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Everything posted by SpannerMonkey(smce)
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@ckirky Yup i can take a look at finishing the texturing. I am going down a different avenue, the hangar size is pretty much governed by the dubious waterline, the size requirement is for the elevator/s, my plan is to not give up the whole flight deck, rather just a small part of it, and not B52 sized either(rofl) with the elevators being mounted off to the outer edges of the deck. Oh btw did you split the deck into a separate mesh? If not could you? if it doesn't interfere with your layout that is, the existing hull/deck combined mesh does not give a very nice collider, being a good distance away from the hull in some places, this is a pet hate of mine (horrible awkward collider layouts being a specialty of mine) and all the colliders throughout the range are being redone, this does require every part (those that i don't have the original assets for) to be reprocessed through 3ds so it's a slow process
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Hi, I know how that feels, over time you will see that like that saying " there's nothing new under the sun" It's really rare that you see something totally new and original in the modding forums, But at the same time don't let that stop you, there's always room for variety and a new look. The weapons in FPS appeal to a certain kind of user ie those who like things to resemble reality, I know there are plenty out there who don't care and like the stranger more unusual mods, so no reason not to go with your original plan for a worms style arsenal . (just don't do what many do and grab some BD stuff and re scale it, and call it something else. be original ) we did try the Holy smoke grenade but due to the throwing issue and eva interaction issues it never made it in
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- mod request
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Hi all, apparently i should have include a license when i made available the unofficial recompile. I have now altered download to include the MIT license used in the last public release of VM. I will also make available via dropbox the recompiled source. Disclaimer, I'm a complete plugin and C# illiterate, this fix works for me without issues but I am unable to guarantee that it will work for everybody in every case, I'm sure there are dozens of ace coders out there who could do a better job though.
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Hi, the issue with the VLS nodes has been brought up before, the models use transform defined nodes, meaning there is an empty game object in the model that is referenced in the cfg, this works well with missiles that are set up in a similar way but not so well with free hand placed nodes, in the examples i have looked at the tail nodes of various missiles are at various rotations depending on how the modder intended them to be used. It seems that tail mount is very low on the mounting considerations, that said it should still possible to surface mount the missiles in the tubes, at least it seemed that way in my testing. Due to the amount of missiles available it's not possible to make a set of nodes that work for every case. I'll recheck compatibility as i did use both BD and PEW cruise missiles in tests so I'd expect those to work without issue. In other news arriving at a download near you soon will be hull stern hangars for the medium modern hull in 20 and 40mtr sizes and another propeller drive unit
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You'll have trouble with the grenade for sure, guess what kerbals can't throw, so sure you can drop it and run away but the epic running speed of a kerb means it's a one way mission. If you do decide to make a go of it I've made pretty much every weapon type there is for the FPS mod, so know exactly the probs you'll have , feel free to give me a shout if it starts to test your patience too much ( it should test it a little bit, that's character building ) BD in it's current form is very tuneable you can easily reduce range damage output heat output etc to suit your needs Agreed you will find that they end up tiny anyway so a lot of the detail is just not visible and a waste of resources And on the subject of bazookas, you have a choice, rockets or a canon in drag, i go for rockets every time Just don't forget the flameproof suit And thanks for using Boomsticks
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[Mod Request]Real World Weather
SpannerMonkey(smce) replied to ZooNamedGames's topic in KSP1 Mods Discussions
Hiya, while not exactly as per your request but a step in the direction you require, may be found in the link below, while not actually importing RW weather it is striving to make realistic weather systems, and contrary to the link date it is still in active development -
Hi i'm just wondering how it would be different than BD FPS( linked in my sig ) and you don't get more exclusive than weapons custom made and sized for our little green buddies.
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Hi all, I'm doing some work on the carrier parts, hangar elevator etc maybe, and I'd like an idea of the size of aircraft you'd be likely to want to store or park in the hangar? (that is if i can work out a reliable way to keep them still while in there otherwise it's a pointless exercise) . Also how do you feel about something like below ( not the sub but the hull section )
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[1.1.2] WIP - Make it SINK - Alpha testers needed
SpannerMonkey(smce) replied to Fengist's topic in KSP1 Mod Development
Yeah gotcha indeed. i wont mention it again As for the Dc, it's no substitute for a bit of intelligence, as you mentioned in your release thread, and admittedly I was deliberately screwing with it. Been messing with subs since 0.16 I just thought I'd give this a whirl see if it made the trimming any easier (which isn't hard if you know the craft) I'd say it'd be great for someone new to subs in general, giving an idea of what it takes to achieve a decent balance. -
[1.1.2] WIP - Make it SINK - Alpha testers needed
SpannerMonkey(smce) replied to Fengist's topic in KSP1 Mod Development
hiya, tried the modules on some other things with mixed results, if the items are identical in every way, the DC works as intended, any variation in buoyancy between parts, this includes parts attached to the module containing part, seems to defeat the DC completely, ending with terminal pitch issues. (Science/Engineering warning) I also have a small pedantic niggle, that being the water compressor. Water is universally regarded as being incompressible , fair enough if you had an infinite amount of force you could compress it, but to do that you would need an infinitely strong container in which to do so. Just ask any marine engineer about hydraulic lock. This happens when in infernal combustion engine by means of failure or error ingests a small amount of water, this usually results in instant engine lock up on small engines with a bent con rod or two, or in the case of high power engines large bits of the insides ending up on the outside, generally regarded as a bad thing. So how would you feel about just calling it a pump? I know it doesn't sound half as cool as a "compressor" but it would stave off any more pedantic gripes -
Truly fascinating, although I doubt I'll ever make an atmosphere myself it's still a very interesting read and an insight into the planet mechanics the we all take for granted. ( and here was me thinking that the planet makers just stuck on any old atmos )
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[1.1.2] WIP - Make it SINK - Alpha testers needed
SpannerMonkey(smce) replied to Fengist's topic in KSP1 Mod Development
@Fengist Hi just tried out your modules on custom hull, and have found as the poster before me that the dive computer gui once spawned is not being destroyed when the part is, this effects every vessel, all show the DC gui but non of them have or have had it fitted. Did have a check in the log but nothing leapt out at me, as the obvious cause, -
Yeah i appreciate the difficulty , it's only recently that me and it have been able to get along, I'll throw a double sized one (ventmast) in the next little update which is due next couple of days, just small items and tweaks nothing major.
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
SpannerMonkey(smce) replied to AlphaAsh's topic in KSP1 Mod Releases
hiya presumably you have a folder in GameData with your static objects and cfg's? All positional information is actually written to your statics cfg by KK,. If you check your cfg's you should find that there are new entries under the basic cfg you wrote for your static. Headed " Instances" it will contain all the relevant info about the statics position, rotation and if applicable facility type. If there are no examples of this then KK is not writing to the cfg's and therefore not saving the position Example Instances { CelestialBody = Kerbin RadialPosition = 213475,-137681.7,-543693.9 Orientation = 0,1,0 RadiusOffset = 1.585553 RotationAngle = 0 VisibilityRange = 100000 Group = Ungrouped GroupCenter = false RefCenter = -92235.93,590769.3,89178.3 Category = Other FacilityType = None }- 872 replies
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Hi @Lack I know it's been a while since we last did any business , I see there are a lot of issues and sadness surrounding the demise of the little yellow trucks wheels, I still have somewhere the original assets you sent all that time ago, if you're interested I'd be happy to get a grip of them and make them 1.1.3 compatible ( pretty much got the new wheels sorted now) although due to some u5 wheel collider oddness the dual wheel boxes( if they are still used) are well and truly extinct TBH it looks to me as you really could do with a maintainer( i know how it gets, having only returned to KSP myself after a long period of non modding ) I'm pretty much buried in other projects but would happily take a swing at some of the more troublesome issues this mod is having.
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Flipped Rover Wheels
SpannerMonkey(smce) replied to Cpone's topic in KSP1 Modelling and Texturing Discussion
Looking at both images It looks like, for a start issue that you have used some sort of constraint fx, and it is this that is likely pulling in the wheel, this also leads to me to believe that some of the suspension transforms are not in the proper position, those positions being slightly different than wheels in pre 1.1 . Your wheel collider is in the wrong place, it should be for best performance at the extreme outer edge of the wheel, along with the suspension transform, moving those out to the correct positions will help resolve some of your issues -
I'll check it out thanks for the report. Do note that the fuel generator included in the Bridge units is rated to keep a balanced fuel level, this prevents issues with the vessels trim changing over time, especially on longer runs I'm really reluctant to make hulls anything larger due to the issues with water and physics, admittedly it does seem a lot better in 1.1.3 than 1.1.2 but i know from the works on the LBP that the issue is still lurking around the corner. I'd very much like to keep the hulls the size they are. As for compatibility with Malfunc I'll look into it but if it requires a larger hull size I'd have some reservations. For larger parts with VLS tubes already in place take a look at the update i released for the Large Boat Parts pack Tweakscale is your friend here, the parts are sized admittedly for smaller craft but a little bit of added scale makes all the difference
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xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx NOTE TO ALL USERS OF SM MARINE There are issues in KSP 1.6.x with certain parts containing multiple animations . These issues display as broken information in the PAW (right click menu) and the animations being inoperative . The fix is fairly simple but time consuming to do and will be dealt with in a small update shortly. This and the broken IR aside all parts appear to be working well and fully functional in 1.6.x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx SM Industries Presents v0.9.9.3 SM Marine KSP 1.4.X BDA 1.2.X OnlyUse SM Industries Included SM Marine NEEDS the SM_Industries plugin and localisation dictionary in order to function correctly It is important to have the version that matches the release, mismatched versions will result In Autloc text being displayed and parts may not appear SM_Industries for a latest releases can be found at the link below https://github.com/SpannerMonkey/SMIndustries/releases What is SM Marine? primarily its is a selection of parts and equipment to make your ships look more like ships, including better looking bridges with limited IVA, working radars, propeller drive systems, masts and antennas, I even found the time to add a few one part hulls As you may know I've been developing weapon mods forever and even as long ago as 0.16 I had working boats and submarines. upon my return I noticed a proliferation of boat mods and thought cool I like boats and ships a lot, i tried them and non of them fitted what I wanted, they were either too big, too complex or just not Spanner. So i started making a small selection of parts to make them more to my taste, along the way i dipped into my many years of experience in the marine industry and way too many hours spent on sea trials and made some hulls, that according to those who have tested them are some of the best behaved hulls in the game, naturally I'm biased. None of the parts are huge but they are all tweakscale prepared, so should you desire they can be huge . Typhoon and main cmd center IVA And its not all military Changelog Notes on functionality All radar units included in this mod require BD Armory in order to function. ALL drive units require a recent copy of the Firespitter DLL to be installed, without firespitter there will be no engine sounds. Would very much like a standalone version of the engine sounds functionality Propeller effects are provided by stock modules as is engine reversing. Extending Radar and small Radome the unit is telescopic and also includes a targeting camera, The fwd or neutral position is marked on the shell by use of a yellow line There are 3 types of anchor included all types work as anchors when attached to a KAS winch mount, in addition anchor 4 will activate the AirAnchor functionality of the HL airships airpark modules ( working on a standalone version for this mod) All structural parts will and should sink, please let me know if you find something floaty that should not be. Drive Units and rudders have 0 buoyancy. Each hull carries a small amount of ballast space, each Bridge unit has a pump for filling and emptying the ballast space. The drive units power scales with size so it is possible to overpower all the hulls should an overly large drive size be chosen, for best results keep scales in parity. The Rudder. do not be tempted to add several rudders in order to quicken steering, due to lift in certain circumstances now providing speed it is possible with multiple rudders to induce uncontrollable handling characteristics. The hulls steer at an acceptable rate for the size and mass All of the hulls has RCS thrusters acting as fine position and maneuvering thrusters, these are powered from ballast stored in the onboard tanks, To activate RCS you will need to pump some ballast into the tanks then activate RCS as normal, no ballast = no thrust All drives are intended to run on Intake Air and liquid fuel, the included intake mast will provide enough air for fairly large scales of engine, this part is also scale able For ease and simplicity of use the bridge units carry small generators for LF IA and EC And as a bonus all parts work well with other ship mods especially the Large Boat Parts pack that i am now maintaining while Laythe is otherwise occupied The new small hulls are not currently balanced for HullBreach, they are a lot more delicate than the LBP parts and balancing is a time consuming process, As soon as the balancing is properly achieved the cfg's wil be added to HullBreach. The larger hulls are almost there and will sink with cfg's included in HullBreach The Tug can attach to any other vessel using the included grab parts, styled as a push bar and truck tire these function exactly the same way as the stock Klaw. To use mount the chosen type on your craft, once launched, select arm, this will raise the visible contact pads. To attach to another vessel approach should be around 1m/s any slower and it will not trigger, any faster and you may bounce off before the module can grab the other vessel. To release select release from the gui. Most ships in LBP can be moved by two tugs 1 at the stern of the vessel to be moved and one attached via the Truck Tire klaw to the side of the vessel to be moved just forward of midpoint. this forward tug provides steerage Craft Files Basic Builds Special thanks go to @gomker @XOC2008 @V8jester without whom the mod would not be as neat as it is , and thanks to all the others who've presented ideas, random thoughts which have become a reality Download from SpaceDock other downloads available shortly GitHub Requires SM_Industries Dictionary assembled and created by @gomker SM_Industries EN US Localisation Dictionary Now available stand alone airpark works with the NEW ship main anchor Mods that are considered essential in order to fully use every item in this mod and Other Ship and Boat related useful mods and addons see below ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hi all A Note concerning issues. There is now a git repository for SMM in order to access and provide a hard record of any issues that occur, as the mod list grows the more i find I'm forgetting and things that should be dealt with are slipping between the cracks. Therefore it makes sense to do something properly for a change . You can find the issues reporting page at this link https://github.com/SpannerMonkey/SM-Marine/issues NOTICE SM Marine is published under license type All Rights Reserved please do not relist or distribute this mod in any form, via any medium or service without my express permission. Hi all yes the button is new, i don't ever expect anyone to bother, you are certainly not obliged in any way, I was asked by several people this week, if there was a donation button in order to show their appreciation, the wife saw the requests, and after a some discussion i have given in and added a donation facility
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Yeas thanks if you could, that would be helpful, it's tricky enough doing my modding dance to not need all the support spreading throughout all the threads I'm involved with. Glad the ballast fits your present requirements, its another thing on the to be visited list. Do not be alarmed if I don't get to it right away I'm i the process of my third update/release today so a little taxed right now. Thanks for the feedback.
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I've been playing this game since 2012 and i didn't know that cheers. The missiles are now available, see link in my signature
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Boomsticks Highly Dubious update A new Boomsticks is now available. With some venturing into weapon types not touched before. The highlights of this update are I feel the V weapons and launchers ( very happy with how they turned out) and the devastating 122mm rocket turret with custom rockets of course. Also included is a fully armed and equipped drone core, fitted with 3x30mm cannons and a full electronics and surveillance package, it has proved invaluable when testing other weapons systems. For the Sci Fi fans among you I've added the X 10 laser cannon that can be found attached to X wing fighters. Also reworked some of the larger gun effects and have finally achieved the muzzle flash I've been after since the start, I'm finally getting a feel for what the effects will look like in KSP compared to how the look when made in unity There may be issues with the clearance check on the V launchers, it seems to come and go so I've not been able to pin down exactly whats causing the issue, perhaps with this release and a few bits of feedback I can get it finally dialed in correctly. See below for full changelog The project is not going to be a wip much longer, I think it's about as big as it needs to be. I still have a couple of requests to finish but I think next update will be a release edition and move up to the releases thread, not that I'm stopping work completely on this, it will be maintained and updated as KSP and BD Armory require but i doubt that I'll add anything new. I'd rather call this done, at just over 40 items i think it's big enough and is becoming a handful to manage. Version 0.93.26.6 26/0616 update Added Hades UG 122mm rocket turret Added Fixed missile launcher for Harpoon type missiles Added turreted missile launcher for Harpoon style missiles Added hapoon missile Added V2 rocket Added V1 Doodlebug Added V1/V2 launcher added V2 launcher base Added Dual gustav ship turret Added Combat Drone Core pod Added ASM anti ship missile (designed to work with the VLS parts fromthe LBP) Added small cluster missile Added Xwing laser cannon Changed fire effects on larger guns