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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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You need a drag cube somewhere, either the game generated one , or a modified one in your cfg, no drag cube = no drag = splat Once you had deleted the old drag cube/s and restarted the game, the game should have rebuilt a new one . At worst it will have defined a procedural cube, but even that is better than none. Recheck the part database.cfg to be sure what has happened.
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Hi all, More basic builds of crafts added to craft files ( under spoiler lower part of first post) Subs still to do, will add shortly. Added all those things that have a set of parts and perhaps no instructions
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Hi , there needs to be some internal changes within BDA in order for it to be truly functional. The missile itself performs admirably however In the current release the targeting is less than optimal (annoyingly unreliable), but then up until a month or so ago , non of it was working I'm fairly confident that once the changes come on line, space combat in one form at least will be possible ( hits in excess of 100km have been achieved in testing) and i think we've all wiped out the space center from orbit0
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Hi all, who have patiently waited, I'm pleased to say the final issues have been dealt with and pending a quick review by the team we are ready to re release MalFunc Weaponry. Many things needed sorting in order to bring it back from the dead, my first look was less than thorough, and some glaring issues needed addressing, including but not least the re tuning of every missile in the mod to what we consider perfection. Repairs to MK29 launcher and missiles , repairs to Otom turret etc, more details in release thread. The next version will be a full release and will be found shortly in the Addon releases section and on Github. . I will now close this thread as allowed in the mod permission ( available to moderators on request)
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I shall fire up an old unity version and grab some images, however simply put , a parachute in KSP contains only 3 parts . The base , this is the part that holds everything and is attached to the craft. Cap is the cover that protects the chute when it is stowed, this cover pops off when the chute is deployed , and the canopy This is a chute for a kerbal , but the workings are identical for them all Note the hierarchy it matters , making the cap a child of the base will stop it popping off , for example Base Cap does not normally have a collider, fitted one in order to make it more visible for image and finally the scaled canopy inside the base and below the cap Hope this helps.. images from a unity 4.2.2 project ,
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Hi , a quick check of cfgs ( from the DB download v7) shows both guns and missiles to be needing some updates and cfg changes in order to work successfully with BDA 1.2.1 and KSP 1.4.3 ( same goes for KSP 1.3.1 and BDA 1,1 final) BDA has changed quite a bit since your last update. Also worth a mention as you have it as a dependency that NKD is also needing updates before it's ready for 1.4.3
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Hi again, the FBX doesnt help much as i don't know from that how you've set it all up in unity. I found in my old bookmarks a guide to making KSP parachutes, that work , SO if you go through it all again and follow the instructions included in the post below you should end up with a working parachute. i will say though, that i think that chute is a little small to slow that capsule, but it's been many years since i've parachuted anything vaguely to do with space.
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Hi, there's something very wrong there, that is not what is in a normal parachute cfg, and unless you're using something really odd to edit text files i cant see how dragModifier = 3.5 turns into what you have posted , you need to examine the stock parachute modules, and you'll see that what you have pasted is nothing like whats supposed to be there. What are you using to edit text files btw? MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 3.5//<<<<<<<<<<< make this number higher to increase deployed drag } Parachutes are fairly simple , provided , they are aligned correctly , and animated correctly , and in my experience perform best when all but the canopy is at scale 1 in unity. The drag cube for any chute will be a 3 part affair , with the first section being stowed drag and the second being semi deployed and the third being fully deployed, you can view the game created drag cube in the main KSP folder by viewing the PartDatabase.cfg, and searching for example for parachuteDrogue AKA parachuteMk25 will get you this PART { url = Squad/Parts/Utility/parachuteMk25/parachuteMk25/parachuteDrogue DRAG_CUBE { cube = PACKED, 0.8769,0.6603,0.9837, 0.8761,0.6589,1.012, 1.522,0.7996,0.7116, 1.522,0.7965,0.2135, 1.522,0.8871,0.461, 1.522,0.829,0.6746, 0,0.226,0, 1.233,0.5889,1.233 cube = SEMIDEPLOYED, 2.924,0.236,0.787, 2.93,0.2397,0.787, 1.522,0.6173,10.66, 1.522,0.5337,0.2106, 90.02,0.6607,0.6352, 90.02,0.6596,0.6914, 0,5.201,0, 1.233,10.54,1.233 cube = DEPLOYED, 7.385,1.653,2.153, 7.387,1.659,2.153, 15.68,3.151,10.53, 15.68,1.98,0.2107, 93.9,3.389,2.022, 93.9,3.384,2.055, 0,5.203,-5.96E-07, 3.958,10.54,3.958 } } Be aware however that each cube is generated for a specific model, if your model is correct then it should have produced it's own drag cube , that you should find in the same location . You should use that over any other parachutes cube
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Hi , there's not really any craft files for many things, I've never seen two J class that are the same, however most do bear some resemblance to various classes of WW2 destroyer, although they're quite happy to be other things as well. I generally don't craft share as my craft don't share well. they're usually full of index errors from frequent patch adjustments , i tend to use exclusively my mods to build them, and the big issue in the past has been the amount of parts i have that are not going to be released ever , these have sneaked on to many uploads and been quite troublesome. I can however supply bare versions of hulls just the hull and decks were applicable, and bare ship builds, for those with defined superstructures without too much trouble. The best suggestion is search out images, particularly as the J hull is popular it's had a lot of craft built upon it, you may even find them on KerbalX . Jclass bare hull and tanks https://www.dropbox.com/s/3edxclxwlkhez05/Jclass_Bare_Hull_with_Tanks.craft?dl=0 Landing ship basic build all decks fitted https://www.dropbox.com/s/4zzcxp26lx6ozvv/Basic_LS_Hull_with_decks.craft?dl=0 Basic CK no weaps or engines https://www.dropbox.com/s/rbg4kcfdmmfx4a1/CeeKay Basic 143 2018-1.craft?dl=0 I'll add some more basic builds to the OP, but it's fair to say that building a decent J is not the easiest thing in the set, but it does look so cool when you get them right . The J really needs some more varied parts for the upper works, while you can build one using only SM parts , the part count tends to rocket up, so using upper chunks from LBP is the best option for many
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Hi, the thing is , it's intended behavior not a bug, when BDA was created I doubt it was envisaged that the mods powered by it would massively outsize BDA, it was a big mod in it's day. The trouble being , is that in changing it to only list BDA parts in the BDA category , forces new weapon mods to either create their own category, something that pure part modders will have trouble with, or put up with having their parts listed in Utility or some other universal category . Re the autostruts, no they dont work on ships , should put that in a known issue section, and have been found to actually break ships , especially multipart hulls like the Jclass (and all of LBP) Also the masses and dimensions of the parts cause issues and unexpected twisting forces . I've recommended that users of SMM and LBP use KJR in pref to any other method, Whereas autostrut simply reinforces a joint, depending on the option chosen, very badly. KJR creates more joints effectively locking the parts together. ( unity limitations mean that a single joint can never be rigid)
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Hi I've been through your log, and nowhere do i see a jammer being activated , i could have missed an activation but I'd expect jammer trouble to show itself in repeated activations of the unit . Also in your log you fire exclusively AIM120's these are radar guided and will not be affected by flares, radar guided missiles need chaff to break up the radar signal , Flares are only a suitable countermeasure for heat seekers . Similarly BDA jammers are only effective against radar primary and terminal guidance type missiles not heat seekers.
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It's known issue related to unity/ksp and Physics range extender, however , all PRE does is make it more evident , even in a pure stock install the effect still occurs. It is very bad in KSP1.4.(useless) . and has been noticed by all. At no time has it been noted that it's anything other than a graphical glitch, any other behavior, such as the wobbling you mention is likely being caused by other interactions
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I'm currently discussing this with the BDA team, as it is not my choice to list them in BDA. The BDA code hunts down any part with a weapon or BDA module and assigns the BDA category automatically . There is nothing i can do about it from this side any change will be need to be made within BDA. If you check the individual part cfg's you will see that the category = none. All the SM Mods are sorted by manufacturer not the category.
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Step 1 go to the main KSP folder and open the KSP.Log. Step 2 search for the problem parts or for plugin related errors Step 3 identify the issues Step 4 hopefully rectify the issues Step 5 run the game with fixes in place . If fixes don't work return to Step 1 ( or Step 5B, having identified the troublesome item/plugin , create a clean install, bare bones, with enough to allow the troubled mod to run, this gives you a quicker starting easier to debug game, and return to Step 1) There's obviously a lot more to it, like knowing what the log is actually telling you, and you only gain that understanding from experience . The normal KSP.Log supplies enough info to track down , identify and fix most problems. Cfg errors, texture errors, localisation errors etc are all in the main easy fixes. If the errors discovered involve a plugin that's a whole new level of understanding, and unless you're making replica stock parts, that use no other code/modules than squads, you will need to get a basic grasp of how the plugins work, what they do, the kind of errors they produce, such as wrong version errors, missing dependency errors ( these last two are pretty common in the logs I view daily) life can be very difficult if you have no clue and have many dependencies
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Hi, you have either failed to or messed up the installation of SM Industries The versions currently released are no different than my local versions and as such they will if installed correctly work perfectly. If you in any doubts as to how to install I shall explain below extract the SM Industries folder from the zip archive Place the SM Industries folder , complete into KSP/GameData The same process can be used for all the uploaded mods. All mods should be extracted from the zip folder and the mods folder placed into KSP/ GameData. Do not move files or folders within any of the mods and do not install to another location. See below typical GameData folder contents, note how they are arranged note the folder names . This is how my mods should look when installed correctly Should your problem persist a zipped copy of your KSP.Log will be needed to identify your problem.
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Hi all the message systems and those used by mods are in the main, code based and the strings within are hard coded ( displays the nominated text and only that) . SO not something that can be accessed by the average player. There could be another mod out there that allows user input in order to display a message I can't recall seeing such a thing though.
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Sounds very much like you've installed the wrong version or have a deranged install. Hi the HP editors inclusion was an error , it's a dev tool and cheating The damage system is currently under review , as it is not so much the hit points, as much as the ability of guns to remove them. Ninja'd
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Which is exactly what i tried pretty much, a field of fixed planes , with a KSP alpha cutoff bumped shader , not very pleasing to look at , technically it's fine, just doesn't work very well in KSP ( in the case of grass, it works really well for other things) (trees for example dont look half bad)
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gameplay lost
SpannerMonkey(smce) replied to bubba's topic in KSP1 Technical Support (PC, unmodded installs)
Hi i note that nowhere have you linked a copy of your KSP.log or an output log, this usually means all you'll get in response is guesses, educated guesses i grant, but guesses all the same. As your case seems fairly exceptional rather than the norm, given that since my first game in 2012 to the current date I've never had a game revert to zero or had data miraculously disappear, and on checking, non of the players and mod makers i socialise with have either . This leads to believe that there's something else going on, and the only way to ascertain exactly what that is , is for you to supply some logs . -
Bahamuto Dynamics Armory Continued addon list
SpannerMonkey(smce) replied to Dimas152's topic in KSP1 Mods Discussions
ALL dependent mods . It's coincidental that those mentioned so far are in the most part by those involved with BDA directly -
As Doc says depends, though i'd guess around 30 mtrs or so . However what they are not really suitable for is standoff use , bow mounted fired from a static vessel, my experience (lots of exploding ships) leads me to recommend that they are stern mounted and deployed from a moving vessel. While not historically correct in all aspects of use, they are very effective at clearing deep floating sea mines and submarines
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Hi as a pure parts mod this version will work , almost all the way from 1.2 to 1.4.whatever . It is very unlikely to cause any issues, apart from hurting your eyes with the ugly :). I would say with complete confidence it is completely safe to use in any recent KSP version. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Where's the update??? Quite simply there isn't one, Why? Because it's pointless. LBP is old, the models are horrible (mostly) the texturing and mapping is a disaster, etc etc etc. So what's happening? In short I'm throwing a match into it, watching it burn, and replacing 80% of the items within. It will not be the same . parts may be similarly shaped, It's very unlikely that there will be as many parts and it will be arranged internally very differently, although the modern and WW2 elements will remain separate LBP as it is today will remain as a legacy version. LBP2 will be heading toward the same standard i use on SMM, ships look like ships, and more importantly behave like ships( as much as they can within KSP) The following items are likely to remain, everything else is going in the fire. BB2 battleship hull, Lizzy hull, DDG10k, and because there's already a decent carrier mod, in the Nimitz, the LBP carrier may persist , but will not be replaced (any time soon) with a newer version. Everything else is doomed, 99% of the WW2 parts are a horror show, and will be replaced en masse. Although they will still be modular more importance is to be given to the look and function of the vessel as designed, rather than making things work whatever way they are fitted . Much like the J class in SM Marine, it's modular, but you cant plug part F into part B and have a smooth transition. Happy to take opinions and sensible ideas/requests. Update SM Industries allows the current release to work correctly in KSP 1.4.3 and can be found SM_Industries Localisation, Custom Categories, and 1touch texture switch For KSP 1.4.x
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Bahamuto Dynamics Armory Continued addon list
SpannerMonkey(smce) replied to Dimas152's topic in KSP1 Mods Discussions
Hi, Stryker Armory and Aerospace has now been updated to 1.4.3 Also on SM Mods list SMI Missiles and launchers, available from the main SM Armory thread 4 more still to come