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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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Hi, while appreciating your efforts and endeavors , I have to ask whats the loading time expectation for something like that proposal? As each city model takes individually x time to load, the time to load for that map would be (from my experience) astronomical, there being a notable hang up in loading even on a stripped out (for dev) game, when loading just one city model.
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That there is looking very smart,(i actually have those from the Oceania? pack) and can well imagine the work that;s been involved to make them functional, there being a massive difference between the requirements of a static and a functional vessel
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Excellent news. that seems a ridiculously low density for water, having messed around in and on water for most of my life I''m more than aware of the weight of water that being as near as damnit 1tonne per cubic meter, which makes the crp density somewhat ridiculous (esp when you consider that most user of crp are more reality orientated) Changing the name is something i have thought of since day 1, as you may know SM Marine uses waterballast to trim the hulls, the real annoyance with changing the name is that it will break any ship already afloat, I'm thinking it may be poss to switch out the water with a MM cfg. @V8jester another fine looking ship. Aside from pretty complete destruction there's no included way of sinking them, there are some steps i could make to make this a thing though, I could make it so that every hull part has an automatic resource gen that fills the hull, and a pump unit to keep it in balance, so destroying the pump would allow the vessel to sink. Not perfect but workable I think. I have though messaged kimiko author of the sinking plugin with a view to getting permission to update it.
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It does quite a bit more than that now, but what it really does and how it works is a topic for that thread not this, however much i like what it does.
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It was the nodes, I've just spent happy evening rotating all the nodes in all the vls parts and testing with every missile i have, all pews, and bd's and a few randoms, also created mm patch to add VLS nodes to any missile that didn't have them. I can say now with some certainty which missile fits where, the small superstructure vls will take mavericks, hellfires and a couple of similar sized custom random ones, the large and sub vls pretty much take anything you want to put in there
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You want to try the smoke and flames on joint break plugin, it doesn't need the adding of modules etc to make it work. I've just added some new terms to it to make it work better for ships. Under a new maintainer and again looking for a new home..
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Hi, didn't ask him to update, asked for permission to recompile, fix if required (if i can understand whats broken) and poss make use of in this and LBP
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@gomker et al. I sorted the IVA for the crew hatch parts today , works really well. very happy indeed with IVA, turned out to be a little more than a broom cupboard after all and as it can be placed pretty much anywhere I've not added functional windows, but clicking on the laptop on the desk switches the view to an external camera placed above the door. Also tweaked some more of the new bridge IVA that may be bare at present but I think it'll come good
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@gomker Re sub not sinking. see image for default, no additions of fuel or water ballast, natural waterline and floating position. Launched via KK. Have noticed some vessel hanging when launching or moving with VesselMoverCont. With the vessel being placed but not actually reaching the landed or splashed point and remaining at some point between. You can check if this is what is happening by activating engines and seeing if the vessel moves, if it does move it is landed/splashed , If it remains fixed no matter how much thrust is applied, it is hanging in that null zone.
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HI all, When defining attachment nodes by using named transforms in unity, what is the correct orientation of the transforms? I vaguely recall reading somewhere on the forums that the correct orientation is to have z+ pointing toward the parent object (as in the spoilered image) and using the cfg block NODE { name = missileNode1 transform = missileNode1 size = 2 method = FIXED_JOINT //FIXED_JOINT, HINGE_JOINT, LOCKED_JOINT, MERGED_PHYSICS or NO_PHYSICS } Is this correct? If not why? If it is correct, is it possible to arrange the nodes in the inverse direction? I've had so many different opinions on this now (depending on who I've asked) and would very much like to clear it up once and for all. And hopefully put an end to the connection issues that users of the part are encountering. Cheers
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No idea apart from you put it there! , what did you want instead? NO LOGS NO SUPPORT NO DESCRIPTION OF ISSUE NO SUPPORT IMAGE AND USELESS TEXT NO SUPPORT @Eskandare They are very smart looking vessels, i bet the colliders for the light carrier are interesting, especially the ski jump.
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Are you using the latest Vessel mover? there is a new updated version. I've just been moving ships around with vessel mover with no issues, please provide a log if problem persists
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Hi, working on it, not the robots, the sinking have messaged kimiko Sorry not have have answered you before now. The pier is from a load of static (kerbal konstructs) parts I made and never released. I'm seeing if i can assemble a decent harbor to the west of ksc with the parts i have and I'll make the set up available here.
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@gomker shouldnt matter how many mods you run, unless some are not updated, i test in several builds and finish with a build with over 100 mods. But if they are still not sinking and you have deleted the MM cached cfg's and the PartDatabase.cfg send me a log, I've been unable to replicate this issue except by emptying all the stored resources and even then they float a lot lower than in your images Ps just messaged the sinking mod which hasn't been updated for a while with a view to making sinking happen
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@gomker Not sure whats going on there as the parts have at least 50% of the buoyancy of the original values, so even without ballast it should sit low in the water. If situation persists after updating get me a zip of your log.
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@gomker et al LBP 3,5,1 Update Update 3.5.1 Fix for inoperative hatch Remove blocked center access on new bridge parts Fixed missing IVA for new bridge parts Boosted marine drive performance
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@gomker that anchor actually was originally created for HL Airships embedded Airpark and I've removed the HL Airpark module , although not updated the description, another thing to be sorted, With the Airpark containing exactly the same part albeit with a different name one of them has to go, As SM M has a proper ship anchor now, I usually just use the AIrpark DLL . Enabling the feature again just takes the addition of MODULE { name = AirPark } to the anchor cfg
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@gomker This one is firmly on me, it looks like i uploaded the wrong version (senior moment) That said I'll remove the center door, as there is a collider issue there that prevents it from functioning correctly, the update was supposed to contain both IVA's which it does but only one cfg. I'll get it sorted asap
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@gomker I can't replicate your issue, Is the IVA functional? If it's not,check the Spaces folder to make sure the internal is there. Are the doors unobstructed? If all that checks out I'm going to need to see a log. In my install, all hatches, when selecting EVA from portrait and directly by clicking on the door mesh are functional and Kerbs can enter and exit
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No worries, i need to know, cheers
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IS that on the new bridge parts? If so I'll check it out now, just fired it up to check one of your other issues
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Yup i forgot to include and add the IVA part to the update, The IVA mind you is nothing more than a broom cupboard I've got some tweaks to make and will get the fix update out this week. Also arriving is a new bridge, new catamaran hull (super stable) and frames to allow easier building of superstructures