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Everything posted by SpannerMonkey(smce)
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[WIP] Infernal Robotics - Next
SpannerMonkey(smce) replied to Rudolf Meier's topic in KSP1 Mod Development
Hi, that all seems fairly straight forward, all seems logical. All seems fine in SPH though still need to retune the limits . Problems aside i see no trouble adapting everything to the "Next" method An explanation of the following would be handy , as in what they do Speed is still degrees/sec factorSpeed = 20 factorTorque = 35 zeroNormal = 0 zeroInvert = 0 pointer = 0, 1, 0 Given your quarternion induced suffering i apologise for this next bit Ive converted the first couple of parts for testing and although everything works just peachy in the SPH when tested , performing the same test in flight scene results in RUD, very little showing in the log , mainly a host of collider punch throughs and collisions, for ref, testing in 1.4.2 (in the hope that one day we'll get a fixed 1.4x) I initially thought the cause was my interpretation of the new module and I'd applied far too much speed or torque, so i reduced these to a minimum value,. What appears to be happening is that the rotational force is being applied to the whole craft causing the craft to flip forward violently, this became apparent when i minimized the speed and torque and it happened slow enough to see. The side to side rotation seen is likely as result of the supplied torque being unable to flip an 11 tonne vehicle , causing the tracks to slide instead. video unlisted Despite their outward appearance both parts are pivotrons , the main part being a large A frame crane boom, and the smaller, a stabilizing blade for when the crane is loaded and lifting . -
[WIP] Infernal Robotics - Next
SpannerMonkey(smce) replied to Rudolf Meier's topic in KSP1 Mod Development
@Rudolf Meier Hi, i've a stack of robotics parts scattered around in my mods, cranes boat lifts, bridges (even a full mech kit) , and was wondering if there are any setup changes, cfg differences between legacy IR and Next IR . Any advice you can offer would be appreciated. I see you're having trouble with the latest build so worry about that first Cheers -
Hi, not trying to rain on your parade, but why do you want to make a mod? Most if not all the mod makers i talk to, started making mods because they wanted something in their game they couldn't get anywhere, and were then willing to put in the not inconsiderable time and effort to make it happen, and if you see it on the forums more untold hours in wording threads ,responding to questions fixing bugs, supporting the mod through KSP updates etc etc . Not one of them do it for, fame ,. fortune, money, rep or glory, as there's not really much of that to be had. SO you really have to want something bad in order to see it through to the bitter end, and then keep at it when KSP changes wreak havoc, over and over and over again. I can't see how if you have no motivation to make things for yourself , how you can motivate yourself to create and support things purely for others entertainment. I've helped a good few new mod makers with their first steps, as a lot of us old guys do, and it's always the same story, "I've made this thing, and it doesn't work like i thought, please help" It's never "hey mister i have no clue but wanna make a mod help me ". I'll always help the former, and never the latter, for the simple reason that the former is motivated and the latter is a dreamer. Good luck all the same, because you'll need it
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For some of us , KSP stopped being anything to do with space a long time ago, and only about the world provided, the editor and what you can do with it I'm sure the many thousands who've downloaded and use various marine mods would completely disagree with you . Once you've done the hard things, been to the planets etc, how boring is space?, nothing there, nowhere to go, so instead of doing anything different , you do the same thing over and over in more complex ways, and if you did those things way back in pre ksp 1 days, have been around long enough to see the way things are, you'll not go back to many of those planets ever again, because they are all the same now as they were then. That to my mind is dull , but hey whatever floats your boat, or in your case doesn't If you are the same person who recently posted to the BDA issues page i suspect you've installed your mods incorrectly, as all the things you mention are indeed working, in any version you care to mention. Please read And at least try to supply some of the info required
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I'll second this , and most of the other related comments. Diving in at the deep end only leads to frustration, dissatisfaction and abandonment , and trust me a space plane mod and all the bits that go with it , and the other bits you'll undoubtedly be asked to add, is not on the easy list of my first mod There's plenty of us here who've been exactly where you are now and are happy to help out with advice and examples, don't be afraid to ask. And your threads not in the best place to seek such advice, modelling and texturing discussion seems a better venue, and the place you'll find the answers to a lot of the questions you'll have
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How to texture more easily?
SpannerMonkey(smce) replied to AntINFINAIt's topic in KSP1 Modelling and Texturing Discussion
Any collider that appears concave in game is constructed from many smaller convex colliders. There's no limit on the amount of colliders that can be used for a part , apart from patience and unity's poly limit (lots) Any part that features a nice collision mesh despite odd shapes , without parts sinking of floating on the surface is also likely to be composed of many smaller colliders, all combining to form a complete shell. -
Does BD Armory Continued work on 1.4.2?
SpannerMonkey(smce) replied to Kraken burger's topic in KSP1 Mods Discussions
Not as yet please refer to the BDAc thread to keep informed of developments -
New missile testing is always a stressful time for young kerb pilots And as always, if in doubt get a bigger gun
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Variant for Livery
SpannerMonkey(smce) replied to XLjedi's topic in KSP1 Modelling and Texturing Discussion
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Hi, this was mentioned for the first time not so long ago, and it's as much of a mystery now as it was then, I have no answers or anything that could possibly give a clue. It's tested on many different installs before it gets to you guys, and we expect oddness like this to show up long before it causes you trouble. There's nothing that messes with engines, or fuel. Although recently we've had some trouble with Interstellar fuel switch that could not be resolved and required a patch to prevent it's use on certain parts. Non of these parts have any relation to your issue however. I do see some odd things, in you mod list , SM Chute? my god you must have the only copy left on the planet, does it even work theses days? I abandoned that when it became obvious that the EVA interaction was so poor ,as to reduce the usefulness to negligible levels, and converted the chutes for LGG's parachute redux of VNG Vessel mover and easy vessel switch do the same thing, in all likely hood in a very similar way, although VM only allows switching between BDA wm equipped craft. Some of the mods on your list i can't find info on, or don't appear to have been updated in a while. If you get a chance, as you don't say, which version of SMM , which version of KSP, and if by some chance you could run a setup that triggered the event with as few mods as possible I'd very much like to see a copy of the KSP.log AS many are aware by now i really don't do space anymore, aside from novel ways to rain down mayhem on the planet below, it looks like i'm to do some spacey stuff if I'm ever going to pin this down one way or another. It's been many many KSP versions since i last built anything from stock, never mind launched a stock part rocket.
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Teleport to location
SpannerMonkey(smce) replied to Hotel26's topic in KSP1 C# Plugin Development Help and Support
Yes. HI, no , no direct association other than occasional contributor, fan and user since it was kerbtown. Not even suggesting that you not do your thing, just that in some way at least the problem has been solved a couple of times already. Another one sprung to mind, and one that is free to modify and use with credit, Firespitter has a launch to water or wherever facility, a bit broken right now it seems but it definitely still move craft around . That can be found here https://github.com/snjo/Firespitter/search?utf8=✓&q=water+launch&type= -
Teleport to location
SpannerMonkey(smce) replied to Hotel26's topic in KSP1 C# Plugin Development Help and Support
Would it not be easier to simply spawn the craft to the airstrip directly from the SPH? As done by Kerbal Konstructs for years and now Squad , it would seem to be a less troublesome method as it only requires the craft to be packed and reloaded once -
They are all complimentary mods that work nicely with BDA, and in some cases they add advanced capabilities
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Hey friends and users of SMI's many mods . A little PSA,
Of late there've been a lot of straws dumped on this camel, and I'm tired and just a little fed up with the whole thing . So I'm not doing any updates for 1.4.1 or 1.4.2 as 1.4.3 is definitely going to be a thing, although if it's not I'll have to reconsider the whole position/future as the way it is today is not something I'm enjoying
Once squad gives us a stable game that's not just bandaids , and not a graphical mess I'll think about updates but until that happens not a chance. ( and please don't come over all fanboy, i bought my first copy in 2012 and bought another steam copy for the beta access, so have seen it all)
(rant removed as it'd only bring more straw)
Please pass this along to any you see inquiring, as filling the threads with " update for XXX now" will not result in an update but will given my present mood result in locked threads
Cheers gang
SM
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What are you using as drives. Although i don't use FAR, there are team members who do and they report no such issues. However any mod that changes water physics in any way, to differ from the stock game, will cause issues .
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Help Moving a Save from 1.4.1 MH to Modded 1.3.1
SpannerMonkey(smce) replied to RocketSimplicity's topic in KSP1 Discussion
I think although there are many similarities, there are more differences between the two versions than the average user can appreciate. The particular mod you list was totally broken and re written for 1.4 on. So it'd be fair to assume that any data saved by that to your persistence would be unusable by a 1.3.1Kerbal konstructs.. There is also an upgrade carried out to every saved craft from 1.3.1 that's loaded in 1.4x, that changes the save craft file, this alone will render them incompatible with previous saves . So we can guess that any fresh built craft from 1.4x will have the same format and again be no good in 1.3.1 . Chances of success in this venture i'd estimate to be minimal. -
Hi it's going to depend very much on the version of SMM that you have, the part can only be found in the current 1.3.1 release beta https://github.com/SpannerMonkey/SM-Marine/releases One of my many unreleased projects,
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Yup I believe all the models were made by BD himself, a long time ago now, some have been refreshed since but are pretty much as intended on day one. 99% of the part mod models on the forums are made by the mod makers themselves, we're not made of money either, that's ignoring the fact that almost everything you can grab free , requires almost as much work to prep properly for KSP you may as well start from scratch anyway , and do it right.
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Hi, there is not one in BDA, as the use requires the use of KAS . There is one in SM Marine and it will only appear in the SMM custom category . Worth noting, it is meant for use only by helicopters. It has to be submerged in order to work. It will not work on aircraft. Unless you are confident in helicopter flight i'd advise against use,( and i made it) as it requires a fine degree of control , high speed dipping , or any real speed dipping will cause the heli to pitch forward . Hovering with limited forward motion is the best way of use. Heres a video of it in use by one of the team members
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WHY????
SpannerMonkey(smce) replied to dmav522's topic in KSP1 Technical Support (PC, modded installs)
Hi the patcher has been known to be glitchy forever, ( although in fairness i've not bothered with anything but the zips for many years now.) you're much better off when updating from the store to install a whole new fresh version . Then transfer your saved game to the new version. Be warned though that should updated mods not be available it will temporarily break saved craft until such time as the mod is updated. Worth pointing out that the further you get behind the current update, less support will be available for any mods you install- 8 replies
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HI, that is right at the upper end of weird, and also the first report of anything remotely like an interference. There are no patches that touch anything but SMI parts , the only code present is the category creation and the paint tool. Those aside all it is is a huge pile of parts, it's tested in a wide variety of set ups of KSP by the test group, so we find a lot of weirdness even before it gets anywhere near you guys, and they'd be the first to pull me up about any kind of engine interference or drop in performance . It is a matter of concern, so thanks for carrying out your own investigation, I'd like to see a KSP.log from the most recent event you describe, obviously it makes it easier on everybody if there's not a million patches being applied by a dozen mods , as that is almost an all bets are off situation So while i sincerely hope it's not me and that build , as things have moved on apace since then and the ramifications of an unsolvable weirdness i do not wish to entertain.. Re the lovely looking ships by violet wyvern, I'd say 90% ish of the ships are SMI parts, and the weapons appear to be mostly NAS , though in SM Armory you'll find a good smattering of similar weapons, usually made around the time i make the hulls.