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Everything posted by SpannerMonkey(smce)
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HI all engine parts can be made in the same project, for gimbals you need the nozzle to be separated from the main mesh, same with fairings. To get nozzle to move correctly center the pivot at the base of the nozzle, make the thrust transform a child of the nozzle then in the cfg MODULE { name = ModuleGimbal gimbalTransformName = nozzle gimbalRange = 4 } The fairing needs a special tag in unity Icon_Hidden to avoid showing in the build menu and thats about it really
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Back again, I've got the basics of a lol traktor roughed out , its a nice easy set of shapes, so I'll definitely finish it off. And Ref smaller artillery in a more Kerbal sized package how does this look? 3inch seems reasonable for a gun this size, suitably wound down canon shell power of course, but it does have a pitch range of -3 to + 25 and full 360 rotation. Presenting the IBA alpha. (IddyBiddyArtillery) Must admit to not really needing or wanting radial mount stuff, although I know there are some skilled builders out there, building all kinds of mad things out of panels and struts who could likely find a use for radials ( like the BDA howitzer) , so unless I get several requests for radials I'm not going to make any
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I thought that if any vehicle had kerbal written all over it, it was these, dont know if I'd want to inflict a lol traktor on the poor green fella's though, I'll certainly consider doing others if i can find references. ha, just remembered the wot model viewer, i'll see what i can do Thanks for the offer lofi, getting to grips with the tracks is something I'd like to do
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More cannons is not a problem although of late I've been building them into complete less tracks tanks.(tracks kindly supplied by Kerbal Foundries) I dont think the APC dual cannon could be classed as too big but the others range from large to massive. But then again real world artillery isn't what you'd call compact, I can certainly Knock out a few smaller shorter cannons without turrets , but without turrets they are not going to have 360 rotation, It'd look weird. Also I think it's oonly fair if smaller cannons get a corresponding reduction in power, one of the main issues for smaller is that you'll mount them on smaller vehicles and the recoil is enough to tip the vehicle if not in reasonable limits. Still to do a rocket launcher but I feel Baha's got them covered, same with missiles, though I do fancy a huge ICBM on a truck launcher. As mentioned the guns/bombs/rockets all use different methods to make them work, and as Baha is buried in requests etc it may be a while before it's possible , Unless i do dip my toe into plugin development. Also requests are always welcome, as the real world stuff only provides so much inspiration, unlike some I have no problem dealing with the fantasy and theoretical sci fi weapons, so bring it on. In the meantime how about the Kerminov KS1? yes they are working cannon shell ammo boxes.
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[Dev Revived][Part][14/09/14] MOSOI Industries
SpannerMonkey(smce) replied to Niemand303's topic in KSP1 Mod Development
Hi, at present it's still in testing setup , so it's fairly indestructible(hax) so yes it can still land without gear. I have an intention to fit it with custom built in gear as I really object to belly landings except in emergencies It's likely an alpha 2 version will be available for test sometime this week, It shares no names common with previous versions so will not conflict if dropped in the original MOSOI folder. -
[Dev Revived][Part][14/09/14] MOSOI Industries
SpannerMonkey(smce) replied to Niemand303's topic in KSP1 Mod Development
HI, it could be but as they are exactly the same intended size , the cargo bay just uses the wasted space that is not occupied by the IVA, i dont see why you'd bother, it costs nothing to have the cargo bay, the IVA still seats 5 of your finest kerbs in comfort. I can do two versions but don't really see an need -
I may have a go at that a9 as it's a cool shape, as they where weapons rather than actual space vehicles is probably the reason for the lack of interest, as once you say put a kerb or two in it the modder would be just making it up, and I know a lot of modders prefer to have some references to work from,
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[Dev Revived][Part][14/09/14] MOSOI Industries
SpannerMonkey(smce) replied to Niemand303's topic in KSP1 Mod Development
HI, the textures are the originals as sent by Niemand, I've not touched them, sadly I'm not an awesome texture painter so although they may change it's unlikely to be that different, it does require detailing yet , and that's mainly where the improvement will come. -
I had a feeling that's what caused it, I've had a bit of it also, but as you know my instal is very atypical so it's difficult for me to point the finger anywhere except at me for most issues And I thought we'd disabled the exhaust heat thing, maybe a vertical tailpipe is needed or just an upward turn on the pipe
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Hi, they all still work as far as I'm aware. I'm using them in 0.25 64 with no issues, As there are so many wheels available now this packs not really required , and I'm a little out of touch with where I left it, having moved on through many things since the thread was posted, if there was real interest I'd likely continue but as it stands, it is sadly what it is . Thanks for your interest though , and if there are any issues should you want to use the current parts let me know and I'll tweak to suit. Cheers Spanner
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[Dev Revived][Part][14/09/14] MOSOI Industries
SpannerMonkey(smce) replied to Niemand303's topic in KSP1 Mod Development
Good evening all , here's a couple of new pics . showing a glimpse of the completely new IVA , the cargo bay in action and the new faired in engine with heat anim ofc, It still has an eject able fairing which is also shaped to fit smoothly with the new engine shape. The only stumbling block at present is the vessels unfriendly behavior under power, having a horrible tendency to flip end over end without much provocation. I've built literally dozens of one part craft and it's been a long time since I've had one so badly behaved ( even the flying wing!!). I'm still experimenting with the new lifting body module featured in the SP+ addition and I feel a lot of it can be traced there. once I've got used to it it'll be cool That's not to say it's unusable, as you see from images it'll get to space, it's done quite a few launches to orbit from both the Pad and the Runway, it's just a handful , and as i can after all this time playing KSP, pretty much fly rocks into orbit I can deal with it I know that runway take off's not really as advertised but I'm sure a ship that could perhaps return from the surface to it's mother ship may be a little more useful I think the crew like it at least And finally the to Niemand for linking me the files, and letting me mess with his creation -
HI only usually drop in to pick up my latest update , thought I'd just add my two cents, I've been using this since inception and the similar mod that preceded it. It's always done exactly what it says on the tin and I like that, my primary uses are for testing new mod projects in different environments, saves me many hours of repeating things I've been doing since 0.16. I really don't mind that it can disassemble a poorly constructed ship, can't remember the last thing I hyperedited to destruction, it was a long time ago, I've used it for all the normal stuff plus transporting ships and subs to laythe , I know whats gonna happen so am not suprised to find myself 100mtrs up doing 2kms. If you manage to somehow negate the velocity I suppose that'll be good for some, but i'd rather have a stable orbit instead of a spawned ship dropping into the gravity well like a lead balloon. So my ten cents worth is leave it as it is, if it aint broke don't fix it! Cheers Spanner
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[WIP] Infernal Robotics Robotic Arms
SpannerMonkey(smce) replied to sirkut's topic in KSP1 Mod Development
Excellent, that's the only proper way to do it anyway, It's gonna be fun. Can you foresee( go on jump in your time machine:sticktongue: ) any problems with module combination? I've a hundred ideas, and not all of them are robotic arms but most involving some module mashing of some sort or another. I can't for instance see why it would not be possible with some care to create fold able collapsible structures, that could fold out to predetermined units the plugin doesn't care, and the game probably wont. -
Hey was just testing some screwy things and the context window is not showing current draw, probably not important for many but it is something i use when setting up , so any chance it could be added, it's especially useful in conjunction with alt as it allows me to set a specific consumption rate, without it it's back to pathetic maths skills and guesstimates. Cheers
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[WIP] Infernal Robotics Robotic Arms
SpannerMonkey(smce) replied to sirkut's topic in KSP1 Mod Development
HI, again, In preparation for arrival of this plugin I've a question, probably more than one but whats just sprung to mind is. Re transforms, when constructing or altering a model to be suitable is there any special way to set the transforms, z+ up for instance or will standard Y+ up be acceptable? I gather from the OP that the limit on number of transforms to be moved is quite high, is there an upper limit, apart from a stupidly long context menu that is( a problem I already have) Cheers Spanner -
Hi firstly the bad news, unless you are a plugin and animation wizard the tracks wont work So you'll either have to put up with it being static or get clever with the wheel colliders and LoFi's new texture animator , or you could take the tracks off completely and arrange it so that the cut allows for wheels or tracks to be mounted in the correct position,. If this is your first KSP mod it's going to be a steep learning curve , depending on what functions you want, my tank for instance has built in turret , weapons and IVA, with crew hatches, working smoke emitters, lights and a cargo bay. If you want it easy I'd just split off the side decks and side skirts to objects, this should leave your hull core intact, you can the use box colliders on the sidedecks and a convex mesh collider for the main hull , don't forget to allow surface attachment in the cfg as this is how most bits you'll need to make it move are attached
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Hi all just a quicky post to let you know that the latest update is available, more texture work, converted all textures to png , added Phalanx CIWS and single barrel 30mm Ball turret . further work on mk1 weaponised, internal and external some experimental smoke effects when firing, these are a completely new experience being the first time I've messed with the KSP particle emitter. So they may yet disappear if I can't achieve the results I want Due to exceeding the current possibilities of the BA plugin it is not possible at this time to arrange the weapons so that multi barreled units fire in rotation or alternate. As this would entail a complete re write of the plugin please don't hold your breath, as you know Bahamuto has several mods he works on, and I'm patient so you'll have to be also. Thanks for your interest
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I'd really like to see the feature of configurable surface attachable ammo boxes, it's always been a little niggle that I couldn't surface attach to the turrets. I can see this being especially useful for aircraft where external ammo boxes are undesirable. I do hope Baha is able to accomplish this enhancement , but I can live without it until time allows for development.