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Everything posted by SpannerMonkey(smce)
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No it's not, and god it's ugly i wonder how old that version is, regardless, thank you for bringing it to my attention, i shall investigate
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Yes all very nice, but nothing to do with this thread whatsoever. Move along chaps For everything except the cockpit , yes If players want to add one for it they are free to do so, I find scaling pods messes up the IVA (regardless of how rubbish it is) . So don't . My opinion on whats right and wrong differs it seems from the majority of KAX users , so I'll be sending you a preview of the TS'd version, hopefully as it uses the proper TS engine scale they will perform appropriately.
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KSP BD armoury war
SpannerMonkey(smce) replied to FlightSergeantMatt's topic in KSP1 Challenges & Mission ideas
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- 338 replies
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- mbt
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
In that case i suspect that KSP crashed as KK was writing it's cfg's, as it's the only thing that i can think of that could possibly cause that to happen, I suspect though it would affect everything in new instances not just your newly placed base, but could be wrong in that . -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
Did you look in those files at all? if so you may have noticed something vital missing, and that is any reference to a position in the world, Hers a similar new instance from my game , it seems that you've only got part of the actual info needed though why that should be if the parts had been placed via the KK editor i have no clue. But the why of no appearing is sorted, no position in the world STATIC { pointername = KSC_Runway_level_1 Instances { CelestialBody = Kerbin RadialPosition = 157212.281,-257.362976,-579037.313 Orientation = 0,1,0 RadiusOffset = 64.8790817 RotationAngle = 344.799072 isScanable = False ModelScale = 1 RefLatitude = -0.024576354739126137 RefLongitude = -74.810015592902488 VisibilityRange = 25000 Group = Runways GroupCenter = true useRadiusOffset = True LaunchSite { FacilityType = LaunchSite LaunchPadTransform = End09/SpawnPoint LaunchSiteName = KSC DirtStrip1 LaunchSiteAuthor = Squad LaunchSiteType = Any LaunchSiteDescription = Rough and ready basic airstrip landing on the grass my be softer Category = Runway LaunchSiteLength = 0 LaunchSiteWidth = 0 LaunchRefund = 0 RecoveryFactor = 0 RecoveryRange = 200 LaunchSiteIsHidden = False ILSIsActive = False OpenCost = 0 CloseValue = 0 OpenCloseState = Closed } } Edit...... And the other instance files are in an even worse state than the runway one with almost ALL the info missing -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
Need more info , obviously, whats not working?? -
Yup there's only so much you can get from an export, as you've noted it messes up all the transforms, and in the case of weapons changes the local rotations into global ones, and you lose any emitter references. The package i linked should it import ok should clear up a lot of your issues
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Stock KSP does this around lights etc using a textured plane, BUT imo it looks crap, be aware that emissives cast no light, if you want light you 'll have to add a light source
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Hi, two possible reasons for your troubles, and the only known causes, 1 Bda is installed incorrectly , Or 2 you have the incorrect version installed , the only place i'd advise to get your BDA from is https://github.com/PapaJoesSoup/BDArmory/releases And the ONLY correct installation path is KSP/GameData/BDAmory/ .
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- bdarmory
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I'm going to take it from that that you've not read back through any of the rest of the thread, if you had you'd surely appreciate the amount or restructuring , rebuilding and optimization that's happened behind the scenes. While it's called BDAc continued it may as well be called BDA completely remade, which is what you get when make over 1000 code commits to an active development. The parts cant and wont change, as i t was long ago decided that there are more than enough guns and destruction devices to go around, If we come up with something new, a demo item will be included as a modders ref, but that's it. And as can be gathered from the response of my fellow team member and senior coder JR, it's disappointing that so little of whats been achieved is appreciated.
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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
Have you installed the SM_Industries folder that is contained in the download? IS the mod installed correctly? -
I have no idea this means? I dont have 100 of any one part, if thats the case i'd suggest that there's something amiss with the install, this is very likely if you've recently merged a new copy with an older version. Re radar I'll investigate the issues.
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How would you suggest arranging and categorizing over 1000 parts without burying the stock categories completely. All the radar have a specific purpose and range of operation, most of the AFV radar are set for ground use and volume search, with the exception of those on the anti air turrets, SM Armory and Marine have radar for both air and surface detection. There is no backward compatibility for Radar as this point, meaning that from this version on you will not have any radar function if installed in an older version of KSP, with an older version of BDA.
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Hi it's actually not that difficult to do, and the only time it's a real pain is when the item to receive the color animation is several children down in the hierarchy, otherwise it's quite easy. Drop me a pm if you get stuck an would rather not wait a day for a response,
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Hi, lets get straight down to business, I would recommend a unity version no older than U5.2.4 , while yeah sure you can if you really must use unity 4.22 quite successfully , it has features that are not in the latest versions, I suspect that come the unity engine upgrade to unity 2017 then these older methods may not be applicable. SO it pays to learn the newer ways to do things rather than a legacy and unfavored method. Your lights drop nicely into the things that are different between unity versions, in unity 4.22 you can animate emissives as easily as any other thing, in later versions you have to use a squad supplied color animation editor ( comes packaged with part tools.) there's a how to in this sub forum somewhere, it's not that difficult. To get your light panel to glow, you can do it one of two main ways, the traditional method, create a light animation, create the emissive animation (the glow) and using the animation compiler merge them into one animation. Or create just the light animation, make the emissive part a separate mesh with it's own emissive texture , and then you use the stock ksp module color changer to make the panel glow. ( check squad pods for modules etc) Your part must be set to use the animation legacy rig on import to unity, otherwise the part is unlikely to load or even export to ksp properly Can't help with your Blender rotation issues , though do a forum search for blender cheat sheet or some such , i know the blender users out number the rest of us 10-1 so there's plenty of help and related threads here , just don't go way back in time, there's an awful lot of contradictory info out there and most of it will hinder rather than help
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As my confederate mentions above you've built the sub using LBP sub parts , these are NOT the same in anyway as the SMM Typhoon parts. The image below as well as being the default build , the state at which all balancing and tuning was done, contains all the part names from the editor
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Nope quite the opposite , it means they have appropriate levels commensurate with their mass and dimensions. This is a good thing.
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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
SM_Stryker 1.3.1 full v1.1.1 SpannerMonkey released this a minute ago Sort missing texture switch on terminator cockpit Reposition instruments in FW and VAL IVA's see above No clue, and not noticed, as generally my aircraft dont last long enough to run out of fuel or for that matter use more than a teacup. I shall investigate . I wouldn't say mighty, but thy are intended for use by everybody, not just those with an understanding of flight or building proper stable aircraft, feel free to turn them off if you so choose. Well i must be missing something, i made them, use them a lot, an i'm not seeing it. When combined with the aircraft they are designed to fit I don't feel the performance is anything to rave about. It's ok , but nothing outstanding. And it's not even a question of being used to faster things as i spend the lions share of time designing and building ship mods, and those ships will not break 30ms. 1.3.1 aircraft feel really sluggish, lacking fizz, and that smattering of oomph they have barely brings that back. Accessible only in IVA by clicking the small transparent screen attached to the bombsight pedestal , as noted however dont expect to ever be able to use it as an actual aiming point, it is a fixed camera just like every other IVA view cam And obviously non stock aero , as provided by mods changes everything. -
[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Kerbal konstructs