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Everything posted by SpannerMonkey(smce)
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Hi, that's the way it was put together, I wanted to be able to use both, as if and when the ecm works correctly radar will fail while the flir can still lock on, annoyingly the window issue that is a limitation of BDA you cant have Flir and Radar displayed at the same time for one turret. If you want to alter it just remove the MODULE { name = ModuleTargetingCamera cameraTransformName = camTransform eyeHolderTransformName = eyeHolderTransform zoomFOVs = 40,15,3,1 gimbalLimit = 45 } part from the cfg
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Hi, i thought someone would have chimed in by now, I've hit some of the same issues, and although unresolved there's always a line or two in the log regarding Kerbal X has no IVA, The stock cmd seat has no IVA view,. have you created an IVA for the seat? You could get away with just the transforms for a seat and a portrait camera, no need for a model , the downside to this is that there is always going to be a black background to the kerbal, strange things happen if you have placeable seats and set the main parts layer to 16(kerbals) In my test it just turned the shell invisible to me but visible to the portrait camera
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SM Chute NOW OBSOLETE USE THE NEW VNG
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Development
Hi, sadly a known and still unsolvable issue, partly due to KIS and the way it activates colliders and for the rest an eva interaction issue . The real killer for me is that, if you clip the chute to a part it all activates just as a stock pod chute would, and thereby pointing a finger straight at the EVA interaction as the main issue. I continue to chase the problem and bide my time hoping that 1.2 can bring a fix -
Excellent thanks I'll test and report back asap
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Hi and thanks, keep me posted for testing etc. Hope vacation didn't leave you needing another
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Here you go, this is the Airpark standalone repo https://github.com/dunclaw/AirPark and although he's quiet I'm sure @dunclaw will work, Good that you mentioned this as I noticed some oddness as well, but couldn't be sure it wasn't just me. There is a version of Airpark also rolled into HL airships, I'll have to see if that is affected also.
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Hi, re screws, I'm sure i fixed the worst of that in last update, through a glitch with the curves/Isp, i don't fully understand the thrust was being multiplied( one of those cases in which I'm still catching up is the atm and vel curves) Better now i think , although things do get a bit silly if you start scaling them up, I'm no fan of multiple models with the only difference being the power output so the tweakscale is a compromise, I wanted something that at stock size will push an appropriately sized ship a decent speed (that has nothing to do with real world marine speeds, personal real world marine speed record 98kts 109mph, BradstoneChallenger Southampton water), and yet work when shrunk or enlarged to either extremity, but then it's almost impossible to get a match for every configuration of build. Always willing to take suggestions for sensible limits, after all it's not exactly fun taking an hour real time to get to ksc island
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@gomker It all gets a bit tricky when you say "your" as I'm not sure which of the parts (or from what mod) to which you refer. But what i will say is, The ungainly VLS part prototypes I made for the LBP are actually, in the eyes of BDA, missile turrets, they contain all the parts of a missile turret including transforms etc just in a locked down state. The medium hull vls provide by Themorris is simply a mounting point for MalFunc weapons tubes so not a launcher in itself, this alters the way it works. As a test clip some missiles to some normal parts, hull parts , superstructure in such a way that they can launch without collision, any node will do, and see if they will fire from AG Don't think there's any way of turning up the logging, I've never needed more than vanilla logs, don't forget that there is another log in KSP_Data or KSP_x64_Data depending on which version 32/64bit you run, it's in a slightly different format. The generator is a hack module that i thought I'd removed, i use them when setting up parts so i don't have to mess around adding and removing fuel, and i also use them for heavy stuff that i need lighter to launch. It will be gone along with the hangar fuel storage as you really don't need that mass of fuel so high above the water line. Quite happy at the moment with bug reps here, and if it's really nasty or persistent logs, supplied logs can help me fix it in minutes instead of hours.
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SM Chute NOW OBSOLETE USE THE NEW VNG
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Development
Hiya, thanks for reporting back, , much appreciated. -
SM Chute NOW OBSOLETE USE THE NEW VNG
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Development
HI, I'm going to need to see a log, there's something going on there, and it has the feel of a conflict. Do you have realchute or any other chute or drag changing mods installed? -
@gomker That is a new one for sure, it should not matter where on the vessel the WM (WeaponManager) is, unless for some reason the game is seeing 2 vessels, I will look into it, shouldn't need a craft as it's likely to affect other parts combinations if there is a problem there. Funny you should mention the AG issue, as i was looking through the source for that particular thing and the code is there (as far as i can tell) and may just have a wrinkle somewhere. I'd like some further corroboration though as I've a feeling it's been this way for a long time. @Eskandare Sadly the only way I've found of avoiding the impromptu orbit syndrome is to build lighter vessels, the more mass the vessel has the worse the problem is. Currently I'm adjusting all the quantities and masses in this pack in an effort to make it a little better behaved. I wish there was a simple way around it, there may be some potential in tweaking and adding custom drag cubes to the individual cfg''s so that the game sees a smaller lighter object where there is a huge and heavy one, this is an avenue I'm still exploring. The Airpark method is just a bandaid and the only real fix is either killing off the stock drag cubes with a plugin or a nice shiny fix by Squad. I've been around long enough to remember when a time when it didn't matter how big the ship was or how many you had afloat, and would like it that way again
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Here you go this should help As you can see it is fitted between two normal hull parts, in the image below it has MAlFunc missile tubes clipped in place, these may or not be required depends on the missile, some missiles will clip straight onto the nodes without needing a launcher
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
SpannerMonkey(smce) replied to JoePatrick1's topic in KSP1 Mod Development
@JoePatrick Hi congrats on the update, re the duplicated categories in the post prior to yours, the source folder is within the GameData folder complete with another dll. Inexperienced users are likely not to remove that source folder from the GameData and that may cause the issue of duplication. I suggest removing the source from inside GameData and make it available via sep download. -
HI always good to have another happy customer. Airpark in the context of this particular mod allows you to leave a vessel at any point, and more importantly provide protection against a vessel being launched into space any time any other vessel comes within physics range. It will also allow you to have several vessels in a harbor at one time. each one except the active vessel being tagged as landed . Using airpark will also allow kerbals and other vehicles to move about on the parked vessel. without the usual kerbal ragdoll effect or simply being spat off as the vessel moves around. Vessels when Airparked are static and unmoving, and can be left like that ( as tested so far ) for at least 100 kerbin days without any issues In the image below for example only the small vessel in the left foreground is active all others are Airparked and have been for some time
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Hi while I've still not been able to build an engine that I'd be prepared to share, still too explodey , The above quotes venture into one of my playgrounds and Pds is correct, in reference in particular to Nitro engines, which use a mixture of nitromethane, methanol and fine synthetic oil to achieve ridiculously high rpms, my last 1/8th formula car redlined at an ear splitting 42000 rpm in unrestricted form ( needless to say it's live fast, die young, and leave a good looking paperweight) oblig wiki link Back on topic totally blown away by the performance increase you lot have achieved in recent weeks, and always an interesting read too. (bonus)
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[WIP] Kerbals 1869 - New! Pre Release Trailer! 8-2-16
SpannerMonkey(smce) replied to Fengist's topic in KSP1 Mod Development
Got to say buddy i do find your postings damn funny. (And it's not just squad afflicted by the pointy syndrome, 3ds is also pointy! favoring a vertex rather than a face toward the cardinal directions ..) I feel though that the use of copper on the lamp bezels may be a touch utilitarian, may i suggest brass as to give the deckhands something else to polish. I'm sure you'll be asked for a periscope, 2" steam pipe would seem the ideal choice Did you ever consider the reverse scheme, with the main hull in copper (for it's natural antifouling properties) and black bands/braces? Probably a bit bleh when i think about it, in ref to ksp.. -
[WIP] Kerbals 1869 - New! Pre Release Trailer! 8-2-16
SpannerMonkey(smce) replied to Fengist's topic in KSP1 Mod Development
Very smart indeed, I'm with you in the ambidroppedonheadextrous club too. much enjoyed the OP -
Great stuff, it's really good to get feedback, which seems very rare these days. I don't get to see what many build from these parts. As for your 20 engined craft I'd be constantly worried that it'd become a spacecraft without much provocation. Not sure whats coming next, having an inspiration dry spell. I would really like to condense the files and remove duplicate textures but it's a given that it would break almost every currently built ship, so i'll hold off on that until I've resolved my machines reluctance to share textures across multiple folders. With all the changes already done and all those left to come, for example the oxidizer will be removed from all parts, the storage will remain and be tweakable for those that still want to use rocket engines, you will have to remember to add the oxidizer prior to launch. The amount of liquid fuel will be reduced massively etc etc, I will be recommending that as part of the installation procedure the PartDatabase.cfg will need to be deleted. This can be found in the main KSP folder and for good measure the saved MM files (ModuleManager.ConfigCache, ModuleManager.ConfigSHA, ModuleManager.Physics, ModuleManager.TechTree) . The reason for this is that the PartDatabase.cfg is written on first load of the part and will not change if the part changes and remains at the same address, for example if you installed LBP prior to my taking over maintenance it is very likely that important changes that have been made since that date are not actually visible in your game. Deleting these files will not cause any known issues apart from that of at next load it will take a little longer to load in order to recalculate and re write the deleted files. Cheers all..
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How do I use MODEL to load a texture for a part?
SpannerMonkey(smce) replied to JoePatrick1's topic in KSP1 Mod Development
Hey, sadly yup.(already had speaks with NecroBones) which i why i bold highlighted a portion of my last post, didn't want anyone spending time on my issue as opposed to JoePatricks, Cheers anyway though -
How do I use MODEL to load a texture for a part?
SpannerMonkey(smce) replied to JoePatrick1's topic in KSP1 Mod Development
Hi again, thought i should mention that for some reason on my system i can only share textures within a folder, every attempt using every method and trick and all the advice on the forum to share textures across folders has failed for no apparent reason. i posted here about my problem a while back and despite everything being correct, right down to having dummy textures, it refused to work, in my case i was trying to ref a squad texture for a custom model but the rules are the same. Sadly it sounds like you have exactly the same problem, although you may be able to compromise and combine some of those texture sharing models into one folder and just have a couple of duplicates instead of many. -
How do I use MODEL to load a texture for a part?
SpannerMonkey(smce) replied to JoePatrick1's topic in KSP1 Mod Development
Hi by any chance are all your models mapped to the same texture and contained in the same folder? I ask because I've recently started doing a similar thing, and have found that if you have 1 copy of the texture, the models cfg's and model mu's all in the same folder there is actually no need to define the texture if the texture is the same name as that which is present in the .mu -
Hi. it was a request item and built to a specific spec, so it may be a tad overpowered. just rechecked the numbers and yes it is overpowered I'll be turning that down a bit in next update. I remember a time on this forum when it wouldn't take nearly 3 weeks to get feedback like that (more like 3 hrs) , thanks
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Hi, great that you've taken up ,maintenance of VM, I would have except i'm pretty much C# illiterate. I have a request as I have been unable to make it happen for myself, would it be possible to add an even lower placement option? This would help make launching large ships a bit less stressful , as i say i took a swing at it but failed to get the results i wanted, i've a feeling I got everything right except the added gui stuff. Anyway thanks for taking on this very popular and much needed mod. Cheers
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(WIP)(1.1.2)Star Wars Mod
SpannerMonkey(smce) replied to KSP Bros KS's topic in KSP1 Mod Development
Collider problems most likely