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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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Its a bad time to be in the Kerbin navy
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- mbt
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Not really thats 30 plus km and fantasy land ( and what missiles are for ) , i generally run a maximum of 18 for WW2 stuff, but my guns, although the shells go further are not laser accurate so 20km gunfights can take a long while even with 16" guns. You will need to have a good , and suitable radar, don't waste time on anything that's fighter oriented, you want the highest ground clutter number and least air search you can get ( so closer to one than zero), as having the island for example , or harbor structures as a backdrop , or even just being close inshore will give a fighter radar and one not set up to do the job a hard time holding a lock. it'll see it fine, but locking will be very sketchy. Currently in the BDA settings cfg there is a maximum bullet range, universally agreed as a doomed thing. I believe Acea's larger turrets knock out around 18km max ish also , so find the max bullet distance and change it to 18000. for the default 8000. And let the mod makers toys do what they are meant to do
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[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Well you'll be happy to learn i've got the engines using fuel properly rather than just looking at the tank from time to time. Whether it's enough or right only time will tell , but it seems appropriate to me. I'll be linking a new beta to the team shortly and would be happy to send you a copy too.. -
[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
No biggy, if it does look like Stryker needs a tweak or two, to work with other things, i'll be happy to ref any patches and input from users . -
I really dont know about this unity smoothing, it seems to work well on somethings ( great for hiding little mistakes) and not others softening some edges and completely screwing others/, you don't want smoothing on the edges of the engine fins, you want them sharp and clean, and you aint getting that through unity. That said as you appear to have texture map , it looks more like a uv layout problem than a smoothing one, with, what looks like parts that have been shadowed on the texture being mapped to those that don't and vice versa.
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I would indeed expect there to be issues when downgrading and installing mods. BDAc in particular as mentioned numerous times in this thread is very different between the v1 release and the BETA . The beta writes a patch to pretty much every part in the game and uses modules that are not present in the release version . It is very likely therefore that any craft involved in the BETA save and used in non beta will be plagued by module errors
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Well as the guy who made Boomsticks i can tell you it's not working properly can't possibly be, NOT even in 1.3.1 bda release, and I'd advise the guys to ignore any logs from you while you still have it installed
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THAT should NOT be installed in KSP 1.3.1 and has been unsupported now for a good while DOES NOT WORK PROPERLY . As is clearly marked on the only place you can have obtained it from spacedock. And under NO circumstances should SM armory and Boomsticks be installed in the same game, they 90% identical and there's nothing in Boomsticks any use in this test . Uninstall it immediately NED, NAS is not ready to be used in the BDA beta, NKD definitely not ready for this or 1.31. for that matter and yes it makes a difference. You need to make a new install for use with BDA beta and only use mods that either have ZERO weapons, or those that STATE CLEARLY that they are indeed BDA beta ready . Using mods that aren't WILL cause problems even if they are not used on a craft.
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Hi due to the current stage of BDA development there will not be a official version of BD FPS that will work in 1.3.1 with the current BDA full release. ALL weapon mods are currently set up or being set up for use in the upcoming BDA overhauled damage version, and all the tests shown are from that environment. To some extent previous releases will work in the current BDA release, but it's performance is poor to to under the hood changes in BDA. The balance and even cfg's between the two versions are very different . With luck I'll be posting links for all the available betas shortly
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[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Sounds more like a mod interaction or another mod interfering, it's pretty much impossible to replicate every possible combination of install, and I'd suggest that before definitively pointing any fingers, you try the mod in a clean install, just KSP Stryker and BDA, just to prevent any false logging. And see what happens. And, no , any weird interaction is not happening due to the parts cfg, it's as simple stupid as a cfg can get, a lifting surface module , a couple of ctrl surfaces, and the fuels tanks, left in for trimming rather than as a main fuel tank. All my mods are developed in a pretty stock environment, as this gives potential for the widest possible usage, my test group tend to test in many varied types of install, non of which are as stock as mine, and this issue has never arisen. As a dangit user you're very likely to have other mods that change parts from the original spec and when you mod a mod, which is in effect whats happening, some of the onus falls on you to work out whats going on. I'll quite happily review logs for errors but not from games that have 10000+ patches installed or 200 installed mods, it being almost impossible ( no, it is impossible) to track all the interactions that can occur. -
Yes it's taking a little longer than I'd like but with 9 large betas all due together it's bound to be a bit sluggish from time to time, and while i'd very much like to push it all out, and let the users decide, It's become more important to have everything as it should be, rather than to get updates done as quickly as possible. Even though we'd spent weeks digging through it, some parts in the last updates escaped the net and did not behave as they should. In hindsight it's easy to see that with the amount of parts in SMI, which constantly grows, that anyone without the resources of a games company, is going to come unstuck from time to time . Too late now though. SO bear with us, I'm hoping to link up the betas over the next couple of days ( all being well)
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Drag cubes setup (Solved)
SpannerMonkey(smce) replied to USB4's topic in KSP1 Modelling and Texturing Discussion
Hi, this is what you need to do, 1 make sure there's no collider on the blur disc , continue as normal and export the part, you will need to have it load at least once. Once you've loaded it and checked that it does indeed have a drag equivalent to a small truck, close the game. Now in the main KSP folder find your PartDatabase.cfg Its here that all the drag cubes are stored. Also worth noting that should you change a model after first import, you should delete the PartDatabase.cfg as it has a tendency not to update and so all the old drag mass etc info is used on the new model. Open PartDatabase.cfg with notepad++ and search for you r part by name. you'll find something that looks like this PART { url = KAX/Parts/KAX_VintagePropelator/KAX_VintagePropelatorS/KAXVintagePropelatorS DRAG_CUBE { cube = Default, 0.01845,0.3367,0.5827, 0.01845,0.3367,0.624, 0.7261,0.4995,0.1486, 0.7261,0.4925,0.2677, 0.03583,0.2868,0.5827, 0.03583,0.269,0.5827, -1.013E-06,0.1083,-2.98E-08, 0.97,0.2163,0.97 } } now open your internet browser and go here http://www.datainterlock.com/dragcubes.php Copy this part of the drag cube from partDatabase.cfg cube = Default, 0.01845,0.3367,0.5827, 0.01845,0.3367,0.624, 0.7261,0.4995,0.1486, 0.7261,0.4925,0.2677, 0.03583,0.2868,0.5827, 0.03583,0.269,0.5827, -1.013E-06,0.1083,-2.98E-08, 0.97,0.2163,0.97 and paste it into the box on that site marked Original Drag Cube then in the drag modifier option box type 50 and press submit , this will reduce your drag by half, which i've found to be what small prop engines need if they're going to work at all. Then copy the newly written drag cube from the site to your PART CFG , NOT the partDatabase.cfg. it will should look something like below when you;re done. ( a chunk from a KAX cfg) // --- standard part parameters --- mass = 0.11 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 50 breakingTorque = 50 maxTemp = 2900 fuelCrossFeed = True DRAG_CUBE { cube = Default,0.02641,0.29375,0.5892,0.02641,0.2864,0.5892,0.7452,0.49955,0.1486,0.7452,0.4964,0.2677,0.01955,0.3204,0.6402,0.01954,0.32615,0.5892, -1.013E-06,0.1083,-2.98E-08, 0.983,0.2163,0.983 } RESOURCE { name = IntakeAir amount = 5.0 maxAmount = 5.0 } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = false area = 1 intakeSpeed = 50 intake It's a really bad idea to copy any drag cube, as you have no idea what the collider layout is that generating that cube, always generate a new one for your part and modify to suit , the drag cube does not only control drag but how your part is treated by game physics so it needs to fit your part.- 1 reply
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Thats been dead and gone for a long time now, and is very unlikely to resurface. 1.2.2 is ancient history as active modding goes. . I'll edit that post so it no longer gives false hope.
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Show off your awesome KSP pictures!
SpannerMonkey(smce) replied to NuclearWarfare's topic in KSP Fan Works
and something very silly -
The current 0.9.7.6 beta release works in ksp 131 with BDA release versions The upcoming will only work in KSP 1.3.1 BDA armor overhaul . PSA and heads up to all supporters and user of SM Marine and it's related family. You may be aware of the current BDA damage overhaul beta. If not you should check it out. This new version of BDA changes a LOT of the things in a weapon cfg and moves things around quite considerably. ALL mod development is currently focused on making SMI work fully and correctly within the new BDA framework. This has brought about substantial changes in the file structure within the mod family in order to make things easier to manage. UNDER NO CIRCUMSTANCES should any subsequent version of SMM be merged or mixed with a previous version, if this doesn't break things immediately it will result in multiples of the same item appearing throughout the editor menu. This brings many benefits for the future as well as increased organization. Things have been moved around to make them easier to find. SM Marine no longer contains any weapons , only those designed for the Dallesque sub remain. This is part of a re organization of all the SM mods, as we have more parts than a game dev studio and a lot fewer bodies we have to make it easier to manage. Those weapons that have been removed if they are fitted to craft will indeed break the craft, ALL those removed parts are in the new SMI Missiles and Launchers or SM Armory installing these mods will restore your craft, and we have but a lot of effort making sure that things built using the SM group will be craft safe, although the locations and structure has changed the game will find the them and fit as required should you have the required mod. To go with the BDA Beta the is a new ship design, the J Class based on the hull of a WW2 destroyer it's become a firm favorite of all who've tested it. It's a multipart hull with no resources, everything you need is supplied but it all has to be fitted, you need to fit fuel tanks in the bilges, these hold ALL the resources for the vessel. Internally there is 1 steam turbine per drive, and you will not need more than two of each. The turbines produce steam the drives use to provide propulsion, the drives only work in conjunction with the turbines, no steam = no go. There are steam powered bow thrusters, and steam powered hul breach pumps, and for those wishing to use something other than steam for your bow thrusters, there's a hydraulic pump. The reason for the new design is simple, ships like LBP , big dumb parts, have a big dumb damage profile, to kill any module you have to kill the whole, and killing the whole craft is the only way in release versions. By removing the modules to individual units and in conjunction with the BDA damage overhaul , shell penetration can and does destroy these internal units Beta versions of everything will be available shortly .
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What is this in my log file?
SpannerMonkey(smce) replied to AngrybobH's topic in KSP1 Technical Support (PC, modded installs)
Hi what this means is the the mod maker supplied collider on various parts is failing, usually this happens with free models converted to KSP and the mod maker just throwing them in unity. There are other causes for it, but there's a better than average chance it's bad modding. While the game will run, these collapsed colliders place a much higher load on the game and can be the cause of poor performance. They can also be a pain to use, as parts may not attach properly , they can be difficult to pick up and place . Just not nice really. The error will be accompanied by the name and location of the parts so you can easily address the issue with the modder concerned- 1 reply
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Nah we had a little bit of help ... rofls. But seriously that little Easter egg is from DCK, and aside from providing test parts etc, it's all on the coding team. although a nod has to be given to the SMI test team who've wrecked many installs to get this far ( cheers guys) All the parts dept did was just made sure they had properly cfg'd parts to shoot at.
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Hi sadly your out put log contains no info regarding what is really happening in game, If you could replicate the problem and send me a copy of your KSP>log it'd be considerably more useful to me. It seems though that you have all the mods you need for this to fully function. I would suggest that you obtain the latest SMA release and completely delete the copy you already have. I have my doubts that that copy is correct, the behavior demonstrated seems to be transform inversion, and the only way that can possible happen is, by somebody messing with cfg values , or at an outside chance the merging of two slightly different versions. As with all my mods I would advise against merging new downloads with previous versions, a loy can and does change within a mod over time and most of it goes unseen by the user, however this relies completely on a clean rather than merged version of the mod. _________________________________________________________________________________________________________________________________________________________________ PSA and heads up to all supporters and user of SM Armory and it's related family. You may be aware of the current BDA damage overhaul beta. If not you should check it out. This new version of BDA changes a LOT of the things in a weapon cfg and moves things around quite considerably. ALL mod development is currently focused on making SMI work fully and correctly within the new BDA framework. This has brought about substantial changes in the file structure within the mod family in order to make things easier to manage. UNDER NO CIRCUMSTANCES should any subsequent version of SMA be merged or mixed with a previous version, if this doesn't break things immediately it will result in multiples of the same item appearing throughout the editor menu. This brings many benefits for the future as well as increased organization. In the editor you will find ALL the Missiles and launchers in their own category, all the turrets and guns together, there is an exception to this however, that being that all the Tank parts also have their own category in which you'll find all the tank parts turrets hulls and when appropriate extra armor for the same . SM OST old school tanks ( pre1950) and NED will also be found in this category. For clarity, because simply there are so many parts I've also moved the Truck parts and deco greeble items to their own category too. As a spin off of all this sorting out there's a new mod , SMI Missiles and Launchers, which includes many previously unseen or only glimpsed in screenshot items. Including some very serious missiles indeed, and a wide variety of launchers from tiny Anti air types to giant ICBM silos. So plenty of fun to come. Beta versions of everything will be available shortly .
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Checked and while still ugly thats not what it does here. No idea what version you are running or how you've installed, but the last time i saw that happen was when someone had installed a version from before KSP 1
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Good morning/ evening all. I'm pleased to announce that I have been in touch with The Morris and have his full permission and blessing to bring MalFunc into protective custody and a proper home in a marine modding group. SO whats in the future for Malfunc, firstly it's continued existence, which is a good thing, as i see no point in replicating parts that are already well made. The parts are popular, or were, and are still in use by many, running private patches to keep it functional . Following the completion of the BDA beta linked below this mod in its' release version will no longer be compatible with BDA, there will be too many things that need changing for the average user to bother and it would become obsolete ( and a heads up to all weapon fans out there, the same goes for every other unloved weapon mod , if they want to carry on in future versions of KSP they have to update to keep up with BDAc ) Next is the future, that being the BDAc Public beta thats linked below. That is where you will find a working version of Malfunc weaponry all set up to work in the Beta version. No it doesn't work in the release version and i strongly suggest you don't even try . That said if you have the last release and the z BDA patches , it works satisfactorily in the BDA release for KSP 1.3.1 radar edition . Am i likely to make a version that is backwardly compatible again, unlikely. What you will find in this new version , updated radar, updated turret and bullet specs , a custom category for Malfunc parts, searchable by manufacturer but now it has it's own editor category, you wont have to go looking for that one missile in hundreds. So thats it, it lives , it all works and is making a mess in an install near you now
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I though this worth a share in a military craft thread. If you are shooting at other craft you will soon be seeing damage effects like this ( if that is your not stuck in some previous incarnation of KSP) . For more details see the latest BDA open BETA
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Hi all, as it's been mentioned a little example of making parts not so dumb, ie not an interestingly shaped box with lots of added part modules, none of which could be damaged in any way unless the whole vehicle is destroyed. Now from an immersion pov this sucks, this is not how it works in RL and i think how it works now is so much better. This is a new version of the M1 that is in SM SFV's , as you can see it houses several modules, that must be fitted in order for the vehicle to function, the tank hull itself has nothing, it's a box for carrying the other modules, any of which can be destroyed leaving the main vehicle intact but completely dead, through losing an engine or fuel or even the command core on which the turret sits, And it doesnt stop there, tanks are about as dumb as you could find, but next up the list really, in the league of big dumb parts, being ships. A huge object thas full of part modules and resources that can't be touched except by destroying the whole, not that's a bit silly with tanks, but extremely wrong in something ship sized, there should be dozens of ways to ruin it's day, not just through the fact you've destroyed a huge chunk of it. So we fixed it. And rather than any further blatant self promotion in a BDA thread I'll leave you with a pic of the hull and anybody interested in the in and outs, which are many drop me a line in the SMA thread Cheers