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SpannerMonkey(smce)

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Everything posted by SpannerMonkey(smce)

  1. Hi that's not the type of autopilot it is. It is a combat autopilot only, although in conjunction with the wing commander it does have some other abilities, but still , it's not the kind of autopilot that will fly your craft from point A to point B for everyday lazy piloting Missile rails and ammo boxes should be safe left on the craft, however if the drag fix goes through, you'd want to remove ammo boxes, weapon manager, and PAI, as all those are affected, and changes to drag cube are not applied to saved craft. That said, there've been a multitude of small changes and tweaks throughout the parts list and for best, assured results all BDA and other mod items that use the BDA core should be removed . All guns missiles and bombs must be removed regardless
  2. This isnt't a modded game question as the question is relevant if all you have is a bone stock game. The 1.4 version added personal parachutes, no mods needed , and so far ( as far as i know) there's no way to trigger the chute while sitting in a cmd chair, this is because technically the kerb is sitting in a pod IVA when he uses the cmd seat. It's either a gameplay question or a question for the addon discussions , certainly doesn't belong in a troubleshooting section for modded games.
  3. Mesh colliders in KSP are convex only, not concave A convex collider applied to the shape on the left will result in the hollowed area being occluded and any part attached there would hover. I would suggest in stead of a single convex mesh collider that you have instead 3 simple cylinder colliders, 1 for the central cylinder, 1 for the top tapered extrusion and 1 more for the mid ring. It's still not ideal though and you'll still have to some extent, though not as bad, some areas on which parts will float , and some, where parts will appear slightly sunken in to the surface.
  4. Hi the problem is not the attaching part, you can only attach to a collider , and by the looks of it that cylinder part has a unity applied convex mesh collider , and that is what the solar panel is attaching to. This fills out any concave areas, and leaves parts hovering above the apparent model surface. The solution other than using the offset tool to make it look nicer, is to make a better collider for the cylinder part, as anything you do to change the mounting of the solar panel, which is correct as it is, will make it a poor for for every other part
  5. I dont know about some of the others, but, BDArmory and SM Industries are not 1.4x ready. Non of the SM Mods or BDA will be updated until after 1.4.3 has been released and reviewed
  6. Hi I can see from your modlist that there are many for which there are NO 1.4X versions currently available, and are likely to remain so until after the 1.4.3 patch has been reviewed and tested by modders.. If you have simply upgraded your game from a previous version then there's a good chance that may of the mods featuring plugins will have some kind of error.
  7. Hi those files are baked into the asset bundles and cannot be accessed. (by normal means available to the average user)
  8. No great loss as ksp 1.3.0 has a multitude of bugs, not present in 1.3.1 And a tip for the future guys, if you want games that last longer than versions, Copy your whole KSP folder to a new location (not C preferably and not your desktop) you will then be able to carry on playing your ancient versions without any risk of auto updates ruining things. KSP will quite happily run without steam, create a new shortcut to the new location and you're good to go . Let steam update the steam version, dump all the mods, because this game breaks most plugin based mods every update , and you can add the updated mods as they become available, and all the while you 'll still be able to play your favorite version with your favorite mods. Playing a modded game via steam is the province of new players only, most who've played a while have other arrangements
  9. They dont affect the drag any longer, the drag is calculated form the parts dimensions and volume, and then written to the PartDatabase.cfg as the DragCube
  10. Hi, the ammo box will only show contents for those resources that are available in BDA and the game as a whole, so if there is a missing item it is likely to be a resource used by another mod, that you do not have installed, I know where most of them come from but not all. So missing items is not that unusual. On to the missing items, the ones that should be there. A weird little bug was spotted in the updating for 1.4 that must have crept in a while back, however the fix can be applied to previous versions also. So here it is, will require that you first delete the BDAmmo_Universal.cfg from the resources folder and the BDAcUniversalAmmoBox.cfg from the BDA/Parts/AmmoBox folder and replace with the ones contained in this ZIP It also fixes the 9.9mauser and the 75mm problem and switches to the most common 75/76mm ammo instead of the rarest, so fewer missing items Note totally unofficial retrograde fix, not issued on behalf of, or, for BDAc . This sets no precedent for retrograde, old version, fix requests to BDAc thread or team members.
  11. I've checked the cfg for the ammo boxes, In the SMA universal ammo box there are 105mmShells;105mmHEShells, In the SMA NavalAmmo pack 20 there are the same shells, However they're not in the Naval Ammo Pack8, something i'll rectify. In The BDA universal Ammo box there are also 105 and and 105 HE shells. In all cases you'll need firespitter for the fuel switch that changes ammo type . Do note, that while the original intention was for the BDA box to be a Central library and store for all the common ammunition types, this has not really happened, mainly because with the adoption of bullet types, it's now possible to configure a turret with the period correct ammo type and behavior , encompassing the resource (ammo type) and projectile (bullet type) So many turrets now fire a particular type of ammo. nothing generic about it. SO it's very much going to depend on the turrets you use where and if the ammo is available in box. For my part most of my turrets have and ammo supply built in which is usually enough for the casual player
  12. Hi, unity and ksp 1 texture/material per mesh, so your 4 textures needs a minimum of 4 meshes , although i see you have many many more than that, for each texture create a material, drag the texture on to that, and set up the material shader properties as you want. Are those textures actually mapped to those parts?? as you say "supposedly uv maps" as the uv map for pod A will not fit pod B, also if they've been converted from dds they will need to be flipped vertically to work correctly as png tga whatever As you have so many meshes , unless they are grouped onto the texture sheets , it's going to be a pain to drag drop onto every mesh item. If all those mesh objects are mapped to those four textures , why have all those individual meshes? it would make mores sense, and be better from a performance point of view , to combine all the parts that share a texture into mesh groups if not one complete mesh . Re the adding of the textures , in blender or unity will work, however if you apply them first in blender , it will export to unity ready for use, with textures and materials already sorted .
  13. NP you can get by without it, BUT it does make life easier, the sub VLS and tubes make those look like a pushover . Once this 1.4x'd up version is sorted there'll be more vls coming with the new ships, although they are built for the ships two are deck mounted so could be used on any craft
  14. Hi , which one, however and regardless it's the same for all, i use editor extensions, so just turn of surface attach, or press alt i believe when placing, and lots of practice No there's no easy way. I do also recommend that once you've loaded it, save it as a sub assembly , saves the pain of doing it over and over, same applies to torpedo tubes, it's a pain we all suffer. . It's important to only use the node attach , do not surface attach, also ensure that the missile fits comfortably in the launcher, with nothing poking through the tubes, fins wings etc .
  15. A copy of your KSP.log zipped up and linked via dropbox would help find a quick answer to your problem
  16. That sounds promising. i can think of 3 obvious uses , for parts i already have and result in a much nicer thing to use. For clarity, mine, I have to ask, as i've missed a good bit over the past few weeks, there are no part changes? The parts are currently the same as was in the final release of IR? The only conclusion is that there's something off with the set up I'm using, should the included IR parts be the same. Will obviously test again with the latest patch and then start messing with hierarchies until it works.
  17. For my part while i love a good and to the point log message, something like that doesn't need to be pinging the log every scene change , or every time the craft gets edited, which these things sometimes do. Once or twice should be enough for anyone who's bothered enough to look. So perhaps instead of always logging , perhaps a setting , a cfg option that defaults to debug false, and needs a line added for debug = true? As with many things, great to have when developing any parts for plugin power , but slightly annoying to have to wade through acres of non relevant info, when developing other parts. That said the 90degree offset is easily remembered. As for it making any difference, to my particular problem, the other parts cfg was indeed 90 offset as it should be , but i've had doubts about the sanity of this install today so I'll have to retest again in a clean install, just to be sure of no interference. I know once i learn the special move, and secret gesture it'll all fall into place like it did for the original IR, until then the fight continues Cheers
  18. Hi, well I'm having no luck getting my formerly IR legacy powered parts to play nice, and by varying degrees they all behave in similar way to that shown in my previously posted video. All my tests have carried out in 1.4.2 in a clean dev game so perhaps i should try the 131 version. Bit stumped as to what to try next, as they worked in 131 with legacy IR, and are built to the same spec as the rework parts For ref, the parts i'm attempting to convert, as mentioned a lot of my parts pivot or rotate, and these being a simple one joint affair seemed like the obvious first choice, as if this one would work I'd be able to set the others up just as easily
  19. Hi just some of the similar questions already answered , forum search is sometimes handy I think between those and the others you can dig up the answer easy to find.
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