Jump to content

SpannerMonkey(smce)

Members
  • Posts

    3,689
  • Joined

  • Last visited

Everything posted by SpannerMonkey(smce)

  1. Hi depends, what do you want to do with or around it, do you want to use mod or stock parts? All these things will need to be known in order for advice to be given However if you want to use mods, it's simply make ship model, install kerbal constructs ,and place your model in the sunken location you desire
  2. HI as mentioned all the way through the thread you will need to KJR in order to use these ship parts. Quite simply they break all KSP rules on mass and size, as such non of the stock methods of reinforcement will be effective.
  3. I'll add to sarbians post above , that your engine actually needs , based on the posted cfg, TWO thrust transforms. One called thrustTransform and second called thrustTransformFX PS if you have the transforms in place and exhaust damage turned off , the thrust will indeed pass right through the part , most if not all KSP propeller engines that can be found in various mods, have the thrust transform just behind or right on the prop itself, so usually inside or adjacent to a collider
  4. Hi, if the shield is meant to stop projectile weapon missiles etc, there's no way for that to work, ( from a pure part standpoint) anything that's intended as a shield has to have some form of collider , the hit/hits has to be detectable , I tried every layer in the book including made up ones , and thats the way of it. No collider/rigidbody = no shield Also worth noting , that as we've done shields already I can tell you for certain that you do not want full physics acting on your shield, in fact the less effect it has the better , shields are supposed to be energy shields, so you have to compromise. otherwise you can't use the shield in atmosphere, which is the only real place you need it as there are still only limited possibilities for space combat, full physics means massive drag , and gawd awful atmospheric and re entry effects . I suspect there may be a way to do it purely through code, but the shell/shield will still need some of of being detected easily as being hit , so maybe a collider will always be needed For ref see thread below
  5. Hi, you'll be glad to know that you are not alone in this problem. I've similar things, usually two colors , and since 1.4 it seems that i can't have more than one light module on a part, without having , as you mentioned weird effects occur, and i was running completely separate lights and emissives. SO whatever the missing key i couldn't find it despite many different arrangements and compromised ( ) and just rolled the lights into one animation. which i gather is not something that will work in your case. .
  6. In the image of the collider why is the pivot not in the center of the object. even colliders need to follow the rules , and the pivots should always be central and aligned with those of the main model, if the model is aligned Y up, the colliders should also be Y up. The misplaced pivot can cause the mesh to deform when loaded in game, it will also cause weirdness with the drag cube and bounds box, as it will not be central
  7. One of the things being worked on at the moment is the appearance and function of the BDA' windows, however, I think you're the first ever to ask could the radar view be made bigger, It's huge. Making things smaller and less obtrusive has always been a desire, especially for that huge radar window. @Papa_Joe Bigger ????? who'd have guessed
  8. @lancefoxcia just had a quick read , and had a look at the latest version of your mod. One problem only minor, a change in the bullet definitions you need to remove the line bulletDragArea = 1.209675e-5 The other thing, I think you're doing your mod a disservice by using cannon shells for everything from the BT7 to the KV, why you ask, simply because that means that the loaded ammunition is the same weight all the way through, as the resource mass is defined as , the projectile, case and propellant , the bullet mass counts for nothing until it's fired. So in the given example KV BT, the BT carries 86 shells with a mass of 1.6tonne give or take, and the KV ships 35 which comes in at around 600KG , which makes no sense the KV ammo is huge warship sized stuff , whereas the BT's is tiny by comparison Well worth defining the resource and it's mass to match the bullet , which will balance things up. I think putting 1600kg in a BT turret will make a suitably dimension hull very tippy, especially when those turrets are very light by design Also be aware that the bullet and damage side is currently under review and things are likely to change, in order to bring some sense to the current damage imbalance between caliber and type
  9. MALFUNC INDUSTRIES Reborn V0.99.98 For KSP 1.4.3 and BDA1.2.1x Update MF to V0.99.98 BugFix Fix for RAM Launcher Turret showing as unknown part in editor Safe to merge with existing V0.99.97 of MalFunc Industries
  10. HI it's very much going to depend on the license that mod has, if it's favorable , allows redistribution remixing ext etc , then there's a good chance you could bring it back. If it's unlicensed, then without express permission you'll not be able to do anything with it. Do note the the LCARS mod is ancient, ran using a plugin that would need to be remade to current code API. The sciFi ship yards mod is from before the node overhaul so all the connection nodes are wrong, and the craft in general require a huge amount of work to even come close to being useable in the current game. You could get away with a lot more in pre 1.05 ksp, and many one part craft mods ceased to be of any use afterward. Not to say it couldn't be done, though simply updating cfg's isnt going to get anywhere near whats needed today Also worth a mention, is that I've brought a few mods back from the dead and without exception the moderators on the forum have required that permission be obtained from the original creator, which involved some major detective work in tracking them down to wherever they hang out these days.
  11. Today, i mostly frittered hours away racing Kerbals around in very large circles, whilst recognizing that @Azimech builds an amazing stock car . Lowell Blackout modified , and CanAm racer on the wall ( 2.2 km across, 6.9km track surface loop) Running hands free at over 100m/s
  12. Mostly your hierarchy and the weird was you've done such a simple thing out of many meshes A parachute in KSP ( as far as i'm aware) is expected to be just 3 parts , Base Cap and Canopy . Even in your model that could still be easily achieved, the base should only be the base for the chute , not the whole craft Non of the pivots seem to bear any relation to the meshes , being somewhere in space, there are also present, all of the possible incorrect pivot rotations and hardly any of those are on any alignment that can see I though I'd posted this before but it seems not Read the following it precisely describes the how to of a parachute. It simply will not work any other way . AND check those images i posted previously compare that hierarchy and the rotations to yours. the answer is there and has been for a few days
  13. MALFUNC INDUSTRIES An SM Industries group KSP mod -------------------------------------------------------------------------------------------- Download from GitHub Download from SpaceDock This version and subsequent versions will be maintained as is. Although improvements and refinements will be made when required, it is not my intention to add extra parts. There being plenty of mod choices already available. For similar time period weapons see SM Armory or SMI Missiles and launchers or for WW2 turrets and parts see Naval Artillery System (NAS) Or the many other weapon mods available TO INSTALL Extract the folder MalFunc Industries from the Zip archive and place the complete folder in KSP/GameData Do not separate or divide the folders. Do not install into either KSP/GameData/Squad or KSP/GameData/BDArmory When reporting a problem please make it clear which version of KSP you are running , which version of BDA , and which version of MalFunc Industries. In the case of suspected bugs a copy of your KSP.Log will be required MALFUNC INDUSTRIES Reborn by permission @Themorris Current Version V0.99.98.2 - KSP 1.4.4 complete remake of MK41 vls tubes, not likely to be craft safe Suitable for BDA 1,2,1 Onwards Changes from previous Versions Custom Category in editor makes parts easy to find , thanks to @DoctorDavinci All changes required to meet newest BDA spec. weapon module cfg changes Bullet type and definition Radar parts updated to latest BDA spec Rebuilt Otom 76 to correct issues and re scaled to correct size Remade Mk29 Turret to correct issues Remade Rim163's to match turret changes and retuned to Retuned All missiles to behave correctly, enhanced tuning by @TheKurgan IMPORTANT INFO DO NOT MERGE WITH ANY PREVIOUSLY INSTALLED VERSION OF M.F.I. CLEAN INSTALL ONLY . FOLLOW THE INSTALLATION INSTRUCTIONS Parts License Source Original development thread Special thanks to @XOC2008@TheKurgan@DoctorDavinci and the rest of the team for providing assistance, making my life a lot easier and the motivation to get it done
  14. Hi, I think we can say with some certainty that if in fact your craft is wobbling, it is not related to the texture problem. However the texture problem can indeed make a ship look like it's wobbling as bits flicker and disappear momentarily, it looks wobbly but isn't. Many of us are experiencing the texture problem, just check out recent KSP youtube vids, you'll see lots of the same behavior . some interesting comments on the problem below . SO you can see that there's not a lot you can do about it, aside from go back to KSP 1.3.1 or wait until Unity fix the game engine, It's not really even a thing that Squad can do anything about , as I'm guessing they've already optimised their texture bundles to the maximum
  15. no really it's not April again is it . SO for the mod developers not inconsiderable time, you're willing to allow $100, what per item , or per mod? Several mods available for this game contain many more parts than ever supplied by Squad (god bless their cotton socks) a few i can think of would comprise a half decent games content, never mind a few more parts. As for the time invested,, for a decent mature mod think years, not weeks. Lets be honest here, brutally so, the mods in this game are generally, if the modder knows the score, less buggy and better maintained than the game they run in, however they are all restricted by what unity and the KSP API allows them to do, having the mods brought in game will not change that. If you seriously think that by bringing mods into the game it will somehow make it better, you are mistaken, the games already laboring under a very tired code base, many of the mods have plugins of one sort attached, some of which do things that Squad never considered, and all of that would have to be added to the base game, and guess what , you think 1.4.ughh is messy , it barely comes close to what would happen. We wont even go into the many different art styles present, oh yes some of them look stockalike, but hold them up to stock, and guess what looks the best ( and don't even try to state otherwise) , not the stock parts , not by a long way, so more styles, more parts that don't look like they belong so more chaos. So to bringing mods into the game, It's a big fat NO. In general most mod users would be better off , reading the mods thread , checking any issues, and the proper install procedure, instead of banging on the 'I want it now' button of the mod manager of their choice. BTW KSP player since 2012 so i've seen it all in a gazillion hours of heavily modded playtime. This has been done to death 1000 times, it's even in the things they wont do list. So a swift locking is in order. https://forum.kerbalspaceprogram.com/index.php?/topic/129403-check-here-first-common-suggestions/
  16. 99% of all the working VLS and other tube type launchers are simply missile turrets with 0 (zero) pitch and yaw , if there's another way to do it , that i haven't already mentioned in response, I don't know about it. You arrange them just the same, they still need a yaw and pitch transform, and that's it.. As with all the BDA parts if in doubt find one in another mod and pull it apart, as you've done BDA stuff previously it shouldn't take much to work out whats what .
  17. Why does or should it matter? How it functions is an irrelevance, all that matters here is that it does what it says it can, which in this case , is move craft great distances very quickly. Note the thread title A Star Trek Trek inspired warp core for Kerbal Space Program. It doesn't say a perfect replica in form and function
  18. You'll need to provide multiple attach nodes , in order to have the missiles located as close to the doors as possible. Also as i mentioned how the launcher is set up will have an effect, in descending order of reliability when used in guard mode. Top choice any properly set up and cfg'd missile turret based VLS , next cargo bay module based launchers, properly configured and working as cargo bays , which is the only way the AI can use them. and right down at the bottom of the list is a box with an animate generic animated lid
  19. Hi , without seeing how the part is set up in unity, every intimate detail, part rotations and scales etc it's impossible to know. I really suspect at this point that you have something wrong in unity , probably related to the parts rotation Every part in the game gets a drag cube, and if the game can't make one, it gives it a procedural cube( nasty things) So the chute you mention will have drag cube either in it's cfg or created by the game each time the part is loaded, and that as you know is to be found in the PartDatabase.cfg. The reason for the no drag modifier is simply because his chute generates enough drag without one, it's not required, and in some ways the modifier is a bandaid solution to the chute being way too small for the job it's required to do . I'm unsure what you mean by make a drag cube? we are losing meanings in translation i think. You cant really make a drag cube , you can modify already created ones, and the game generates new ones, but no , it's not something you should just make up. The link that was posted several posts ago , includes a link to a drag cube modifying tool ( you can make things more or less draggy) though you should know about that if you've read the link post, which has some of the best info in drag cubes to be found. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ DRAG_CUBE { procedural = True <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<THIS SHOULD NOT BE HERE cube = PACKED, 0.2515,0.7794,0.7982, 0.2515,0.7805,0.4945, 0.3272,0.6346,2.566, 0.3265,0.9342,2.366, 0.9639,0.8088,0.9319, 0.9639,0.9715,0.9578, 2.98E-08,-1.006,0.1003, 0.7929,2.493,1.45 Re your made up drag cube. procedural = True Does not belong in there, and where or how did you get that combination? procedural = True Is what the game does when it cant work out a drag cube , and is never found complete with cube = . procedural = True only usually appears on things with multiple animations, and never as you have it there If that is indeed a proper drag cube for the part remove the procedural = True and see what happens
  20. Hi, with Vertical launchers and any tube type launcher it's important that the missile is not obstructed or touching the launchers colliders. Will the missile fire manually? you should be able to , with guard mode off select the missile from the WM, and fire it with the mouse. If it will not fire manually , go into the BDA weapons setting window and turn clearance check off and re test. If it fire with clearance off, then there's a problem either with the mounting of the missile in the tube, or the tube itself. It's also worth pointing out that the AI likes SAM's to be able to be pointed at the target, not trapped in a deep tube, and 99 times out of 100 if there is another weapon with a better chance of a hit then it'll use that in preference.
  21. Hi , congrats on the messiest log of the week, you sneaked into the lead by one extra copy of MINI AVC, at 30 of the same DLL , it 's a championship effort. You are running numerous mods that are not updated for any 1.4 version, never mind 1.4.3 . Your huge log file consists mainly of errors and null reference exceptions, things that cannot load because they are in the wrong KSP version. I very much doubt that any save this log is attached is worth the effort of saving. The shut down is probably the game simply grinding to a halt due the huge number of problems. However if you're willing to spend many hours cleaning up your game data folder . Remove all but one of the MiniAVC dll's , then you have to check that each of your chosen mods is ready for KSP 1.4.x , not maybe or perhaps, but certain, the mod maker said so certain. Remove all of those that are not . As a rough starting place, infernal robotics, BDanimation modules , marinepack Firespitter , Kerballoons all have a problem, either huge, like referring to long obsolete parts , and/or not loading, or serious cfg or patch errors, you seem to have multiple patches doing the same thing. And i've probably missed several thousand issues in that 937342 line log, Sadly there is no easy fix.
  22. Yay, the man who didn't want to be a modder makes a mod. Congratulations, Time to make excessive amounts of space junk
  23. I've added link to the first post and clearly indicated current version to be used. Below is direct link for download https://github.com/SpannerMonkey/SMIndustries/releases/download/v1.03/SM_Industries.for.KSP.1.4.x._280418-1.zip A link to the thread and a direct link to the most recent release of parts https://github.com/SpannerMonkey/Large-Boat-Parts-/releases/download/V3.9.3-beta/Large.Boat.Parts.V3.9.3.BB2.zip Do however read the post link posted as it contains important information regarding LBP.
  24. Hi you cant really or easily make one yourself , and do read that thread linked above, but as a rough guide the drag cube is comprised of 6groups of 3 numbers in order the numbers relate to Area, Drag, and Depth.
×
×
  • Create New...