-
Posts
3,689 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
-
In the upcoming update. yes. the Tunguska will definitely be included, fully tested and awesome, the Bradley I'm not yet happy with, so i don't know if it will make it Apologies to Themorris for the unintended advertising
-
Our aim is that nothing survives, this means that many things will have to use a patch for compatibility, but if I can write a patch for over 100 parts i reckon anyone can do it. and if you read the enclosed code section it clearly states those things you suggest. The code itself is much cleaner and less self involved than the NANA sinkingabout code, Our original plan was to get the NANA fully functional, but license issues, and on examination thoughts that we could do it better, led to this much more efficient collection of methods and functions
-
The video of the sinking effect is now live and posted on SM Marine
-
Like that? designed to fit the malfunc vls tubes Been away for a day so a little behind, but I'll see if i can get you a testers copy so you can work out the correct quantities and flow rates for your parts. At the moment I'm doing everything via MM cfg and the current setup is as follows @PART[your part] { MODULE { name = ModuleHullBreach //the part module flowRate = 110 /// the amount of sea water to flow an a normal breach event critFlowRate = 4000 // the amount of sea water to flow an a critical unrecoverable breach event breachTemp = 0.4 // temp part much reach breach condition and start flowing sea water critBreachTemp = 0.8 // temp part much reach critical unrecoverable breach condition and increase flow of sea water hull = true // is a hull part so treated slightly differently than a superstructure part, can be true/false sponge = false // determines if part when submerged absorbs water, in the cas of heavily rolling or pitching vessels this allows water into the upper spaces and can cause instability and eventual capsize hydroExplosive = false // true or false. determines if a part when submerged after a length or time will explode or not, the purpose of this is to make the incident as clean as possible, with as little debris requiring recovery as possible } RESOURCE { name = SeaWater // the resource amount = 0 maxAmount = 10000 // the quantity of resource that the part holds, there is a case for not having this equal across all parts, different values in different components or parts produce more interesting sinkings } }
-
Physic problem
SpannerMonkey(smce) replied to tomtom100's topic in KSP1 Technical Support (PC, modded installs)
I don't see anything apart from normal behaviors either. so it must be some kind of forum game or misplaced promo clickbait -
Wraithforge (BD Armory addon)
SpannerMonkey(smce) replied to Wraith977's topic in KSP1 Mod Development
I like the dusty camo much more than the white, but then i have no fascination with the need to be "stock alike" -
Hi all, still no update ,but this next bit is worth waiting for and other things are afoot that need to brought to your attention. Rather than writing the same thing twice I refer you to my recent post in The Large Boat Parts thread Good eh, it does have another trick up it's sleeve as well but we are kicking that into life right now. The next thing, as you know I maintain a few mods and have gained some infamy as a necromodder, with this many things sort of related it seems to make sense to have some of these things that can work better together. One of the most obvious things i have are the two marine mods, very different for very different players, but perhaps not, I've taken to using SMM in conjunction with LBP to make some very cool ships and to serve as smaller pests, large "go fasts" kind of thing. There's a running snag though and that is the color schemes, they are very different , although slowly the LBP is getting more detail and noisy textures as work through and re texture them all , but the main grey color is unlikely to change, mainly because it looks right on those ships. I'm going to have a run at some texture swaps for SMM. (using firespitter texture switch that I'm finding interesting, ) so that the light grey will become the dark blue grey of the LBP, it would be nice to be able to swap, but if it's a hassle i may just switch out the textures until i find a neater way. So it's likely to look very different, I'll post pics of how it looks if i think it's going to work. So if you care do let me know what you thing of all the stuff.
-
Show off your awesome KSP pictures!
SpannerMonkey(smce) replied to NuclearWarfare's topic in KSP Fan Works
-
Using Animations for Laser Weapons
SpannerMonkey(smce) replied to VR_Dev's topic in KSP1 Mod Development
Epic necro though , considering the last post was 2 years ago, almost to the day, you must have really been digging for this one -
You can do it mobile just takes a bit of fiddling, pull apart the one in Boomsticks to see how it's done. You are correct, we now have the technology to have two fully functioning weapons systems on one turret, I've just activated the Tunguska and Bradley launchers in the PEW mod and added a new one to Boomsticks
-
BIG NEWS While you all have been waiting for the next update, with all the new parts and while we've been beating it all into shape @gomker and I have been working on another little side project that will become part of both LBP and SM Marine. Called HullBreach this little plugin will cause your ships to sink when damaged being from shells ramming or even collision with the dock. It works by allowing a quantity of seawater to flood into your ship, and the more damage you have the faster your ship will sink. The plugin comes with only one part, the actual part module is applied to all parts via a MM patch, the one part supplied is a large sea water pump, the purpose of this is to remove the water, operating using the resource convertor module it removes sea water converts it to intake air and dumps the excess over the side (Thanks to @Azimech for a better solution than just a generator) The joy of using the resource convertor is that it can be activated at staging and will only operate should there be sea water to be removed, otherwise it sits quietly, and requires no operator intervention. I am aiming for 1 pump per hull part, and located in each hull part, 1 pump will hold a hull breach until the temperature, which is what triggers the hull breach, drops to a suitable level and the breach seals. AS you acquire more damage more pumps will be needed to clear the water until you reach a point at which you simply don't have enough pumps, nothing stopping you fitting dozens of them though, but where's the fun in that! (I'll likely do a video of some sinkings shortly) We wondered about the alarms and the need for any, right now you get a warning on screen to tell you that you are suffering from a hull breach and its progress, in tests i had alarms enabled but i can't honestly say that i heard them more than very faintly if it all, the noise of engines and guns plus the odd explosion drowns out almost any added sounds, so we've decided to leave it with the visible warnings only, as alongside the fact that you notice the message appearing on screen. the fact that your ship is sinking gives you a really strong hint Related to this are further developments to the AirPark code and structure to make it more properly optimised for Boats and marine use in general, as you all know we deal with problems that no other environment does and as such some universal fixes for aircraft or rockets don't work so well with ships. gomker has identified a couple of issues that are being tackled as i write, especially for weird interactions with vessel mover etc. So there you go, it's happening Large Boat Parts will sink!
-
Hi, she lives, and yes i did have to sort out some oddness with CoM CoLs and CoPs. Although I've made many one part ships, they don't work very well anymore, so i stuck with the as intended multi part, i could never have trimmed it so nicely otherwise . All sorted now, made it's first descent this morning, fully updated with integral RCS ports in the nose, a decent level of ablator, maybe too much as i managed first time, a faultless ish, manual descent to ksc , it got a bit warm but nothing alarming. Toying with making an Iva for it but for now the shuttles cockpit works out, if not a bit too luxurious, Little picture to bring back warm memories
-
SM Chute NOW OBSOLETE USE THE NEW VNG
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Development
No it's not just you it has been a bug with the eva interaction and this mod since day 1, but if you do try clicking on the chute, you see the part collider flickering on and off and that is the prob;em, you have to get lucky and click it when it's on and if you do you can open the chute. But, as you know it's fiendishly difficult. Hopefully the eva interaction issues will be fixed in 1.2 -
P.E.W (A BDArmory Addon)Reactivated Development
SpannerMonkey(smce) replied to LORDPrometheus's topic in KSP1 Mod Development
Thats due to happen by the same team the are looking after BDA, we are just waiting for 1.2 to drop before doing it as there are big changes coming, and I don't want to have to rebuild the gear (which is what needs doing, no easy fix for this one) twice . So yeah coming soon -
P.E.W (A BDArmory Addon)Reactivated Development
SpannerMonkey(smce) replied to LORDPrometheus's topic in KSP1 Mod Development
Hi I'm sure @LORDPrometheus would be pleased to hear that as the original creator and maker of everything, ( apart from the new stuff that will be added now I've taken over the maintenance and care while LP is dealing with an excess of reality) I do really like ground launched missiles, great for arming ships, and i can vouch for LP's comments that if done properly with detachable boosters etc they are really awkward to get right and working , but it's great when you do. I will be adding a couple more GL missiles now that things like the tunguska are a working reality -
I know necro posting is bad but what about when it 's already done? Anyway what I'm here for, in the spirit if the above if anybody wants this little thing updated I will restore, update and release it open source, free for all, in game ready form including assets. Let me know if there's any interest @TheCardinal
-
Dear god you're such a lightweight, you haven't even sniffed the crap that life can throw at you and you wanna sit and mope, see that body your wastin, can i have it?? no really, this ones screwed i need a new one! See the thing is, I'm a marine engineer , not the type slaving away on some cargo ship but the type who gets flown all over the world to fix stuff that nobody else will touch, or should i say WAS... I spent perhaps a little too long in Spitsbergen one spring working on some hovercraft, and you wouldn't think it possible but i picked up a nasty little virus, this virus knocked the stuffing out of me for two years until my boss said "you look like crap , get of here and don't come back till your fixed" Soo no matter what i said it didn't matter, in the end he played the health and safety and insurance cards, knowing full well that i knew i couldn't argue that point. So i find myself on an extended holiday, visiting the doc is hilarious, they now have a huge list of what the virus isn't but have no clue what it is. And it's now 8 years later, all those plans I had, like working a few more years then retiring with my lovely missus to a nice little island i know of, paying off the mortgage in 2 years etc etc etc have gone out of the window, the toolboxes i used to carry two of i cant even pick up. and I'm still broken, and haven't gone totally mad, though the wife may dispute that, and I'm not bored yet. yes I'd sell my soul to anyone who can fix me, wind back the clock 8 years and get me back doing what i love. So if you're not using that body ... (Old git warnin) There are two ways to play this life game and only one of them i recommend having played it the other way. I hated the whole school thing with a passion, as such i wangled an apprenticeship and bailed at the first opportunity, great I'm made, got a job, possible career, no more school ace!. See that light at the end of the tunnel? you do? It's just another train coming!. The firm goes bust, the economy goes to crap and i take any job i can find etc etc, and eventually fall into marine engineering and I'm good at it, I'd say very good. This is all fine until i want to move jobs, I've got no formal qualifications; I do have some amazing references from some very impressive organizations, but no damn bits of paper, So the first thing i have to do is convince a potential employer that I'm even worth talking to, as he has no real guide to what i can and can't do, as is obtained from those same bits of paper i don't have. If i manage part one , part two is essentially tougher, that is that in half an hour i have to verbally prove to this bloke who has many qualified players to chose from that i can not just do the job, but knock it out of the park like none other could. That's not the end though, I usually have had to start a a very low hourly rate with some evil probationary period in which i get all the crap jobs to do, and every tiny detail will scrutinized and second guessed . ALL because i don't have those bits of paper. It's not so bad when you're young, you have time, you've got ages, or so you think, no you aint!, when you get over 30 you start getting tired of the constant hassle and really haven't got time to messing around on nippers wages but because you aint got those bits of paper you have no choice, unless of course you wanna just become a caretaker of some church hall! Stay in school, trust an old git , it is the easy way after all, aint hindsight a wonderful thing
-
Part cofig modification help request.
SpannerMonkey(smce) replied to gmiddlemass's topic in KSP1 Mods Discussions
Hi as i understand it (not being a great lover of animation group) the "deployAnimationName" is just the same as in animation generic and is the name of the animation that was created in unity and in this case being a multi part animation it is the first animation played in the sequence, following that the "activeAnimationName" animation is played, with the drill that would be the rotary motion i presume, and on animation stop, it again plays the deploy animation but in reverse -
P.E.W (A BDArmory Addon)Reactivated Development
SpannerMonkey(smce) replied to LORDPrometheus's topic in KSP1 Mod Development
Hi, the part name is PEWBG109 and the display name in the editor would be BGM-109D Tomahawk Cruise Missile -
I know that animation issue well, it's surprising how well a 1000 tonnes hangs in the air in ksp (floating in the air the same way bricks don't) I even tried starting the animation very slowly then once the part/object is actually moving increase the animation speed but even that brings only the tiniest benefit and still takes forever. Will you be leaving a dock with a default position being elevated? why?, well that way players could leave a ship usable but not actually just kraken bait, as if the default animation is in the lowered position it will return to that position at game restart and so drop the ship back in the sea (kraken bait)
-
That there is a fact of everybody's life without doubt, letting that be the reason for not trying is a complete cop out, take my mods for instance, i know I'm well up the list of worlds worst texturer, I know i suck at color, black and white fine, but color, but what i can do is make it passable, and if the rest of it works well I really don't care that much, and apparently niether do the 30k people who've downloaded my ksp stuff over the years, so see it didn't matter that i suck. There are a couple of ideas guys i interact with pretty constantly, they have made the best testers I've ever had, they regularly come up with stuff i hadn't even considered and definitely serve to make sure that those that end up with my horribly textured mods will be able to enjoy them as much as I do. So being the dreaded ideas guy, while not having any drive, must really suck
-
That looks fantastic, I trust you'll be including a KK spawn point so players don't need to mess around getting there. Looks like it's time to learn how to modify the terrain (PQS map decal stuff) around KSC to allow for a proper harbor. The location in the screen shot is a fair bit up the coast to the left of KSC i believe (if standing facing the sea)
-
SM Chute NOW OBSOLETE USE THE NEW VNG
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Development
Hi, thanks for trying anyway, re the ejections system, that would be fantastic. It was my intention to get the VNG parachute parts working which i did, and change the chute, also done, but then role the whole thing into one decent parachute mod, with the ejection and eva loading features (also works), but with the ability to use many more chutes than just the hardcoded one. I'd be very happy to get some sort of collaboration going if that interests you. Just remembered that i have the VNG ejection system working too, the only issue being that the kerbs attache themselves to the ladder and refused to jump