to wait and see if it's fixed or alleviated at least. As an aside, the chutes are not the only part module that goes nuts when you attach it to a Kerbal, I've tried most and most end badly.
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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
Id need to have a look , but if it's the one that's got the crater in the middle and the model is lightly dome shaped, last time i saw it it wouldn't load the textures or colliders properly, as there seem to be a load of loose verts floating around. Is that the link up there? if so I'll see if i can get a look at it (bit busy right now as you can imagine) and throw it quickly in another project and kick it about a bit, but it seems generally that if it once worked it can likely work again .- 872 replies
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The rails are a nice finishing touch where are they from? I've often thought of making some, but i can't see fixed length ones working very well, I'd thought procedural, but finding a guide to making procedural part models is rarer than an agoraphobic Kerbal. But they look OK, from what i can see and fit the lines well. I have another think on that. AND as soon as poss get the 1.2 update and color change out, they all look so much more in the lighter grey. I may bung you a tester as you've shown so much interest in this little mod
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Can say I fitted 48 wheels to the tank in the vid above, even apparently clipping wheels to wheels (just like the ooooold days) and it wont break, it just drinks all the EC and laughs at me..... It's presently rolling down the runway with all 48 wheels intact and driving, well if they're the right way up that is , as i say some are clipped to the faces of others, it's unnervingly well behaved, it seems though, that you can provoke some oddness from the suspension, with it hanging strangely occasionally, especially when unloaded, but with wheels stuck to wheels i expect something to break.. There's also some element of proportional steering, as if the wheels know where they are, the center groups are moving a lot less than those at the ends when turning.
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Yup , i wont be doing anything for 1.1.3 or previous versions as of last night and the Pre-Release, with 8 mods to chase they all at least have to head in the same direction . Already run into some odd little issues , lets hope they stay small....
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Rofl, i suppose I'm sort of stuck now, with PEW using it, I'll download the latest version and see if I need to add anything, I shouldn't think I will, last time i looked it was quite varied. The Universal ammo box is a master stroke, although I'll use my own Box in Boomsticks, it'd just need the added values from CAL++. We just need to wait for RD to push the firespitter update ( some time today) to make sure all functions as it should. (and things look promising for BDAc also)
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Same as all the others got a big one and made small (it's nothing fancy just a sphere with a groove and a dent and a vague star texture) Still too big (mass is about right) but you have to be able to find it when it rolls off the table.....:
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That there abandoned mod is i believe the great grandfather of this one ( or the original KF version drew inspiration from it, I recall a connection somewhere) there's nothing there to save that hasn't been saved, already by KF. . And I'd be tempted to hand you a mackerel, but this once I'll defer to more reasonable personalities.
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Irrelevant now as non of it works in 1.2 and I really cant hang around in 1.1.3 just cos it's pretty, but it was the high def pack, well worth it for the sea alone
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F-106 Rascal Project? Yes.
SpannerMonkey(smce) replied to SpaceCommanderNemo's topic in KSP1 Mods Discussions
Nope thrust transform is how the game knows at what vector to apply the propulsive force and not as importantly visual effects, but not in all cases. I'm not sure what you consider to be normal coding for KSP engines but it's been a long time since engines thrust vectors where created by x/y/z values in a part cfg. -
Hi if you want to stay unmodded then no you cant skip straight to game , If you choose to use mods, there is a nice little mod called quickstart that takes you straight through to last played save, it still goes through the intro and start window but skips through to the game without input from the user. You can manually copy saves directly from the save file, just create a zip and drag the zip out of the saves folder to your desktop. don't leave the zipped folder in the saves folder, the game does not like that at all.