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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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Show off your awesome KSP pictures!
SpannerMonkey(smce) replied to NuclearWarfare's topic in KSP Fan Works
That's very nice indeed. I was wandering the forums, and accidentally wandered into science and spaceflight sub forum, i don't go there often, as they look at me over their glasses muttering disapprovingly But anyway, they were discussing orbital interceptions of ICBMs, and i thought well, i make weapons , i can see if it's possible in KSP. The answer is not quite but close, i'm sure i can with some tweaks, so initially it's, close but no cigar, but it did make a nice picccy as I got very close indeed. (just a little late) -
Mainly something as a reference, so whatever it is you want to put there , and i'll work out the rest. Soon, no but really around a month an update, but I'll likely to be able to let you have a test part or two within a week or so. ( still got 3 updates to do this month yet)
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AS i say throw me some patterns and i'll just run them in next batch
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Cant do a command seat version I've tried, as with all animations, it's the root part the kerbal attaches to not the actual part he/she is sitting on, so while at first it looks great the moment the turret moves the Kerb is left sitting in mid air. dammit and sorry. You want to send me some patterns for the parts you want to fit I'll do it myself, Its no biggy really, but I'd be very careful chopping the colliders as it can have some very odd results when trying to mount things that cross the border of two. And be warned that the older un Spannered parts are all rotated wrongly in unity and the blender scene. I have, as kindly supplied by Laythe a lot of the raw assets( I wish the other guys who 's mods I maintain had been so forthcoming. LP I'm looking at you) so I can send you raw models if you want, another warning though, as they are all rotated incorrectly, the node positions and orientations are very odd, so take care
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HI, just discovered this and read the lot, my only gripe is too many paragraphs(new thoughts) and too few longer sentences(continuing thoughts). Of course just my opinion, I have an instant way to tell if something's worth reading that has yet to fail, turn to the middle of the book and read any four pages, if that triggers my interest reading the book is usually enjoyable, not so many pages here so the middle chapter would do and it's a pass for me, I'd read the whole thing. (I'd enjoy the longer sentences more though)
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Mod problems with Steam?
SpannerMonkey(smce) replied to ryanmdoyle's topic in KSP1 Technical Support (PC, modded installs)
I have absolutely no idea on dealing with Mac issues, but will say that most problems with new mods come from incorrect installation. If you are trying to use updated mods for 1.1.3 with 1.0.5 then unless they are part only mods they are unlikely to be trouble free. A look at you r log would tell me a lot -
KSP crashed during load-up
SpannerMonkey(smce) replied to Danger9800's topic in KSP1 Technical Support (PC, modded installs)
Hi the chances are that you have other problems a log will clearly show the issue, freezing during load up is usually a sign of missing parts or textures, especially parts that use the MODEL()node -
The ultimate marine engineers evil, wait patiently until your buddy has finished his latest engine rebuild, comment on how good it looks, and the moment he turns his back just place a valve cotter tucked up against the sump,( this little part if not fitted has the possibility of completely wrecking an engine) and quietly walk away, some sort time later the air will fill with obscenities as your buddy proceeds to strip the top off the recently rebuilt engine just to make sure he has fitted them all.
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The MK110 i already have, just never shared, so i'll add that, the Bushy's easy too. My current partner in modding crime and i have been investigating the effectiveness of ICBM type rockets and missiles, that is missiles that fly an extremely indirect path to target, typically reaching altitudes in excess of 10KM and still being able to strike the hangar at the island airfield from a launch from the start of the runway at KSC (26km ish iirc), the example in the pics, is a cluster missile with a test load to show spread. All this stands a good chance of being in the next update
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nope they wont even know
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What Should We Do About kspmods .net?
SpannerMonkey(smce) replied to njmksr's topic in KSP1 Mods Discussions
As 5th above says it's all about licenses. On inspection it's nothing more than an averagely thrown together fan site that links mostly amazingly outdated mods, that's if any of the links still work for mods of such advanced age, and a search will probably throw up a couple more with an equally fantastic use of grammar. -
As you are all showing off your pretty ships here are some more of the new color scheme note that all parts are color matched also, including the turrets as I've given Boomsticks turrets that work for ships a matching coat of pixels.
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Thats all I've ever done, between versions, The nice thing about LBP is that for the most part it's standalone and has no dependencies on other mods or things, so unless you've covered your ship in funky parts you should be good. It might pay knowing the update is coming is to edit a couple of versions of the ships to remove any other mod parts you've built in, that way you'll still save the hulls and not have an issue with them not loading because part X hasn't been updated yet.
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don't count on it, you can copy the ships over and unless something has changed with the way cfgs are written you should be ok, LBP will likely have some issues though as the physic changes will likely have some effect on ships
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And so on to the next update and the hilarity that will follow 1.2. First order of business is a color change, no really, I don't think that the dark blue grey of LBP is right, it's close but not right. The only way to sort it so I'm happy is to change it, not much in fact if you have issues with color you'll likely not even see the change. I suppose i should say why I feel it's not right, first and foremost that color is pretty dead, in the sense that it doesn't really reflect any light, this makes screenies a bit flat in turn. Most importantly is the issue with matching the turret colors, most turrets out there are combinations of lighter grey;s and blues. and so when mounted on a ship they tend to look odd, as if they don't quite belong, this little color change will make this less of a problem. The minor point of something resembling real world usage of color is also a consideration and the new color is more similar to that used by the worlds navies. So here's a preview side by side image of the difference between the old dark grey and the new lighter grey. If you like this color change can happen over night as I already have a version with the change. I think you can see straight away the the light is much nicer on the hull, the shadows have nicer definition, and it looks right.
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Technical hitch then, there was supposed to be a version jump, one moment and I'l fix that. SpaceDock fell over as I was sorting it so I have no idea if the version change took, we'll have to wait and see.
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I pondered what this would be like for a while, and yes I think thats a viable a proper thing to add. As for the weapons, mention it in the Boomsticks thread, and I'll put it on the list. Related to this for everybody else too, If there are any weapons that you'd like for your ships, on the proviso that nobody has already made one, I'm not doing doubles. Post a request on the Boomsticks thread. I've been considering doing a batch of small AA guns, typically of the size that would be crewed by one or two Kerbs. These look quite smart when attached to rails and walkways.
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Hi, the sinking plugin is still an unreleased feature for LBP , so technically that which you have tested is not ready for general use with LBP or SMM. The balancing and the cfg are still very much in development and unless @gomker has sneaked ahead of where i am with the balancing then i doubt that you have anything other than outdated and incorrect patch details. I have opened an issue on gitub regarding the crushable contamination of other vessels that are afloat and undamaged as i have also noticed problems https://github.com/gomker/HullBreach/issues/7 Yes but I cannot alter the OP of the post Cheers, the next version will be cleaner and likely to carry a couple more tubes. (maybe 16 more) Oh yes lots of it. In other news SMM will be switching over to just making the structural parts for this mod, so all the masts platforms, walkways and stairways will be available, so we can finally start putting some detail into our builds
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Hi no fix right now, they are very new and awkward, the best way to deal with them is to surface mount the lift in the approximate area and the using the offset tool drag the lifts correctly into position,
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Show off your drawings! (and other artworks!)
SpannerMonkey(smce) replied to NSEP's topic in The Lounge
Things.. I like things.. -
Ladies and Gentlemen, the latest Large Boat Parts Mod version is now available on SpaceDock AS you may be aware if you are a regular visitor that I have for this update made and reworked many parts. You will find, several new hull types. with new features. The carrier parts and lifts. New bridge parts. The custom hull and superstructure sections to take the MalFunc Weaponry MK41 Launchers. Funnels, and really so much it's all a bit of a blur. There are so many parts to this little update it should keep the creative juices flowing into the long dark nights.
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Textures not loading in!
SpannerMonkey(smce) replied to Waseemq1235's topic in KSP1 Mods Discussions
And you are very funny... you should always build 1mtr, the game auto sizes it to 1,25 anyway. You could either reduce the scale in unity until it's right again, either in the import settings, top right inspector window, , or using the scale sliders when you have the part in scene and highlighted or resize it in blender, or you can do it the orrible way and adjust the scale in the cfg. Have a look in the mod development section bit thing, there are a couple of lengthy lists of links therein that will help you far more than stumbling along and posting when you get stuck, trust me it's the easy way, that particular forum and the modelling and texturing section are literally stuffed with pretty much everything you need to know, if you can think of a question , it has already been asked 1000 times, and 987 times the question was answered.