Jump to content

SpannerMonkey(smce)

Members
  • Posts

    3,689
  • Joined

  • Last visited

Everything posted by SpannerMonkey(smce)

  1. Hi Buddy, the offer still stands, if I can i'd be happy to help, almost fully up to speed again, after my prolonged absence
  2. That sounds like a fantastic opportunity yo get mods sorted before the 1.1 crisis hits. Sadly though even though I've got dozens of games in steam, I don't my ksp in there, running steam plus the game. plus max, unity and gimp is not recommended for a happy dev environment, Don't suppose i could and i install it on steam but keep my store key
  3. Congrats sir that's a major step forward and definitely the right way to go, removes a big hurdle to universal acceptance of the CAL
  4. Hi, nice turret for a first mod. When you set it up make sure the deploy animation well isolated from the yaw and pitch transforms, , things can get pretty miserable if they start messing with each other. And of course welcome to the Kerbal Arms race
  5. Hi and thanks for asking , I've got CAL in my test game and i have drawn a lot of the ammo values from it, I personally like it but my only reluctance to fully embrace it comes from the ever increasing amount of ammo boxes, which added to the 30 something turrets in this pack so far. may be a large burden for a lot of prospective customers. Now if there was for example a universal CAL ammo box that could be filled, choosing from a little GUI perhaps, what type of ammo it contained, I'd be all over it, anybody know a, idle plugin genius? Totally agreed, tested this earlier and I'm quite happy with the way it all works, it's not the ideal, but it is the best available to a none coding type such as myself Thanks for the love I've always leaned toward the unreal , never been made. kind of mods, some of the turrets are pure fantasy, because that's what I fancied at the time, the more real world designs are mainly a result of the very early days of the mod, when i struggled a lot, and it was easier to copy and replicate something already built. With the exception of the KGV turret which still has wet paint, and some of the maddest are only days old. Unfortunately stock-alike is well beyond my texturing ability, I can barely deal with black and white. Not averse to stock alike models if you dream something up though
  6. What you say is mostly true , though all the guns attached to that turret have both pitch and yaw, the turret has neither, they will operate successfully in guard mode within those ranges. Typically they have between 10 and 25 deg of yaw and up to 40 deg of pitch, that gives quite a wide operating range over a 8km shot distance, This kind of turret is more for those who want to build a tank and have it usable by kerbals, rather than use as remote turret. The only tank turret (holding crew) in the range with gun/turret permanent combo is currently the panther turret and the perhaps large 203 turret could be mounted on a land chassis and function fully in guard mod, though it's a bit heavy, I've largely stayed away from those as they can be had from the old school turrets mod, and when finished the NED fix, although I'm not averse to creating a few And as for when it'll be released very soon(TM) Oh and thanks for the welcome back everybody
  7. Hi all, Having suffered from a fail to launch at the weekend, sorry for any disappointment, I spent all day Sunday trying to debug a turret interior and a couple of other irritations and subsequently found out after many hours that I was actually screwing with myself ( I have several ksp installs and the unity address was pointing to the build copy not the testing copy %$£&£&£* !! so none of the changes appeared ). I finally gave up on the interior and fixed some other stuff as well. I was thinking earlier that I needed a turret to mount these new surface mount guns I've done, I'd asked BD if the turret module will work as stand alone, eg without an attached weapon or radar module and it wont, But that's OK because the better solution is to rig the turret as a pod, fit it with asas and plonk it on top of an IR free docking washer, I'll make my own turret ring part now I know this works, launch and PROFIT. It works astoundingly well, very happy indeed. So here's a couple of pics of the device in question, one of the big wins here is that because of the Infernal robotics plugin magic anything placed on or in the turret moves with it, Awesome is not a word I us a lot, but I see great potential here, So with no further blather I give you the generic turret mk1 currently fitted with a pak 55 , a 105 mm derp gun, a 75mm submarine deck gun, an XM 301p, a 75 mm gating . a 50 cal browning and crewed by 3 warlike Kerbs
  8. Hi , thanks, and that's ok though, turns out the ASAS and and IR free docking washer works perfectly
  9. Nice update Hi quick question, the answer to which will make my life easier and stop the perhaps pointless efforts. I would like to have a generic turret to carry a range of different guns, and pods, to do this I'd need to be able to activate the turret module without an attached weapon module, all the examples I can find of turret usage have it as part of a group of modules rather than in stand alone configuration. So quite simply is it possible to do this and if so how, everything I've tried just sits there looking sad or will the turret module only work as a slave of another module?
  10. Hi V8 Jester asked me to pop in , not sure how that strut gun thing works, but if i understand it right it uses ray cast with an animated beam, if the beam is made of a particle emitter then yes that is the reason it is wandering at high speed, world space does not tie the emitter to its parent transform and the only way to adjust that is in unity , it's second check box down in the particle emitter window. Now if you don't want to fight with unity and do have access to the original assets i could easily re export them with right settings and send them back
  11. hey all, I'm looking for a ship mod that doesn't need a ton of parts, and several hours to complete a ship, this one seems like it would have been a good candidate, sad that it's not alive. If anybody has a broken copy they'd like to share I'd be very interested in getting it working again and sharing as I have done with several other dead mods, I think this is worth saving.
  12. Already done, mostly, a lot of stuff i do gets a targeting camera prefab, just most are never enabled, mainly as the cam isn't suitable for all types of weapons system. Though all it consists of is transforms, so it doesn't show on the weapon, and adding such a thing is not that difficult, but the camera needs a good few tweaks to get it to behave properly The one issue is that there's already a lot of stuff going on in the gui and adding more modules will make it very cluttered,
  13. I thought I'd been quite generous with the small stuff, but a couple of images for scale will likely illustrate size better than a solo pic of the gun. Fair enough the big ones are big, but not outlandishly so (and in case you want smaller even still, I know a mod for that)
  14. In all likelihood a test version will be posted to Spacedock on Sunday (UK time) that is if no other gremlins show up in the next few hours, fingers crossed.
  15. I will pretty much make and take on anything, don't really care, although several hundred ton turrets are going to have a limited appeal, love your stuff btw Yea i did all that, endless pawing of books and pics , trawling random blog sites for rare images, it's just that I'd like them to be more kerbal sized, my experience with the FPS mod has shown me that the nearer things get to being kerbal proportioned the easier it is to lose your self in the mayhem, I've yet to see if it holds true for the rest of the destruction minded community only time will tell Yup the procrastination finally failed,,
  16. would that be Squad soon tm? rofls , I wont be holding my breath then, but at least it's not space engineers soon which means never
  17. Please note the following mods also require the installation of SM Industries SM Armory, SMI Missiles and Launchers, SM OST and T , SM AFV's Failure to install SM Industries will result in names and descriptions being displayed incorrectly and other related features will not work(don't panic the correct version of SMI is included in every download) Latest Update v0.99.99.93 Further enhancements, localisation. texture updates SM Armory for KSP 1.4.X and BDA 1.2.X ONLY Important note regarding recent BDA changes specifically BDA 1.2.2.2 see spoiler The original BDA expansion contains over 100 items to enhance your military might from 7.7mm WW1 machine guns to modern CIWS systems , WW2 field guns to 152mmAGS turrets there's a weapon for every eventuality With SMA now containing 100 parts it's time to go for V1 and full release,SM Armory is also to my mind complete and as such very little will be added, however my intention is to make extra packs to add on if the user wishes, rather than forcing and increasingly large download This version includes the impossibles, things that were thought impossible to create with BDA. These turrets ALL designed for CIWS use feature rapid fire cannons and AA missile rails. Also as usual are loads of normal turrets some based on fantasy , some on reality, but wherever the inspiration came from I've attempted to make them relevant to the Kerbal world. With notable and deliberate exceptions everything here is appropriately powered for Kerbal Kombat. I've also spent a good amount of time making sure that they work with SM Marine and The Large Boat Parts as i find that's the situation in which most of these will be used Some of the latest additions Current Items that made release, constantly subject to testing and response SM_Armory for KSP 1.3.1 Notes NOT installing the SM_Industries folder will mean that parts may not appear, strings will be nonsensical and mod performance will be reduced On installation you will notice that the mod contains an extras folder. In this folder you will find the Secubots security robot turrets, A weapon probe for connecting to turrets for standalone use, meant for use with the field guns, the pirate ship cannon and the 88. Also included is a filter extensions addition simply unzip and merge with filter extensions to get advanced sorting of SMM products Links to original Boomsticks post -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SM AFV's KSP 1.4.X BDA 1.2.X Only v0.9.14.00 The T90 and New Tracks Update 17 new sets CONTENTS Here now SM AFVs Tanks and trucks Gives you parts to build Tanks and trucks ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ SM Old School Turrets and Tanks Current Release KSP 143 and BDA 1.2.1 onwards v0.1.2.0 download from github v0.1.2.0 download from SpaceDock SM_OSTandT SM Old School Turrets and Tanks REQUIRES INSTALLATION OF SM INDUSTRIES DOWNLOAD SMI FULL LICENSE DETAILS SM Old School Turrets and Tanks pre 50's military vehicles A rebirth of OST and OST Redux into a proper mod Features complete hulls and turrets for various tanks CONTENTS ALL HULLS COME WITH BASIC iVA FOR UP TO 4 CREW FLAK TURRET --------------------- IS 122 TURRET IS122 HULL GREEBLES ------------------ KERMINOV K17 THE FIRST KERBAL TANK ---------------------- KV1 TURRET KV2 TURRET KV SERIES HULL --------------------------- LOL TRAKTOR TURRET LOL TRAKTOR HULL LUCHS TURRET ------------------------- M4 SHERMAN HULL 75MM TURRET 105 HOWITZER TURRET --------------------------------------- M60 PATTON HULL STANDARD TURRET UPGRADED TURRET CUPOLA TURRET ------------------------- JU87 GUNPOD PANTHER TURRET ----------------------------- PZ4 TURRET PZ4 HULL -------------------- T34 TURRET T60 TURRET _____________ TIGER 1 TURRET TIGER 1 HULL SMI Missiles and Launchers KSP 1.4.X BDA 1.2.X ONLY V0.02.0 Contents of 1.4.3 update BoomsticksLegacy Boomsticks is currently under License: All Rights Reserved Old School Turrets and Never Enough Dakka With the uploading to SpaceDock or NED and OST I have decided to roll all the support and development into one thread, this should enable me to hear of and fix any issues ASAP. Although there will be little further development on these two packs( unless requested) I will continue to improve both function and appearance on all items, and of course I'll keep them working I have received some interesting other items in the assets i received from the original author PrototypeTheta and this will also make an appearance shortly THE NED REDUX RELEASE Works in 1.22 Old School Turrets Redux release Works in 122 Album link Note concerning issues. There is now a git repository for SMA in order to access and provide a hard record of any issues that occur, as the modlist grows the more i find i'm forgetting and it makes sense to do something proper for a change . You can find the issues reporting pagehttps://github.com/SpannerMonkey/SM_Armory/issues at the following location Thanks as always to @gomker @XOC2008 @DoctorDavinci @TheKurgan and occasionally @colmo for testing bug hunting and sanity preservation 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
  18. One thing to be aware of though, longer weapons tend to look a bit odd and those mentioned a very long and spindly so some scaling will be needed, drop me a line if you get stuck though. And I been asked about doing some laser weapon type stuff for this mod and I'm still not convinced that they will be awesome, but i'm willing to give it a try, so the pic below is likely to be the first laser firing weapon in the FPS armory. In other news, still doing stuff for future releases, and working on current annoyances, leaning towards dropping the existing javelin launcher as its just to fiddly to use, I have run up and tested to death and passed on to Jester a much simpler version that doesn't force you to try and align the damn missile in a tube, kis it seems just doesn't care about collisions at all.
  19. Sadly its not so much the actual color as the way it currently applied, which is far from optimal for the color space that is currently allowed, no disrespect to the original author intended, it just that it's not the best way to do it. I'm only just past the drag uv's onto pre-painted texture point myself and can appreciate why it is the way it is.
  20. Hi the mod as it stands in the original down load is very broken in 1.05 so much has changed since it was released. It is possible to get it working if you know your way around cfg's, though there's quite a lot to do, the versions I'm running have been much altered and are still far from perfect.
  21. Hi currently it's broken, I'm still working on the fixes, alongside 3 other mods, I'm having issues with some of the models and texturing, that mean spending a lot more time to rectify. Than would be needed for a simple re position and transform tweak.
  22. hI, cheers for speedy response . and i can happily report that everything works as it should , well happy bunny, just started making excessively complex suspension systems again and desperately needed my rockpiles as a test facility, and thanks guys for keeping this alive, still one of my all time favourites
×
×
  • Create New...