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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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hiya had quite a few pm's regarding these now, so expect a link tomorrow, I would like to have had some contact with the author but all attempts have come to nothing. My only reservations at this point concerns the scales of the turrets in respect to each other, but I'm sure some input from you guys can help nail that down. Cheers all
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
SpannerMonkey(smce) replied to sirkut's topic in KSP1 Mod Releases
Cheers chaps, if that tutorial is still valid and i can't obviously see whats amiss, I'm going to attribute the issues to brain rust, and the fact they worked originally was a lucky hit :), I'll get a model zipped and posted, but I refuse to be beaten by a simple slidey thing Cheers again -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
SpannerMonkey(smce) replied to sirkut's topic in KSP1 Mod Releases
Hi gents, bit confused where to ask this question, but if this is the wrong place I'm sure someone can direct me to the right one,:) Sometime ago i made a load of parts to use the IR plugin, I've just returned to ksp and modding after a long break so i expected things to have changed, I tested my old parts today and only those parts that rotate are still working correctly, all the rams and the forklift forks are very messed up, in some cases translating diagonally( good trick but not what i want ) So the question is has something major changed in the hierarchy that could produce the strange translations, i did a quick export of one of the newer rams to check position and layout of transforms but I could not see in which way they have changed. I know some of it is my own fault as in the early days i wasn't too bothered about transform rotations and this has bitten me more than once, but I'm fairly convinced something else is going on also. Any advice would be great, Also is that tutorial from 2014 still relevant with the current development of the awesome plugin? as that is the tutorial i followed to make the originals way back then Cheers -
AC space industries development
SpannerMonkey(smce) replied to Ackoli's topic in KSP1 Mod Development
Hiya could i make a suggestion?. well I'm going to anyway, "Start small" I gather from the op that you have very little experience with modding, as such the project you intend is a little too big, I'm not saying it can't be done, it can, but with so little modding experience you are going to find it a constant uphill struggle. Human nature is such that most uphill struggles will be abandoned, and so your brilliant idea will never see the light of day. Start small, my first ksp mod was a really dodgy fuel tank, and then some still useful animated flotation devices for small pods. It was these small things that lead to the ability to make ever more complex mods, sadly from a noobs point of view there's no insta mod app, there are no shortcuts, and those you do find may end up biting you in the rear later on, you just have to put in the time. a lot of time Fortunately there's not a better modding community anywhere else, with few exceptions the modders here will gladly offer words of wisdom and advice, and in a lot of cases proper useful help. So in summary, start small, take your time, and eventually your life support system may become a reality, instead of yet another dev thread dead end,. Oh and welcome to the wonderful world of modding -
Hi quick question, I've built a 16 inch turret , works wonderfully well, except it keeps ripping itself off the deck, I'm using the same shell specs and node sizes as you, so tell me am i missing a secret switch or some such, some insight would be most welcome, Cheers
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P.E.W (A BDArmory Addon)Reactivated Development
SpannerMonkey(smce) replied to LORDPrometheus's topic in KSP1 Mod Development
Hi as he's partying I hope you don't mind if I reply in his place,? It's quite simple, I'm hoping you know your way around blender or max, and unity though I'll pm you so as not to clutter this thread if that's ok.. Check out this video too , explains very quickly how its done, if you need unity shots give me a shout https://www.youtube.com/watch?v=qfN8rRSRo1A Build turret with all local rotations at zero and Z+ forwards, back of turret should be the back, barrels pointing -Y -
P.E.W (A BDArmory Addon)Reactivated Development
SpannerMonkey(smce) replied to LORDPrometheus's topic in KSP1 Mod Development
Hi and happy birthday :), just popping in to say thanks for the video tip, and all you had to say was Z+, it's so easy now, much easier than the original way., finding my feet again.and loving it. I definitely owe you a dozen or so Truly envious of your developing texturing skills, that missile looks fantastic, (pity I'm color dyslexic ( the grey primer guy ) You could almost believe it wasn't just a pile of pixels and geometry Celebratory big gun salute -
This week I shall me mostly suffering from flaming death!
As I get back into ksp and modding after two years, many kerbs have been prematurely cremated
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Hiya, well all the turrets are alive again, with some tweaks that i felt added to the fun. The tiger, Panther and kv1 now are crew able, and classed as cmd modules. They've all been set up to the latest and greatest BD armory plugin spec, in all honesty it''s actually easier to make a new turret now than it was before the change I've been away from modding and KSP for the past couple of years so I'm still a little rusty, that said I think they came out quite well, had a minor disagreement with the textures so they are slightly different than those that were originally used, I do have originals sort of if anyone prefers that style. Don't be alarmed the last two images are a couple of revived projects I worked on at the same time, they may or may not turn up in my own Boomstix mod. I'll drop the original author a line tonight to see if it's ok to post a link to the Redux version
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HI, had a quick look at this mod the other day (just getting back into things after a long enforced break) Part of the problem is related to the new coordinate system which the BD plugin uses for the turret rotation and pitch. I ran a turret through max and unity to see how easy it would be to get working again as is, and the good news is, it's not that difficult, (just time which is something I have a lot of) If there's any interest i can contact the author to see if its OK to do whats required, In the mean time I'll be sorting it for personal use. The key for anyone interested is that the pitch and yaw rotations must have zero local rotation. Which was not the case previously.
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Hi gang, I see the epic effort of keeping this monster alive and kicking has been taking it's toll, my suggestion, go do some other stuff and eventually, you may find you have a hankering for the little green fellas destruction once again. Just getting back into things myself, soo much has changed while I've been gone, would love to assist in any way, although still rooting out dustyboxes of forgotten skills (damned skill fade, or is it old age? ) Hopefully the project can be repaired, it deserves to be
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HI I've been contacted by Lord Prometheus regarding a fix he has done to bring this mod up to date, hopefully we'll be bringing this to you all very soon, (still broken but bored shtlss ) Getting back up to speed on all the new stuff since i last maimed a vertex for the sake of enjoyment. Thanks for the continued interest and support , fingers crossed for the update Spanner
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Hi , the question regarding alternate fire for multi barrel weapons has been raised before, I have asked Bahamuto about it and sadly its not possible within the current plugin framework. I do agree it'd be nice , the quad was meant to fire that way but as it's not possible it'll have to stay as it is. I'm Still broken, normal service resumed as soon as possible.
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Hi re tweakscale, as mentioned it causes lots of issues for lots of mods mainly due to the fact that mirroring in it's truest sense doesn't work in ksp hence, Lofis' mirror module, and even that's a work around as it requires specially constructed parts. Re caliber no particular reason, could be any caliber. Main reason is I'm fairly ancient just like fifty cal, and i still sounds good to some, easily changed to 30 mm though, got no issues doing that. Apologies for delays in updates releases, RLl issues taking preference again.
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Lower poly replusors would be a cube! they're not high poly in any way. There's not a lot if anything to be saved by reducing poly counts, KSP happily blows most other moddable titles away in this department. The main performance killers are collders and textures, fortunately even in this I don't think KF are munching resources, Lofi's always had a habit of using the bare minimum in the way of colliders and the textures certainly aren't extravagant stockalike! blerch....
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Hi loving the quad copter and as promised I've built a weapon system to suit. Flight is comparable to some of the bigger RC ones I've messed with. My only reservation is the awkwardness of the assembly, the connection nodes hiding some parts completely, perhaps an engine mount or set of mounts in various cfg's 3 , 4 ,6 etc that are complete and just require a single attachment point on the core? . I may actually do this for personal use anyway but other users may find a use for something similar
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Hi all, I've spent a lot of time reworking the IVA on the large tank requested, It really wasn't fit for public consumption with nasty sharp edges and bits of washing machine holding it together. much much nicer now. Although to get the benefit of all the features you really need RPM, now while i appreciate that some don't use it I've a feeling most players who use my parts in conjunction with BD Armory are not afraid of addons, So no matter how much people kick and scream I'm unlikely to make a stockalike internal as it just wont work . Now weirdly have issues with the fire animations, it all worked fine before, to reflect the long loading times, I'd incorporated a shell loading system inti the fire anim, sadly for some inexplicable reason it would not play nice, and after many deaths a simpler system was created although now even that's playing up. News on Kerminov and it's German counterpart soon.
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Gentlemen after becoming aware of the fact that most of you share the same "i wonder if?" type curiosity as me and seeing Darrens arch has Prompted me to show you these. Yes it is possible to loop the loop with a rover , but certainly not with stock wheels, and I've never managed enough control to do it with repulsors, good luck trying , dl below if you use KK they 'll go straight in just by start of runway( sold as seen) (and seriously they've been around since 0.19) HotwheelsLoop Ramps one appears in structural menu
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Hi, the exhaust and engine effects are derived from the thrustTransform of the engine, in old versions of ksp this was defined via the cfg, but now it's strictly related to the transform. If you are not using module engineFX then you may be able to use the fx offset value to move effects to your chosen location