-
Posts
3,689 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
-
Hi some pics of the launcher and the identity of the explodey missiles will be needed, as they've all be recently re tuned, and no anomalous behaviors. edit. Missiles should not be maneuvering while in the confines of the launcher, in a normal missile turret this is set by the rail length, when using missiles in self built or cargo bay launchers no control is in place, and we advise careful setting of dropTime, decouple direction and force, and check it works in that application, before committing to a full build or re arm
-
Hi, is that all one part? RE you launchers they'll be better and work with the AI properly in guard mode, IF you scrap 3 of them, and convert the remaining one into a proper missile turret . There's also a question, as a one part craft, if, you don't use stupid levels of hitpoints for something made of plywood, If it'll stand up to combat. Get in touch if you need some hints Hi not possible on the fly, we've tried, things get really screwy. However the air launch version is configured with pretty decent terminal guidance, and with a little bit of care it can be surface launched, no cluttered launch environments. That particular model is as dumb as rocks, but I'll grant they aren't all that way, so perhaps there's a vague perchance possibility that discussions could be undertaken, as to if it's due it's 2020 upgrade a bit early
-
hi, no sorry only one cohesive deploy animation per part. But i think you should be able to , using the unity animation editor merge them into one, but it's forever since i've done it. I could have suggested the animation compiler that was available in the U5 parts tools, that enabled you to merge several animations into one, but on checking I can't seem to find it in unity 2017. Is there any reason you can't either make the anim as one , or re animate it in unity using the animation curve editor? There's pretty much no deploy animation that you can't do in one element, either that or i'm not making them complicated enough
-
Deceived or perhaps an attempt at deception The image is titled spaceballs spaceball one 3_4 view by jaythurman Thou shall not claim other peoples work as your own. ( unless you are of course Shadowstate, in which case ,nice work)
-
Hi the cursor will probably be cooked into one of the Asset bundles, which pretty much means it's inaccessible under the current eula etc
- 10 replies
-
- ksp cursor
- image file
-
(and 1 more)
Tagged with:
-
HI, what exactly do you want to do?. The radar only detects craft that are equipped with a weapon manager, i t does not detect anything else . I have to admit to having no idea what the minimum setup that just enabled you to use the radar would be . As a bare min I'd guess a BDA outer folder , the plugins folder, the textures folder , from the parts folders, you'll need a radar of some sort, the large surface radar may be your best bet, although a radome type would be easier to build into a spacecraft. SO that would be BDArmory /Plugins BDArmory/Textures ( this contains the textures and icons used by the radar display) BDArmory/Parts/weaponManager BDArmory/Parts/radome125 and or BDArmory/Parts/groundRadar ModuleManager And Physics range extender I'd be tempted to grab the targeting cam as well as the two can work together , Aiming camera at a radar lock etc BDArmory/Parts/targetingCam As i say that's just a guess, as there are many hard coded and internal paths, and i'm not sure how the code will behave if things are missing. If you manage to get something to work with that lot, and need some changes to the radar curve for better performance in space, you may do as non of the systems are not naturally set up to work in orbit , or any other snags, get in touch.
-
It''s also nice that you failed to read the first page. As that is where you will find the links . I would hope that your 4th and 5th post on KSP forums would have better content and some value to the thread.
-
How do they disappear? do they just simply vanish as if never there, or is there some form of effect? something like perhaps the smoke poof when a kerbal gets destroyed. What happens if you use something other than your self made bomb? and empty tank for example? Or for that matter any other part. If it works with other parts and not your bombs, I 'd suggest there's something wrong with the bomb sub assembly. Easily rectified by making a new one. I'd expect that even if your max persistent was zero, the key word here is persistent, any debris you make in flight scene would stay in the flight scene, it doesn't get magically poofed away, it's removed by the game either at scene change or game reload, not sure which , as i've never checked, but it's certainly not instantly gone.
-
Hi, they are not contained within the BDA mod For the mines see And for the satellites and hammer of dawn See
-
@War Eagle 1 Yes there is a problem with the current release of the old Malfunc VLS, See below for the fixed version when used with properly configured missiles, firing more or less any thing that will fit . Update to the mods will follow shortly And just for entertainment, as it's not all work, JFL productions present the KruzeMissile
-
AND /\ Hi we've discussed this at length , and i think the unanimous opinion is that it would be a bad thing.
-
BDA STUFF: WW1/2 Weaponry for BDAc 1.2.X?
SpannerMonkey(smce) replied to PossiblyPrecarious's topic in KSP1 Mods Discussions
Hi just had a stroll through the forum search, and must admit that the mods for BDA are not as numerous as they once were, there are many smaller weapon mods, that briefly flourish and then just as quickly fade away, so it looks as though right now today WW2 weapon mods for BDA are in short supply, although I may have missed something in the search, I generally have an idea of who's doing what in the weapon mods area. I knew there was one somewhere, though , seems to have a few issues according to the thread, so it's worth checking first -
deleting mod
SpannerMonkey(smce) replied to Xd the great's topic in KSP1 Technical Support (PC, modded installs)
Hi deleting the logs will have no affect on your game, In the case of the KSP.log however it is rewritten every time you run the game, so deleting it will be temporary, it'll just come back. Under normal circumstances the size of the log is an irrelevance, however if your log is exceptionally large , I'd ask why ? In my full non development game I have 68 mods plus the Squad folder, and the largest log that install normally produces is less than 3MB. This is because the mods i run do not write much to the log, they don't need to as there's nothing wrong. If however you have a messy install, run numerous incompatible mods, out of date or just rubbish mods, you can find that the game performance is slowed , as all these errors are written to the log, this can in a lot of cases result in the game slowing down, freezing , stuttering and numerous other issues . SO the question should be , How can i make my log smaller? The answer to that is fairly simple, or not, find the errors in the log, identify the troubled mods , and fix /update/ or remove the offending item. Or quite simply use less mods per install, If you like doing things in space, have an install for your space mods, If you are a BDA fan for example have an install with all the weapon mods. If it's not error related and the game runs fine, why worry , huge logs however , unless you're running a full realism overhaul setup with 10000 patches, tends to indicate a problem. If you'd like to ZIP up 1 of these huge logs and post a link, I'll take a look and see if it's a normal log, or something you should be concerned about. -
Bahamuto Dynamics Armory Continued addon list
SpannerMonkey(smce) replied to Dimas152's topic in KSP1 Mods Discussions
Here you go another addition for the list @DoctorDavinci's EnemyMine Damn fine fun and the basis for some really challenging challenges if someone fancied setting something up. -
[1.4.5] HullBreach - Making things Sink
SpannerMonkey(smce) replied to gomker's topic in KSP1 Mod Releases
My mistake, turns out it was the Nimitz and despite the increased game play value of the changes made by @TheKurgan. the developer choose not to adopt them and they remain a group only circulation -
[1.4.5] HullBreach - Making things Sink
SpannerMonkey(smce) replied to gomker's topic in KSP1 Mod Releases
No idea what this module is or where it's from. ( apart from being a bad thing) HullBreach was developed to work with stock buoyancy only, any modifications to water physics or the buoyancy system will render HB unable to function correctly. If you need a carrier I suggest the Enterprise , which has a full set of patches and rebalance to work with HB. WHY does it need it need a special module in order to float correctly? my experience leads me to believe it's because there is much wrong with the set up of the hull. There is no valid reason to modify water physics or buoyancy as the Enterprise proves To make that hull work with HB it is likely that using the stock cfg options only, the hull needs to be re checked for buoyancy , and be adjusted to suit, this will probably require alteration of the vessel mass to something more appropriate. As yet we have not found anything we could not get a decent sinking performance from, but there's no universal guide, each part/Hull has to be tuned individually. Removing that part of the cfg has pretty much broken the steering -
Questions for modders from a non-coder
SpannerMonkey(smce) replied to Klapaucius's topic in KSP1 Discussion
Hi, while i do make extensive use of some great plugins (code) (non of them my own creation) there is no requirement for a purely part mod maker to have any clue about code of any sort. Don't confuse the code used in plugins with part cfg;s . Cfg script when compared to c# is a child's Christmas list to Santa . If you spend a lot of time mod making, it's good to know how things work under the hood, Not caring or knowing how it works, is no better or worse than being the car owner who doesn't know how the engine works , not knowing will not stop you from driving , but it may leave you scratching your head one one day the car doesn't start . It's usually enough for many to just get to grips with the myriad of cfg options and modules. . What exactly do you need in order to be able to make parts? A modelling application, don't matter what as long as it exports in a unity acceptable format. A paint app of some sort, a good text editor, and Unity, with the exception of Unity, you can use whatever tools work best for you. How to start, first part fuel tank, similar size and shape to a stock tank, for which you can borrow the cfg from a stock part and edit to suit. Next pod a pod , same deal, similar form to a stock pod, borrow and edit the cfg from a similar stock pod. Once you can get those parts in game and working, aside from specific rules as to how thing are oriented , it's all just rinse and repeat, the shapes and textures change, but the method never does. -
Questions for modders from a non-coder
SpannerMonkey(smce) replied to Klapaucius's topic in KSP1 Discussion
Hi from this part mod makers point of view 4. What motivates you? I want new things to play with , I'd make them anyway, however it seems that other people like using them too, who'd have guessed. May sound a bit simplistic and off hand , but it's not, it's how it is for me. Oh and I love machinery, KSP has stopped being about space a long time ago ksp version 0.90 it turns out . and in the mods i choose to make the real world, is constantly dreaming up new and exciting toys, and I like new toys, did I mention that 5. For those building parts, how are you modeling them? I'm somewhat in the minority here , as I'm a 3dsMax user, for no other reason than, the way that Max works is something my brain can use, I've used blender, still do a little bit, and numerous other little modelling tools, but I can do it all in Max. Textures come via UV mapping in Max and textures sorted in Gimp and of course good old Unity to get into KSP , whichever version works best for whatever I'm doing, Add on a dash of Notepad++ , and not even i escape a little bit of code work, so Visual Studio is ideal for me. So that's pretty much my full tool kit right there 6. Any other thoughts about the process? It takes an awful lot longer than many people realise, sometimes it's not really fun, when it all comes together it's bloody brilliant, thank someone( insert diety of you choice) I've an understanding Wife Although you don't ask about part mod makers, and how they came to learn/ be mod makers , like most of those i speak to , it's because I wanted X , nobody made X, so I made X myself, admittedly i had to learn the ways of KSP , Max and all the others, but hey that's what you do when you really want something. Giving you a like, because i really expected another, "why do modders not update instantly" post -
This is worthy of a PS, SMI ML started being born about a year ago, much of it was at the time on the edge and often beyond what BDA could do, so we erm cajoled the BDA goalposts , with the incredible assistance of the BDA coders, without who, ALL of this is just ornamental, until it all worked, but ah, see that was KSP updates ago, and KSP's goalpost moved, so things were changed , again and again, and more layers were added to the BDA onion. The full credits list is quite long and includes everyone on the BDA team as they've all had a hand in it. Somewhere along the way the light bulb came one, and many things were made again, erm properly , there were dozens of tests , and it seems we can always squeeze a little more mileage next time. The team , who weren't already in mod making, mainly testers have been corrupted to the dark side, and @TheKurgan acquired missile tuning skills have made my life much easier. SO yeah relative is indeed relative, it took a good few bodies a long time . And we haven't finished yet , oh no...
-
Cheers and very much that /\ /\ the guys keep me fed with shiny things to look at , knowing that I'm a sucker for clever engineering. It's fair to say though without the teams enthusiasm and assistance, most of it simply wouldn't be. (i'd just be making toys for me ) As for the research
-
Yup but it has to proportional if it's going to look right, But a simple "I dont care what it looks like" method is to simply add this line to your part cfg buoyancy = 1 // adjust to suit, 1 is the stock value, and adjust the number until your part floats , will take many restarts and will require that you delete the module manager cache files and use a new part each time, these changes do not get saved to an existing craft prefab.
-
Hi, first its a balancing act, in atmosphere ballistic, those that don't go into space it's a question of balancing lift drag AOA and speed. For those that do go into space, 200km range and over , make sure it's set to vacuum steerable true, set it in cfg, The whole ballistic flight from beginning to end is tightly controlled, and it's worth checking the BDA repo for all the possible cfg options as there are a lot now, if you want reliability you have to guess a tune ( what we call the particular settings applied to the missile) And test adjust and retest, the testament to how difficult it is , is reflected in the amount of mods that have them. the killer being, that you have to watch the whole flight, and that can take a long long time. Don't ignore lift while adding drag it can also make a missile a lot more stable . Don't make it too light, some of mine are 11000kg . Too much torque can actually be worse than not enough. Hope some of that helps, keep in mind, the this side of things is pretty new , and because of the difficulty and limitations imposed by unity, it's not had a massive amount of time being refined. That said it can be done, but not quickly , patience is your friend
-
I get similar results with low stated rpm and X transforms, the problem seems to get worse, as you thought with high ROF, on low ROF it's not a noticeable issue , but as the fire rate climbs the variance gets larger and larger.
-
[WIP] [1.4.x] Dumb Luck 0.2
SpannerMonkey(smce) replied to cyberKerb's topic in KSP1 Mod Development
Congratulations, it's great to see this finally come to life.