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Everything posted by SpannerMonkey(smce)
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P.E.W (A BDArmory Addon)Reactivated Development
SpannerMonkey(smce) replied to LORDPrometheus's topic in KSP1 Mod Development
Hi, the tomahawk is still in the mod and should appear toward the top of the BDAc category if displaying by name, if it's definitely not there, and you install is correct and all the other parts are present, send me a copy of you r log so i can see if it's loading correctly, i see no reason why it shouldn't as it appears for the testers and i my games. Update due soon with new working Tunguska and perhaps the brad's tow launcher and turret will be functional too. -
SM Chute NOW OBSOLETE USE THE NEW VNG
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Development
Hi i recognized you straight away (started on the forum about the same time as you, used all your stuff prolifically), and I'm suffering sense of humor failure right now anyway so it wouldn't have helped Your certainly welcome to try anything , i thought I'd tried everything, but perhaps not. -
SM Chute NOW OBSOLETE USE THE NEW VNG
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Development
Hi, unsure of the tone of your comment. If vangaurd was still a thing rather than long dead, i wouldn't be doing this. I do have a working but troublesome version of VNG, perhaps you've commented on the VNG thread and seen my posts. The problems with FAR and EVA interaction in general is a known to squad issue. And if the eva interaction worked correctly then there's be no need even for VNG as these chutes function perfectly when not attached to kerbals with all context menus and auto deploy etc, but attach it to a kerbal and it stops working, -
Maybe then that was something that benefited from the newer collider generation methods, as it was an original requirement of kerbtown on click animation , but that's good, i can try something silly out, cheers
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Hi, are you using the "animate on click" from KK to move the dry dock section and the lock gates? If so, does it still need a rigid body on the animated part, as the old kerbtown one used to? Or should you not be using the on click, how are you doing it? I also hope players are ready for how slow the animation needs to be, so as not to jostle the ship around too much.
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The cluster stuff is very fussy and strict naming conventions and hierarchies must be used, having the colliders wrong will break it just as easy as a mistake in the layout. The fewest sections you can have and it still work is four, so a nosecone, two fairings(the side shells) and the tail, you have to enable swap colliders too or the bomblets think they are still in the bay. The tail needs to carry the post deploy collider (i just use a capsule collider) The pre deploy collider needs to cover pretty much the whole part (again a capsule collider) One major thing to note is that it doesn't like messy loads, or overlapping sub munitions. The code grabs the position of all the sub munitions and uses this to calculate the impact effect
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Skins/textures not loading
SpannerMonkey(smce) replied to Mamlot's topic in KSP1 Technical Support (PC, modded installs)
Hi check that you have it installed correctly, non displaying textures are usually caused by incorrect installation, Mods these days are very fussy about how they are installed, many use methods to reduce texture sizes and quantity, with many models sharing resources, this means that if there is the smallest error in your installation then the mod will not be able to find the files it needs, because the file is in ksp/gamedata/gamedata/themod rather than the correct location ksp/gamedata/themod -
Hi, interesting little project you've got there, i wish loads of luck and fortuitous fortune cookies. That is a very nice KT you have too , you certainly have a talent for the internal stuff, the amount of buttons and doodads in the cockpit IVA's staggers me. I love this internal view V V (I could kerbal the crap out of that ( well once lofi finishes the new tracks i could) so if you ever find it gathering dust in the corner as these things sometimes do, i could find it a nice warm mod to play in )
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Depends who you're asking, If you're asking the maintainer of the LBP, then the upcoming LBP carrier parts are separate sections as are all the hulls in this pack , currently the shortest sensible build is only 3 parts for the hull, minus lifts and propulsion etc, while the largest can be way to0 big to practically build even with hangar extender. see basic example image below
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Hi, it'll be available within the next few days, with luck and gremlins and pixies staying away for a few hours, i can finish the testing and push a public version.
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Missing files
SpannerMonkey(smce) replied to Alphard's topic in KSP1 Technical Support (PC, modded installs)
Hi those folders do not have any content, they are legacy folders left over from the old days of KSP before the GameData folder era combined all the parts under part modules -
Hi, please check the install path is correct KSP/GameData/BDArmory/ is the correct path. Are you using the latest release available through the ND continued thread? If all that is good could you make available a copy of the KSP.log from the root directory(kerbal space program folder) that i can download and inspect. You should still be able to use the weapons if you click directly on the weapon manager module and select open gui, if this is not displaying or not functional it is very likely that you have installed incorrectly. Most issues of missing items icons or functionality with BDA are due to installation errors
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[Airships in 1.12.3] HooliganLabs Mods
SpannerMonkey(smce) replied to JewelShisen's topic in KSP1 Mod Releases
Hi, difficult to say, as circumstances vary but the HL build aid will tell you in the SPH what the craft is capable of. As for achieving orbit, that's not happening, the system will reduce the lift as the craft climbs higher, so your upward momentum will bleed off ,and the heavier the craft the less you can ultimately lift to a set altitude Even the Kerbling Orbiter which i built for high altitude can't get anywhere close to orbit, and on max lift it climbs like a missile. -
The helmet is something that i made for FPS's first big update but due to some really odd behavior it wasn't included, it Will be in the upcoming update which is due as soon as i get a quiet afternoon to get it uploaded and posted , it's all done and ready to go according to the test crew. So many projects so little time
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[1.05] KerbolBattles Parts Pack [1/2/16]
SpannerMonkey(smce) replied to SuicidalInsanity's topic in KSP1 Mod Releases
Maybe not, watch this space... -
Thats very odd , you do have the latest download of vessel mover from here https://github.com/PapaJoesSoup/VesselMover/releases. No problems as I'm sort of involved with VM's development I'm a little beholden to help out with issues arising. That aside my whole reason for doing this is so players can have fun, and errors aren't fun for anyone
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Hi most of the mods that use MM only do so because it's easier and a future proof way of adding modules to existing parts. The other way is to consult the mods documentation and manually enter the module into each part cfg you want the module on. As can be seen this is OK as long as you don't mind that if the mod doesn't get updated when ksp does, then you will have to go through and manually remove all those cfg entries. MM only provides the service, the other mods do the work, what are your objections to module manager?
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Are you using KJR Kerbal joint reinforcement? i didn't note it when looking through your log, so I'm guessing not. I strongly suggest that any user of the LBP uses KJR , vessels are known to fail more often if it's not used. I wouldn't even consider using this mod without it, even though this mod uses probably the largest strongest nodes in KSP
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Hi taken a look through the log and i see that before you try to launch, the game is already in trouble, could you remove the KspChromaControl mod and retest, that mod appears to be breaking the plugin loading sequence. It looks like i have very little choice other than to make my personal water spawn points available for download. Although they wont get a thread of their own, they'll be available through this mod thread and the SM Marine thread More new parts
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Hi take a look in the universal ammo cfg and find the lines in the spoiler below Each value in the resourceNames section has a corresponding quantity in the resourceAmounts section . As an example taken from above , 50call ammo 500 shells, cannon shells 5. and 37mmflak ammo 100 . Change the values under resource amount to increase the ammo capacity
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Thats very smart, does the internal part lift clear of the water? or am i missing something /you not revealing everything? Big fan of KK, must pull out and send you those parts
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Hi, well there is no way you can launch an aircraft carrier to the runway without several dozen launch clamps, it's way too heavy for the runway and will cause the runway to explode and destroy your ship. Vessel mover should work if it's installed correctly, as part of the maintenance team for that mod I know that on the whole it's pretty much trouble free as long as it is installed correctly. Please provide a log from your game in downloadable form. and verify that your installation is correct the file path below is the only correct way for it to be installed "YourDrive:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\VesselMover" OR not using steam "YourDrive:\YourGames\Kerbal Space Program\GameData\VesselMover" You can also use Kerbal Konstructs to launch directly to the water with a suitable spawn point
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I did read and fully understand your request and direct you to carefully read the quoted parts from my reply To clarify I make mods because, i want something cooler than the other guy, I've wanted one of those X's in game forever, I can use it in my games, or the rarest of all occasions somebody suggests something that i hadn't thought of. All of things initially happen because I (that's me by the way) want to make it/them/those. You'll notice that at no time do the wishes or wants of the general public feature in the creation process I can honestly say that in all the years I've been modding I've never made anything that i had no use for, or wouldn't want in my game. And unless you have some secret all powerful persuasion method, i 'm not about to start now ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ New Stuff New stuff incoming , i know is said that I wouldn't add anything new but new technology must be exploited. There's a 7mm Lewis gun, air mount with 92 shell drum magazine ammo for your WWI dogfights and A10 sized deck mounted 30mm Gatling/rotary cannon, but I'm not overly happy with the texture, although it works fine, so I'll hold off on that piccy for now. Instead have a look at something that I'm very happy with Combo CIWS and missile turret, fully functional 7mm Lewis, no it doesn't shoot prop off, fire transform is way ahead of it's normal position for this application, so although the flash is still generated at the barrel end, the projectile is spawned about 1mtr further fwd
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P.E.W (A BDArmory Addon)Reactivated Development
SpannerMonkey(smce) replied to LORDPrometheus's topic in KSP1 Mod Development
@Thatdude253 Github releases for BD armory continued, that being the current maintained version since Baha has had to take a break to go and be awesome elsewhere are here As for reloading missiles from a magazine for installations like the MK 13, I know the code quite well now and sadly it's not possible at present. There are a couple of problems to overcome in order for it to become a thing. A way is needed to spawn and attach a missile to a deactivated node, which is all that's left once a missile is fired, not easy. Then a way is needed to actually feed the magazine fed missiles. There are likely ways to fake a lot of whats going on with code, I'll have a chat with the BDAc coding guys and see if they think there's even a remote possibility of this function becoming a thing.