-
Posts
3,689 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
-
Time stepped animation possible?
SpannerMonkey(smce) replied to cyberKerb's topic in KSP1 Modelling and Texturing Discussion
HI. i suppose the first question should be, what are you trying to do? There are many ways to do things in KSP but a lot of what you can do depends on what the object is, with reference to modules etc KSP animation modules are fairly basic and only suited to fairly simple animations. Sounds more like you'd need some kind of procedural part, some code to keep it persistent, and a lump of code to change the model based on whatever scale you set , But this all swings on what you are trying to do. -
[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
OOps forgot to transfer over the IVA from the dev build, BUT, the view you are showing is of the rear cockpit and that will remain bare , the fwd cockpit position being the only one viable to use for piloting will have the usual analog instrument package. I'll be updating the beta shortly -
This is achieved by carefully setting the drop time and decouple force. and starting the boost cycle at the correct time, no amount of decouple force will throw your missile 100 mtrs with enough force to achieve stable flight Not required, BDA missiles are capable of snap turns, BUT such maneuvers dramatically reduce missile energy and the forces involved can destroy a missile before it ever reaches cruising speed So a better flight profile is required. This will only be achieved by carefully tuning the missile and sensor arrangement. RCS power was intended for use in non atmosphere environments, however the system was never fully developed and is not really supported. VLS are generally only used in situations in which space is restricted, i e naval vessels, in most circumstances, in fact all but high altitude cruise and ICBM types, work much more effectively launched from a non vertical launcher. Launching purely radar guided missiles from VLS requires the missiles have a fairly unique cfg and be operated in conjunction with a very good, radar. As mentioned previously there are many missiles already released that are suitable for and tuned for ground to air use or surface to surface, as i'm still not sure what you're trying to do, and I'd suggest once again that you investigate already functioning missiles, rather than trying to work it out from, what i still consider to be the wrong starting point.
-
[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Hi, thanks for the offer, though it's never that simple, not one of my craft is really in a share worthy state. I don't have a ,do nothing, just play build of KSP , just development builds that i occasionally play in, so my craft have all kinds of little/large module index errors etc plus running dev copies of most things, makes it all a little risky on the share front. So rather than infest logs with errors i don't share craft . Given the recent changes in mod structure both here and BDA I'd say that the already uploaded craft , while they'd probably workish, they'd be better junked completely Cheers -
I think fretting over a throw away description, on what, one missile, is getting a little silly and I'm fairly sure (Know) it doesn't say American at all. There're no politics in my mods, no allegiance, no nationalist favoritism. Any inferences drawn are solely on the part of the user.
-
Hi , you are missing something, missiles ideally need a rotation transform in order to fly properly. If you have properly referenced the unity names in the cfg then the exhaust and boost exhaust should be active from the exhaustTransform. more notes Missile Exhaust 'Prefabs' - If you want to use a missile exhaust prefab for your missile, remove any existing exhaust particle emitters, and create an empty object called "exhaustTransform" with it's local Y axis pointing in the direction of the exhaust (opposite direction of missile). See image. If you want to use different exhaust prefabs for boost and cruise phase, make a separate gameObject, and name it something like "boostTransform" (it doesn't matter, as long as its referenced in the part config). If you don't set up a separate boost transform, the exhaust prefab will be used for both boost and cruise phases. Then setup the config (in the MissileLauncher part module): exhaustPrefabPath = BDArmory/Models/exhaust/smallExhaust //only line needed if using only one prefab for both thrust phases //only needed for separate boost effects boostExhaustPrefabPath = BDArmory/Models/exhaust/mediumExhaust boostTransformName = boostTransform boostExhaustTransformName = boostTransform Take a look at the part config of AIM-120 for an example of the dual stage exhaust, and the Hellfire for a single exhaust prefab. Final note, most missile cfgs are set up for a particular missile , there is no one cfg fits all, so take your time, make ONE small change and test. Also check out the cfg differences between ground and air launched missiles. (there are plenty of examples not just in BDA but many other mods) something that may help, although the missile below has a detachable booster , these are pretty much the standard transforms and directions for 99% of missiles
-
Happy New year all @SVS cheers and two for one today (textures unlimited) and this, once you worked out what is what, worth a zoom in on the smoke trail ( WW2 meets 21st century)
- 338 replies
-
- 3
-
- mbt
- fighter jet
-
(and 2 more)
Tagged with:
-
Reputation Equation
SpannerMonkey(smce) replied to Wcmille's topic in KSP1 Gameplay Questions and Tutorials
Irrelevant , unless the amount of likes your posts have received is important to you. -
Hi That looks fantastic, I've been looking for a something more, for all the mods and that may be it, i shall certainly check it out cheers. Hi I have no interest in listing to or maintaining another download method, I'm aware that some of my mods have already sneaked onto CKAN. As it goes there's nothing i can do to prevent listing on CKAN. (if it's there i'm not going to pull it, but users should be aware that a clean manual install would be needed before any support will be offered) As i've expressed many times, i much prefer that users of my/all mods understand what it is they are downloading having visited the thread and become aware of any known issues or special instructions, something that CKAN totally ignores in preference to the "i want that now" method. I do appreciate that it's a pain if you have a huge mod list, to visit and download all the required updates and CKAN makes it easy , regardless it's still the responsibility of the downloader to ensure that things are properly installed Thank you for the offer however
-
V3.9.3 Large Boat Parts BDA damage and armor overhaul version Large Boat Parts BDA damage and armor overhaul version Includes an new Battleship hull Although this version is intended for use with BDA's Damage and Armor overhaul, it is still possible to use this version with BDA V1 Under The Radar Update (instructions at foot) Do not merge or overwrite any existing folders, ALL beta updates must be clean install. Includes updated SM Industries which must also be installed. Only one version of SMI is required for all the mods please use the latest version only and do not overwrite or merge with previous versions To install with BDA v1 do not install the included SM Industries folder. Please use your existing copy or obtain from the previous release. Do not mix an match please.
-
Hi all a quick note to let interested parties know that the full list of SM Mods including new additions is now available as beta downloads specifically for BDA damage and armor overhaul only. ( nope no backward compatibility, no 1.3.0, Not for BDA v1) onward and upwards guys.. Thanks again to the BDA team for the assistance, and creating so many more possibilities .
-
How to create new buildings?
SpannerMonkey(smce) replied to 0something0's topic in KSP1 Mods Discussions
Hi to get new buildings in the game you will need first to create a model and complete the import process, and use Kerbal konstructs to place it. Making the building is the same as making parts and part modelling tutorial from start to finish will cover all the steps and more that are required. As a maker and user of a lot of static models, i''d advise a small project to start with, and be aware that just because it's only a building no less care can be taken with geometry etc, the converse is actually true, buildings are on display in every scene and rendered out to physics range, so any defect in the building structure can and does have an impact on the game. And i wont even mention the trouble you'll have manipulating a model that size in unity or loaded in a ksp scene Start small have fun, start huge get frustrated. good luck on the upcoming adventure- 6 replies
-
- 3
-
- kerbal konstructs
- buildings
-
(and 2 more)
Tagged with:
-
SM_Marine 0.9.9.0 BETA BDA Damage Overhaul version SM_Marine 0.9.9.0 BDA Damage Overhaul version A complete overhaul of SMA to meet the new BDA specifications. This version of for those wishing to use the latest BDA BETA versions in KSP 1.3.1 only Do not merge or overwrite any existing folders, ALL beta updates must be clean install. IMPORTANT. ALL missiles, torpedoes and turrets that had crept into SMM with the exception of those included for Dallesque have been removed and relocated . The missiles and torpedoes can be found with many other surface warfare missiles in SMI Missiles and Launchers And the relocated turrets are to be found in SM Armory I apologise for any inconvenience, this change was required as part of the larger sort out of the mod groups structure. Any craft already having those items fitted . will be restored to service upon installation of the mod containing the removed parts Includes updated SM Industries which must also be installed. Only one version of SMI is required for all the mods please use the latest version only and do not overwrite or merge with previous versions Includes J class modular hull and internal modules , engines pumps etc. J Class wiki Includes TACTASS high efficiency towable sonar units , much more effective than hull mounted units
-
[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
SM_Stryker v 1.1.20 beta bda beta only A complete overhaul of SM Stryker to meet the new BDA specifications. Overhaul of file structure for easier collaborative management ##This version is for those wishing to use the latest BDA BETA versions in KSP 1.3.1 only Do not merge or overwrite any existing folders, ALL beta updates must be clean install. and there would have been a whole new aircraft , but technical problems have prevented inclusion at this time ONCE again please note that this update is not suitable for normal V1 BDA, and use of SM Stryker v1.1.20 and BDA V1 is unsupported -
WARNING, NON Of the linked items from this point on are suitable for V1 BDA , USE WITH BDA Damage and Armor overhaul only SM_Armory KSP 1.3.1 for BDA Damage Overhaul ONLY This version as warned completely changes the internal structure of the mod. Under no circumstances should it be merged with existing versions or used with normal v1 BDA. This version and all future versions will not work with previous BDA versions Included is a newly updated SM industries. 1 copy only required for all SMI mods If you parts do not appear you have made an error in the installation the correct filepaths are as follows KSP/GameData/SM_industries KSP/GameData/SM_Armory There are a couple of new items, LAWS turrets in shielded and bare versions, quad bofors, 16" and 51/4inch WW2 turrets, a bomb or two, many things have had a visit either fixing moving nodes or details. We have worked for a good while to make sure all is as it should be, if anything does turn up amiss, please let me know either here or via the github issues page. More betas incoming SMI_MissilesLaunchers Beta 1 BDA damage overhaul only A mod for KSP that adds missiles and launchers . to compliment SM Armory and SM Marine etc Created to slow the growth of SM Armory and enable clearer definition between the parts Aims to provide a range of missiles and launchers aimed for use on and around ships. V0.1.1.0-beta BDA damage overhaul beta version initial distribution Please note there is little to no backward compatibility this mod is intended for use with KSP 1.3.1 and BDA Damage and armor overhaul versions only Do not merge or overwrite any existing folders, ALL beta updates must be clean install. Includes updated SM Industries which must also be installed. Only one version of SMI is required for all the mods please use the latest version only and do not overwrite or merge with previous versions We have worked for a good while to make sure all is as it should be, if anything does turn up amiss, please let me know either here or via the github issues page. SM_AFVs 131 Beta 0.9.1.99 BDA Damage Overhaul version As with the other uploads, this version has been reworked to utilise the BDA damage and armor overhaul and is not suitable for BDA V1 All the same instructions apply, clean installs definitely no merging New tanks category and tank track texture switch Featuring the M2 SM2 modular tank , based on the original M1 all modules are now distinct objects and can be destroyed independently of the craft SM_OSTandT Old School Turrets and Tanks PRE 50's armored vehicles . Further building on the original OST mod Various full builds available M4 , Tiger Patton etc , More to come This version of for those wishing to use the latest BDA BETA versions in KSP 1.3.1 only Do not merge or overwrite any existing folders, ALL beta updates must be clean install. Not compatible though craft safe for older versions of OST REDUX Includes updated SM Industries which must also be installed. Only one version of SMI is required for all the mods please use the latest version only and do not overwrite or merge with previous versions
-
who? Modular turrets are not possible in BDA. However in SM Stryker Armory and Aerospace you will find the items below , created to work with the bomber cockpit and bays. tailgun and the smartie belly or top turret
-
and how exactly do you think the rest of the weapon modding community does it then? if you know of some other way of adjusting values and achieving proper balance, please do share
-
@Acea Just run the example posted in dev chat Re your bullet cfg , You are missing 3 lines that even if Zero must be there. This is the bullet cfg loaded and working BULLET { name = 5inchHEUS caliber = 127 bulletVelocity = 762 bulletMass = 20 //HE Bullet Values explosive = true tntMass = 3.135 blastPower = 0 blastHeat = 0 blastRadius = 0 apBulletMod = 0 bulletDragTypeName = AnalyticEstimate bulletDragArea = 1.209675e-5 } As compared the to version that refuse to load BULLET { name = 5inchHEUS caliber = 127 bulletVelocity = 762 bulletMass = 20 //HE Bullet Values explosive = true tntMass = 3.135 apBulletMod = 0 bulletDragTypeName = AnalyticEstimate bulletDragArea = 1.209675e-5 } Not tried on the rest but this looks like your issue and the only real difference between yours and the working loading versions
-
That being the exact reason I do not support the listing of my mods on CKAN, no installation instructions, incomplete or outdated packages. etc. All this is a product of installing the "easy way" And don't forget the no support. Before i could diagnose an issue, as you've downloaded possibly an incomplete or obsolete package, You'd have to delete it all and properly install the current version as per the installation instructions.
-
FloatCurve error in Log
SpannerMonkey(smce) replied to cyberKerb's topic in KSP1 Technical Support (PC, modded installs)
Or you could identify the issue, as it will affect others. less motivated to find out why, and get in touch with whoever is currently maintaining the mod. As i'm sure most mod makers would rather have it brought to their attention and be able to rectify the problem , rather than it be a personal fix. Consider it contributing to the health of a mod you like to use.. -
@Murican_Jeb and I'd also question the validity of the pursuit. This pic below is using DFX and BDA of course nothing else, the smoke you see are coming from fuel fires on the lower decks, this vessel is 120 meters long, it lasted for another 5 mins before it sunk, and at no time in that 5 mins did the smoke diminish much, and the fires still raged as it wen tdown, now this is one ship, the other s out of scene, and half the size of the BB's . More parts more detail more individual rather than merged module more FX, You're never going to get great FX from six parts resembling an aircraft , smoke and flames, but nothing like below. And as a matter of interest we're getting explosions in Dev testing that are hauling monster overclocked machines down to clockwork frame rates, so be very careful what you do, as it wil have repercussions at some point.
-
Hi extract the zip files , inside you'll find the mod files And Place these four folder into to your Gamedata folder . do not mix them up or merge them together, or put them in any other folder You can choose to install LShipPartsModern OR LShipPartsWW2 , But you will always need to have LShipPartsRequired and SM_Industies in order to properly use the mod. That said all the parts mix and match and the best ships are made from the part that works best not specifically from vessel X Hope you enjoy the mod. For Best results use in conjunction with HullBreach( makes them sink) Destruction FX (makes them Burn)
-
Nope. Non of my mods are difficult to install, and I'd prefer that users understand what they are installing, Having visited and read the mods thread and become aware of any issues, or things that a user should know . Non of which comes from clicking a download button on the next shiny thing you see. It seems to me that for many ckan can cause as much trouble as it saves. Simply keeping this huge family of mods going is pretty much full time (good job i dont have a life) and another layer of hassle or admin is something i really don't want or need. So no, sorry. I''ll not be listing any of the SMI mods of CKAN any time soon , and if you see them there. it had nothing to do with me.
-
Rover Orientation
SpannerMonkey(smce) replied to Gabu's topic in KSP1 Modelling and Texturing Discussion
Hi, I was having similar troubles with some aircraft cockpits earlier in the year, and tracked it down to be related to the rotation of the actual part mesh not the game Object , and on launch or scene change the navball would flip from normal to rocket position, this is very bad in an aircraft and had me stumped for ages. I don't recall it ever mattering in prior KSP's and i've made a few mods. So after revisiting all the affected pods (many) and setting all the local rotations to zero , everything is again playing nice.