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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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Hiya , adding the tweakscale compatibility , was a test run, as i've had some major troubles in the past with teakscale upsetting things, It's still early days ,I based the tweakscale calibration on a similar scale to the standard IR parts(Infernal Robotics) although there's probably a more open ended setup I could use. For cool power though the best alternative at present is the Auxiliary power unit I've made and supplied to lofi for the KerbalFoundries repulsors, check it out in his thread , it's very cool if I say so myself. I'm still trying to keep things as simple as possible , I'm not a great fan of over dependance and complexity, as it tends to introduce a ceiling to the level of users taking up a certain mod. I am however looking for suitable options for sounds and power development, In the meantime there will be the addition of an APU to provide non hacky power generation, it's never a problem in dev as I created the unigens ages ago , slap one of those on and it generates whatever resource I need, but I know it wouldn't be popular because of it's hacky perpetual motion type function.. Re. the aforementioned smooth steering, All the wheels I use myself including the versions of released editions have smoothSteering , anti roll and ackerman control courtesy of of lofi and as soon as the KerbalFoundries plugin is out of alpha it'll be a dependancy of all my wheels, it's a complete reworking of how the steering system works and transforms wheels into something so much better. @lo-fi thanks for the offer but I'm quite happy waiting for the release of the main plugin, but of course I wouldn't say no to a custom job, it would force me to understand exactly how it works and get into plugins myself, I never promote things I cant fix ( lofi, I'm sure you'll appreciate the reasons for that) I've still not got this machine fully setup to produce mods, still missing a few of my favourite toys , which Is why I've not pushed the updated parts through to test, hopefully should get it all sorted this weekend and can start pushing stuff out again. Thanks for all the comments pm's and input, all helps to make it what the customer wants, cheers guys, Spanner
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Hi good suggestions all, I like the combining idea and can see a requirement for it , AS you suggest the location in the tree is probably wrong , I've never played any game long enough before breaking it to fully try out the tech tree, I'll change that , although wont moving it now cause you an issue , if you have any active flights with that part on? I know this is all alpha but i still don't want to trash anyone's game over something so simple.. I am working on another set of axles wich will complement the beam axle, which can then assume it's place up front and the new axle will be for rear use, it works fine as front too, although the only place in heavy vehicles you find axles of this design is in the rear position. Piccies and stuff later
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Procedural Airships development thread
SpannerMonkey(smce) replied to RadarManFromTheMoon's topic in KSP1 Mod Development
Liftium love it much s......ing,( what oh gosh golly jolly bad show i was censored! we'll change that to grinning) great idea btw missed drifting around -
[early WIP] The Kodiak Heavy Rover
SpannerMonkey(smce) replied to I.O.M.'s topic in KSP1 Mod Development
Sent you a pm regarding an addition and enhancement to your pack, -
Announcing the NCA Aerotech RotoThrust
SpannerMonkey(smce) replied to SiliconPyro's topic in KSP1 Mod Development
Let me be the first to say congrats it looks great , who cares about the textures if it works well:) cant wait to get my hands on one to see how it works,I want one please. Nice job, -
Great video loved it, dont worry about the spam:) , As i mentioned i drive offroad in RL and it's the closest i can get to how my real world truck behaves, although i dont have the body roll:P I'm thinking of stiffening the axle a bit to stabilise the body a bit more and maybe a touch more damping, what d you think? Thanks for pointing that out Justin , i'm going through all of the parts and many others to rectify these issues, a good reason for letting these out right there, i wouldn't bother as I'm happy to spin them round but i'm probably in the minority and I do like happy customers, cheers chaps
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Show off your awesome KSP pictures!
SpannerMonkey(smce) replied to NuclearWarfare's topic in KSP Fan Works
Altitude 9mtrsASL , speed 235,6ms location Kerbin, who needs boats? -
yes all my parts apart from the bits that are yours and the squad wingy bits, seems theres some unaccounted for drag coming from somewhere, tested thing in pics along side DasKat my long term water toy, now it's a given that the cat is much lighter but the thing in the pics has 4 times the power, now why does kat do over 256ms in the water and something in air with 4 times the power and allegedly no friction barely scrape 150ms and yes i know these are stupid figures but thats what i do, i go fast Current test 2000 miles in and no problems or excessive vibration reported by crew of 20 discerning Kerbs
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It is my considered opinion that these new repulsors are bleepin marvelous , currently on way to south pole , i think that'll test them . now of course we need some aerodynamic ones now we can go fast for thousands of miles, muhwahaha, hope you realise you've just opened up a whole new arena for my creations, Cheers buddy
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HI due to the way the IR part of the axle has to be laid out it can make positioning quite interesting, It is best achieved by selecting the axle from the menu, placing under the vehicle and rather than flipping left to right it should be rotated forward or backwards,. Also once launched you will need to invert the steering on the last placed axle, combining wheels in this manner causes the wheel module to be unable to distinguish between front and rear units, Another small issue , visually because of the weird effects produced by the tyre pattern the wheel appears to rotate backwards, it's really an optical illusion unless you do have them on backwards, perhaps a texture tweak to mark the front direction of the axle would help to make life easier? Best performance with the forks is achieved by combining the forks with a stock IR hinge this enables the tilt, for full range add a sliding rail as well and you can enable side shift.. Glad the parts bring some enjoyment. EDIT sometime later, I've redone the texture on the beam axle to enable easy alignment, On the drive flange at front and rear of axle there are now colored spots, RED spot should always face forwards , and Yellow should always face to the rear. Hope this helps with the issues. Spanner
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Importing stock parts
SpannerMonkey(smce) replied to V!nc3r's topic in KSP1 Modelling and Texturing Discussion
Hi the only way at present is to export to blender using this That will give you the stock model but without textures, there are other tools to enable extract of mbm files. Be warned that the export messes up transforms turns colliders into objects etc, all of which need sorting before you can work with the base model. Then once cleaned you can export it to dae and then import to another software if you don't use blender. The copyright sort of allows it although re releasing the same model under your name would not be cool and would likely generate a fair amount of displeasure. It is very useful however to be able to see how something is put together, or as a scale part to work off for your own parts. -
Hi , been playing WOT since closed beta and although not so active now I still pop in and kill stuff now and again,. My all time favorites and most successful vehicles have been the jagdpanther, loved chasing stuff around with that , it was very agile at one time, the ferdi I still have fully upgraded with full on crew is great but you need a good team to back you up, that said it's very deadly in the right conditions, it's rate of turn means you really have to be careful where you place yourself, the same goes for the JagTiger as much as i love it, its a shell magnet, Did try a buddies jp2 but it wasn't so nice it felt more like broken arty than a useful TD
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Hi all just bringing it to the attention of those who want to make Rover Wheels that I have created and release a complete basic wheel building package for unity 3 onwards, It contains all you need to make your first working KSP wheel Get it in my wheel thread along with loads of very useful and rare information http://forum.kerbalspaceprogram.com/threads/83200-Rover-Wheel-problems-SOLUTIONS-and-New-UNITY-wheel-build-package?p=1215204&viewfull=1#post1215204 Please read the notes regarding package before use
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@ lofi, cheers buddy that'd be cool although I'm quite happy to wait until it's ready, let them wait for ultra cool, the can put up with cool for now:) @ sirkut Thanks lots, none of them would have been possible without the help I got from you and the chaps when I first started down the wiggly IR path, just running final tweaks on the rams, cranes and hydraulic forks I made a while back and i'll stick those in too Definitely a lot more stuff to come, and my new beasty pc has just arrived oh happy day!!
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Ask a stupid question, Get a stupid answer back.
SpannerMonkey(smce) replied to ThatKerbal's topic in Forum Games!
Never did before Is that supposed to be stuck like that?? -
Hiya Theres nothing intuitive about how these things work, even though very stable they only actually provide a reliable force straight down unless something has changed that i dont know about any angle away from vertical will result in loss of apparent thrust effect, If Y is up and Z is fwd and X being left and right any tilt plus X or minus X will give some support But any rotation around X so tilting back and forward results in rapidly diminishing effect( I think thats right anyway( lofi'l turn up and make me look silly now you watch ) And a little Gif advertising how cool smoothSteer and AntiRoll really are, vehicle spacecab, location KSC wheels mine, speed 39.5ms(yes really) lock to lock down the runway, no hassles no crashes