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Everything posted by SpannerMonkey(smce)
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[WIP][1.0.5][Beta 0.1.4] N.A.N.A. Sinking About
SpannerMonkey(smce) replied to kimiko's topic in KSP1 Mod Releases
AS mentioned previously there have been major changes to the way particle emitters work -
What makes mods "Stockalike?"
SpannerMonkey(smce) replied to LordOfMinecraft99's topic in KSP1 Mods Discussions
Mainly the texturing and colors, a lot of KSP textures have a large amount of hand painting of detail such as scratches or scuffs. This is main the reason an awful lot of stock alike mods actually use the MODEL{} node to utilise the stock easy accessible textures. Why bust your nut trying to match the quality of something like a Porkjet hand painted texture when you can quite legitimately borrow squads This of course means you have to map your model to make best use of Squads textures, just extract one from the game, load your uv'ng application and off you go -
Hi, I've had a look at this one also and with a .1.1.3 recompile it works fine, tested with 10 kerbs in huge ww1 dogfight with no issues, unfortunately i can't find the project files, So id need to run it again through VS to be sure it's all good, the mod holds a GPL license so copies aren't an issue (though obviouly the correct behind the scenes stuff would be done prior to any release)
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Failure of Internals
SpannerMonkey(smce) replied to BConn63's topic in KSP1 Technical Support (PC, modded installs)
Hi, we need to clear some stuff out of the way first , is this a game purchased through steam? or a KSP store game? It matters. If it's a steam game have you re validated the files? The first couple of times i installed the game through steam there were parts missing and it took a couple of validations to get it all working correctly. Do you have the game installed in a folder that is used by the operating system? I'd expect not but having an install in one of the protected folder will prevent the game from working as external processes into that folder will be blocked. Do you have a log of an event in which the internals do not appear? This could tell me pretty much instantly what is going on. If you had no mods installed there should only be the Squad folder in the Gamedata folder, certainly no internals folders. So from where and why did you delete them? The fact that they don't display is not a reason to remove them, and removing them will cause an error to be logged every time you viewed a craft. There is no valid reason except perhaps building a development build for fast loading in which it's not required to have all the parts, but unless you're seriously into developing mods the normal average Joe/Jane would never need to do this. I have difficulty understanding how errors that appeared when you installed 1.1 still occurred in exactly the same way after 1.1.2 and 1.1.3. this leads me to believe that there is either something very wrong with how you have installed the game, or for some reason you've not got permission to access that file. Have you tried a new installation in a different location or drive? Get a copy of your log, zip it up and make it available for download, so that i or someone else can look through it properly, the answer lies there. -
AH no , you don't have to do that, (I should really have said something sooner) the anchor, all the anchors, are surface attach and the anchor top node can be plugged into any other node that will connect and it will function purely as an AIrpark anchor, no need for winches, unless of course you really want to try and stop a ship with the measly 50mtrs of default cable on a KAS winch (tested cfg edits for cables of 500mtrs, only issue is it takes a while to wind back in) The KAS part of the cfg was intended more like icing on the cake (and those (anchor) parts have been around since KAS was a baby) Dev News It's been busy behind the scenes, the small group of testers ( a great bunch of creatively destructive kerbonauts they are too) and I are part way through the part balancing act, trying to find the middle ground between indestructible and eggshells (as well as a bit of work tying the parts all in to the NANA sinking plugin, in the hope that one day the author will return) All this and new parts too, recently I've become rather enamored with the LCS (Freedom) class ships so apart from the dozens of small tweaks there are a few new parts to bring the modern parts into the 21st century So have a look at a couple of piccies and lets play "whats that part" (apologies to mobile users for the image fest, imgur albums are still chopping a third of the image ) (The first image, dedicated to all those with sea time, is entitled " a crappy night to be on watch") If you've stayed with me until this point, we get to the bad news or the inevitable broken eggs. With this coming update i strongly suggest that you recall any vessels currently on patrol and store safely in the facility of your choice, with all the recent work on the carrier and medium modern hull parts a lot of models have been rotated so that they face the correct way in the SPH so not upside down or back to front. The aim is to ultimately make the mod easier to use and assemble decent ships without spending hours rotating parts etc . The downside is that any ships that have these rotated (fixed) models may load with parts inverted. This i know is a pain ( i have a dozen broken, well, deranged ships) but if it doesn't discourage you, I'm sure you'll agree that it makes sense to at least have models appearing as they should, and while they are never going to be stock-alike it is my intention to make this pack at least as easy as vanilla parts to use. Cheers all.
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Erm i have to ask, why a single 88 it makes no sense? and on a M1 abrams turret It'll look like a toothpick, and wont look that much better on a Patton. While I'm quite prepared to venture into the realms fantasy i try to stay away from the ridiculous. The ww2 88's where designed in 1928 so way beyond old, delving into the ancient, a modern 75mm autocannon makes an 88 look like a paintball gun. This is why i presumed 2 per turret, even though all you'd do is chip twice as much paint. One of the joys of KSP is that cfg's are easy to edit, and BDAc doesn't care what you call the gun. So unless there's something I'm missing, sorry I certainly won't be attaching an 88 to an M1 any time soon
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That error is coming purely from the panels and nowhere else, what is so special about these panels? are they welded? have they been modded in some way? Try deleting your PartDatabase.cfg in the ksp root folder, and restart. Have you reported this before? If not someone else has had exactly the same problem with the same parts and recently. Just had a look through your log and you really need to ensure ALL of the many plugins you are running are 1.1.3 versions and not any other version, right at the beginning of the log 'RCSBuildAidToolbar and KerKonConConExt are not loading correctly , you also have dozens of parts not loading correctly , missing modules , missing textures etc etc It looks like you've installed mods but not installed the mods they require to run alongside (dependencies) and finally i must offer my congratulations it's been a while since i've seen a log with so many errors, with a grand total of (believe it or not) 79578 errors.
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[WIP][1.0.5][Beta 0.1.4] N.A.N.A. Sinking About
SpannerMonkey(smce) replied to kimiko's topic in KSP1 Mod Releases
Hi, yeah I'd rather not, and the less said about that the better, at least if the threads not locked I can keep you all posted, I would really like to get it all sorted but I'm not going to stalk or harass in order to do it. -
[WIP][1.0.5][Beta 0.1.4] N.A.N.A. Sinking About
SpannerMonkey(smce) replied to kimiko's topic in KSP1 Mod Releases
Believe me I've tried, trouble is there have been major changes to the way particle emitters work and up till now i haven't as yet worked out a way to work the new method into the code ( still a C# noob) I have plenty of examples now, so it's probably only a matter of days before i work it out An accurate representation of my coding skill level -
Easiest way to make parts? (And some other questions)
SpannerMonkey(smce) replied to NSEP's topic in KSP1 Mods Discussions
It's a fairly legit way to make parts for your own use, you will run into some issues using parts from other already released mods and before considering release you should as a FIRST step contact whoever made the original parts and see if they are happy with you releasing a butchered version of the part. -
Hi can you grab a screenshot of the install showing the path please. 90% of troubles with BDA are as mentioned above installation problems . The path below is the ONLY path that will allow the mod to be fully functional and allow expansions to correctly reference shared assets If you have installed correctly all parts will show up in a unique BDarmory category in the parts editor, In recent versions no part will or can show in the Utility section "YourDrive:\Program Files\Steam\SteamApps\common\Kerbal Space Program\GameData\BDArmory" Using Steam "YourDrive:\Program Files\Kerbal Space Program\GameData\BDArmory" using a bought from squad store install Obviously the drive and folder are unimportant, as long as the BDA folder is in the GameData of your KSP install . what is very important is that you do not remove any folders of plugins from the installation. Opening the BDArmory folder in you GameData should show the following items If there is ANYTHING missing please re download . If you have it installed any other way please re install correctly If you have thoroughly checked that everything is correct and the mod is still not functional please zip a copy of the game log and make it available for me to download and inspect. Cheers
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Hiya, i saw you requested this elsewhere, fortunately I'm not bound by adherence to any code of realism so it's very possible. In my unreleased tank pack there's already a twin cannon turret so making another is no real issue, I've got to finalize some updates for other mods and this one before starting anything new but I'll put it on the request list
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[WIP][1.0.5][Beta 0.1.4] N.A.N.A. Sinking About
SpannerMonkey(smce) replied to kimiko's topic in KSP1 Mod Releases
HI, I've messaged kimiko who is obviously dealing with an excess of real life, and until he messages back, or updates/makes an appearance it's all on hold. The mod and associated code is ARR, and even though i have it working pretty faultlessly (apart from the hours of tedious tuning to each part) in 113, all I can do is show you a couple of pics -
Hi sounds to me like you'd be better off taking a look at a couple of part modelling for ksp tutorials, than just picking random advice. Although the the game itself has moved on to a new version of unity most of the old part modelling tutorials with the exception of wheels and landing legs, are still current and still valid. There is no need to use a matching version of unity to process your parts, unless for some reason you want to use the new asset bundle format ( which converts the parts and scripts into a machine readable package instead of the normal .mu and associated textures) I'm sure I'm not the only modder who converted projects to unity 5 and then wished they hadn't. It's probably easier if you're just starting out as you wont know how easy animations and heat/emissive animations were to do in unity 4,2,2 compared with the convoluted U5 onward methods. It's considered good practice to carry out all your scaling in unity than through the cfg and it's very rare to find anything scaled as you intend (there was for a long time a scaling bug with the model node) I'm in no way inferring that you are new to modelling or texturing, but a couple of good tutorials are easily capable of saving hours of wasted time, and will give a good grounding in the basic procedure for unity etc. The tutorial below is generally considered to be one of the best and many popular modders have used it as a first step.
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Hiya, I've still got all the parts and files for that beasty, so more than willing to update and tweak for usability (chances are the several things about it that can be improved, it may even have a decent paint job) , As before always willing to pitch to make it all come together. Will the hypnodrive be returning?
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Mods for Console?
SpannerMonkey(smce) replied to chimpbone's topic in KSP1 Suggestions & Development Discussion
Hi I had a pm about this the other day so I can give you sort of an answer, read the following link, not KSP but it will outline the problems just from a modders point of view without me typing 3 pages of post. https://www.pastemagazine.com/articles/2016/06/fallout-4-mods-pc-vs-console.html -
Hi all, yes i know, i should really stop collecting weapons mods, i feel it may be some sort of compulsion, Anyway as mentioned above I have assumed management and ownership of Stryker's Aerospace and Armory, rest assured that very little will change, any updates that are needed will be carried out with a view to maintaining the Aircraft weaponry and Aviation leaning of the mod. I'll be checking it out over the next few days but if anybody is still using it I'd welcome some comments regarding any issues or problems encountered in use
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@V8jester Oddly or serendipitously the water jet issue has just come up with @gomker who's playing the role of super tester at present, the trouble is the the parts are buoyant in the current version, don't know why i hadn't spotted it before, a quick fix is to add buoyancy = 0 to the cfg, and that should fix that, you can probably get away with it when they are stock size as they are fairly heavy, but once scaled up the natural buoyancy wins out. A revisions due very soon anyway that should address a lot of small issues. I really don't know whats' going on with airpark, i can't say for sure that the current edition will be happy in 1.05 but I'd guess not, (spotted another airpark oddity today but the dev game is a glitchy as hell after running for over 100 days so that may be my issue) Will check the medium parts and see what could be occurring.. @Eskandare nice looking prop and shaft, but i think you have way too much shaft sticking out of the aft bearing A bracket, usually there's just enough room to allow running clearance when full ahead is engaged, and or a ropecutter if required.
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I watched your video and thought hang on, that's the boat kraken, not LBP, then read down. SO glad you've sorted it by adopting Airpark There are some other things i've discovered related to this, I'm just trying to pin down how I've got to this point and more importantly which of my many re-compiles is having the effect of removing aforementioned kraken
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[1.4.x] TweakScale v2.3.12(Apr-16)
SpannerMonkey(smce) replied to pellinor's topic in KSP1 Mod Releases
HI, i carried out a little experiment and am in complete agreement that it's not worth pursuing, I hadn't taken into account the nasty things that would happen to the texture. It was flat panel application i was thing of but even that when scaled oddly is not nice. So scrap that thought, there is another option to pursue -
Hi all It wont surprise anybody to know I've tried it, it used to have repulsors( boo hoo) that deployed as the skirt inflated but now is on slippy phys material ( and I'm sure if lo-fi dusts off the posts memory it'll seem strangely familiar) didn't know if i still had a copy (found it in an old .90 game)(and the original repulsor too)
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[1.4.x] TweakScale v2.3.12(Apr-16)
SpannerMonkey(smce) replied to pellinor's topic in KSP1 Mod Releases
HI all, Somewhere lost in the mists of time and forum I'm sure i saw a scale exponent that only allowed scaling in two axis. I'd like to scale x and Y while leaving z untouched, If my memory isn't just making stuff up, can you point me in the right direction? If I am suffering mod hallucinations, is the scaling of only two axis possible? I'm hoping it is as I'd rather not go down the procedural route if i can help it. (tried it already didn't like it much, for my purposes at least) Cheers Hi if your issue still persists and you have tried checking for known issues etc, a copy of your log file for one of you game sessions will be needed. With a log file it's usually a quick fix and you'll be away, without a log nobody can help, apart from offering anecdotal advice and commiserations. So do yourself a favor, save yourself some pain, zip up your games log files and make them available via a link,, -
Hi still no closer to recreating you troubles this end, as for CRP it has been known for values to be overwritten by that mod, so it's more a case of not needing it. AT the moment LBP has the same resource name as CRP so it has caused an issue or two, but as it's not installed it's not relevant. Can you next time before you restart the game, have a look in your main Kerbal Space program folder and find and delete the Part Database.cfg you find there, and if you use module manager(who doesn't) In your GameData folder find and delete the following ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree This will ensure that all previous values for LBP are purged from your game, and when you restart, the game will rewrite those files with the relevant up to date data. If that doesn't help, I'm going to need to see a log file, initially just the KSP.log from the main KSP folder.