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Everything posted by SpannerMonkey(smce)
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More precise collision in unity?
SpannerMonkey(smce) replied to Deewad's topic in KSP1 Mods Discussions
HI you need to remove the large box collider create 3 empty game objects and position them 1 at each of the sides and 1 for the base, then assign each game object a box collider of it's own, adjust to suit model, then drag the new collider objects into your model to become a child of the main model, so something like. Gameobject/truckbed/collider1.collider2.collider3. and that should do exactly as you require. There's a more complicated way but for this purpose this way is perfect -
Nope, deliberately delayed replying to my tagging, just to ruin the fun I summon @Nerfclasher as he's unlikely to resist
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Show off your awesome KSP pictures!
SpannerMonkey(smce) replied to NuclearWarfare's topic in KSP Fan Works
Or maybe -
[1.4.1] Glass Panes and Enclosures (GPE) v1.9.1
SpannerMonkey(smce) replied to 2001kraft's topic in KSP1 Mod Releases
Hi, very curious as to what this actually looks like, I've been through the thread and cannot find one example image of the mod or somebody using it, any chance of some images ? Some of those who profess to love it must have one or two surely?? -
The only limit to turret pitch and rotation is that set by the mod maker , though as a rule of thumb and for appearances sake i never allow the parts to clip into each other, as you may get with excess pitch .It looks like with those MG's it's fairly obvious how far you can go. As for the over detailing it's your call, as far as I'm concerned you could have achieved that whole beautiful barrel effect with a simple cylinder and a texture match using an alpha cutoff shader. I'm not saying you are at all wrong with what you've done, it just seems a hell of a lot of work when in reality it will never under any circumstances be visible, don't forget these things aren't rocket sized. Mk108 detail is perfect as it is, to my taste. Any more would be for your obsessive attention to detail rather than an added bit of eye candy for the masses. After all that I have to say it's all very pretty the bombs are great and i think the masses will love them all come the winter time (traditionally the busy time for weapon mods) Any other questions just drop me a line
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Hey guys, just wondering if you'd be willing to open this up to other mods, or well more particularly something I've pretty much finished for the XKOM guys. by far and without doubt the most maneuverable aircraft I've flown in KSP, it has switch able STOL capability, thrust vectoring and its fair to say hyper agility so can pull off some pretty amazing stuff, but all in all there's nothing outrageous in it, and the same kind of thing built stock only would likely be comparable
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The Mun (Pocket Edition)
SpannerMonkey(smce) replied to Thunderous Echo's topic in KSP1 Mod Releases
That's great, another little bit of modding brilliance saved from the black hole of modding oblivion (into which many fall, but not many survive) thank you I have a test version out with a little tiny bonus item included and am awaiting a test report from @Gordon Fecyk If that comes back favorably or without too much needing to be done. You can have a galaxy in your backyard very soon edit/ Just remembered something relevant, all those planets i actually tinkered with now have bump maps, so that the terrain is actually representative of the image, i'll be doing the rest as time allows, and have some fun little features i could include, such as rotation and in some special cases apparent atmosphere /edit if ever a pic deserved a caption competition it's this one I've always had a thing for Jool ever since my fist visit and I think i love it even more now I have one of my own -
You are most definitely not alone, I've taken to including a small data transmitter module in most pods, and i reckon whats worse is when a momentary burst of over exuberance, leaves your only antenna spinning slowly away into the void DSR-4 is appropriate as there was a DSR-2 and still is but it's mostly used a a ground target these days, having been stripped of all but enough to keep it drivable
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I think all of that is perfectly valid, and an appropriate set of expectations for a modern rover system to fulfill , I could likely widen it by as little as 200mm and get a side by side fwd arrangement for the crew. I've just started fully exploring the potential of these new fangled ISRU's it would be very remiss not to include all of their potential. I've a ton more IVA props an doodads these days to clutter any space nicely including the obligatory steamy mug! If anything I'm more prolific in output than first time around, and I'm certainly better at it. The only snag these days is that I've many many fires with way too many pokers, finally managed to fill that infinite free time to the point there's not enough hours in one day any more Given a smooth transition for the rest of my flock to 1.2 I'd certainly like to take a crack at the rebuild renovation and enhancement pretty soon, though if this should not come to pass I'd be happy to hand over as much of the raw stuff as I have to any willing to dive in.
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The Mun (Pocket Edition)
SpannerMonkey(smce) replied to Thunderous Echo's topic in KSP1 Mod Releases
With luck, cross your fingers, this may not be dead after all, if the license holds true it shall never die. Today -
Killer
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[Question] Control Surface Tutorial
SpannerMonkey(smce) replied to Eskandare's topic in KSP1 Mod Development
I don't know about anyone else, but the easiest method for tail fins is to make them a just like a normal wing ctrl srf combo , this works great if you plan to use a stack node attachment as it will snap vertically to a correctly aligned node, it's not so easy with an srf attach, but all it requires is that you flip it upright when attached, I've probably done it all wrong but it doesn't seem to have stopped them from working correctly and exactly like a tail fin (don't give it a wing and ctrl srf cfg though, check the squad one) I've found doing any other way results in the ctrl surface moving in unexpected ways -
Hi, its all doable, it's still very much alive though needing some serious modernisation (i refuse to spell it with a Z) Pre 1.1 it did make a few sea crossings to the island using the HypnoDrive but not exactly sporty or overly stable for that matter, but we have plenty of ways to mess around with all the force centers these days so all that is probably tunable to a certain extent The DSR as it was left is a partly developed concept that happened to have some nice details, I reckon it would be a tad cooler if I were to do it all over . And the water propulsion is a non issue as i could easily give an Amphibious version deployable propellers Amphicar style.
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Multiclassing
SpannerMonkey(smce) replied to Sharpy's topic in KSP1 Suggestions & Development Discussion
Hi, don't often visit this thread, too busy making ksp the game i want. In this case though I fully support this idea and the reasoning behind it. I can't draw comparisons with real spaceflight as I'm no rocket nerd (no offence intended) From my background in the marine industry I can tell you that with minimal crew if everyone can't do everyone elses job even to the most basic level of competence then you are just increasing the odds that should some mishap befall you that you are unable to deal with it appropriately and what would be a serious but recoverable situation can end up spiraling into a disaster very quickly. So yes give Kerbals the ability to learn new skills, you know it make sense. -
Struck
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A lot of it depends on the launch sequence, the throw time which is the decouple force and the ignition time, some missiles light early and have a limited throw, meaning that they ignite while still in the tube, while others particularly those designed for VLS use may have a much stronger decouple force with a fwd moment and a delayed engine ignition to enable them to clear . Either way our increasing familiarity with the inner workings of MM means that we can change anything via a patch so I'm not that worried. Ref the exploding missiles with Vessel mover, I'd really forgotten all about that as it's not an issue i have, I use KK exclusively for launches and never have vls or missiles issues. I should have made this available as soon as i took over, but better late than never, get a copy of KK delete all the statics, and just unzip and drop this folder either in LBP or GameData. This is a channel marker buoy with a spawn point for large ships, I have already placed one just off shore from ksc with preset launch details and logo , select as launch site and launch ships directly to water . This part will become a permanent feature of LBP and can be considered a pre release bonus, and is governed under the same license as LBP ( please read instructions for placing a new buoy , at foot of post ) https://www.dropbox.com/s/jx5duzrsq4f32sq/ChannelMarkerGreen.zip?dl=0 The above is the logo that will appear in the launch selection window The full sized image below Notes on correct placement, note on the image above that across the lower portion of the object is a lighter colored band this band must be exactly on or slightly above water level to ensure safe spawning of your vessel. Failure to follow these instructions and doing it your own way absolves me of any need to provide sympathy or support
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Ok i get the plan, that is doable, I'll try to get something in for the next update. How many tubes do you envisage in the array? Single line straight across is the easiest as I can make a custom sliver to fit between or at the ends of other part groups.. Some caution may be needed if you intend to use this and the HullBreach sinking enhancement as the missile exhaust does constitute a source of external heat and may contribute to any damage received. In fact this really needs immediate and further investigation.
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Hi, if it's only mostly what would you like EXACTLY, as who knows the may be a modder or two who fancy a bit of a mod request as a break from more regular or serious projects
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With all the love for SW type mods and the glorious Kopernicus Death star I thought it'd be fun to add one to a restoration project I'm just finishing up. best pic i could get before Jool wrecked the place
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Installare mod
SpannerMonkey(smce) replied to Frr's topic in KSP1 Technical Support (PC, modded installs)
IF you install your current mods on a previous version of ksp then it is very unlikely that they will work. What is the version that you would like to install? you are also unlikely to receive any support for a mod that is not updated or maintained to current version 1.1.3 -
The size of the unit presents some difficulties with varied missiles, but it fits the standard BDAc TOW very well and that has been the main test object, the Tunguska fires a new 57E6 missile and the Ataka anti tank missile, others may fit of comparable size