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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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Hi, simply go to the LShipPartsRequired folder find and delete LBPrealityPatch.cfg. delete all module manager cache files , and the partdatabase.cfg , these last two parts are required for all the parts to fully update with new values . reload game . Done Please note that this does not apply to any new parts added since i took over LBP only those legacy parts that were created by Laythe, that said , that patch provides an example of how to change those values. Also note that upcoming BDA improvements will make those patches null and void as damage will be applied and calculated in a completely different way.
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The values are still there just patched out, simply remove the sanity patch and the world of BS opens before you .
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Space center vehicles mod problem
SpannerMonkey(smce) replied to KnedlikMCPE's topic in KSP1 Mods Discussions
Hi, unless theyve already been sorted , ALL of the KSO wheels need redoing , I dont think it's been updated for a long long time -
[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-Aerospace-and-Armory 131 full v1.1.0 SM_Stryker-Aerospace-and-Armory 131 full v1.1.0 Add the following parts B29 cockpit Val style twin seat fighter bomber cockpit BF109 full, found and completely restored from a very early version of Stryker Wings, in straight and elliptical form Spines to blend in BF cockpit 2.5 x 2.5 and 2.5 x 5 mtr bomb bays DCK config for all The B29 IVA has a couple of extra cameras for alternative views, the view below comes from the group of switches on the back of the bomb aimers seat . (centerfwd pos) and the Bomb sight itself has a ( not to serious) bomb sight view available by clicking the small screen on the bombsight -
True answer ..... they don't. But as you'd expect there's more to it than that. The reason why armor doesn't work for bullets is quite simply heat, and the current (release versions) damage system creates almost all of it's damage through heat. Using heat is a damn sight better than the previous random roll method, but it's still not brilliant and is not that easy to manage in order to get predictable. dare i say, realistic feeling damage. We're not talking real world here, we talking appropriate levels, so for an example , it's quite possible , right now in release versions, with a 30mm cannon to destroy everything, everything from aircraft to several thousand tonne ships, this isn't right and doesn't even feel right . The armor was introduced as part of system to change the way damage is applied and managed , but it's only a small part , and in fact armor as it is today, will not make it into the future. The rest of the incredibly complex, difficult to build and tune damage system has been under development for around six months solid now, and rest assured the BDAc thats on the other side of it makes the current damage seem a little silly. Tests have been ongoing for around 3 months and I have to say that I really do not enjoy the un-dev versions anymore. SO do stick with it, don't waste too much time on testing whats known to be a deficient system, if you're really interested check out github, everything is there to see. And most of all have fun destroying stuff in a simple stupid way, with the knowledge that something immeasurably better is on the horizon.
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HI. while not 100% on the probable cause, it has been noticed in testing elsewhere, that how the AI behaves depends not on the orientation of the craft itself but on that of the cockpit, this is not such a big issue most of the time, however up until 1.3.1 it did not matter, and the models transforms could face anywhere as long as the main Game object ( the thing the game uses) had a zero rotation. I've only found one easy to completely prevent it form happening and thats to make sure that the pivots for cockpits are all nicely zeroed. Sadly this is something the mod maker has to deal with and not something you can fix yourself, if indeed this is the cause. Another good indicator is if that when you switch between craft the same thing happens
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[Airships in 1.12.3] HooliganLabs Mods
SpannerMonkey(smce) replied to JewelShisen's topic in KSP1 Mod Releases
Hi is the COM smack in the center of the craft? There's a limit to how much the pitch control can control, and a badly balanced craft is going to be a problem. The craft in your pic seems to have a lots of parts around the tail. That aside haven't a clue as to how it's working in 1.3.1 or if it's working properly at all. -
HI aside from the prop spinners all the engines now use stock modules for everything including sounds, the problem lies in the stock FX sound channels, and as i'm not a coder or sound engineer, i'm in no position to write a sound module that would work as it should. Obviously if someone out there knows of a fix i'd be happy to use it
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Will the BD Armory for DMP ever get updated?
SpannerMonkey(smce) replied to aspct's topic in KSP1 Mods Discussions
Well in that case i strongly suggest you contact the new team, you will find the BDArmory of today very different than when that pull request was made ( to the legacy repo) AS for interest it's never gone away , and is always high on the wish lists of many BDA users. If the situation arises and you need some discrete testing done, drop me a line. -
Will the BD Armory for DMP ever get updated?
SpannerMonkey(smce) replied to aspct's topic in KSP1 Mods Discussions
Hi, while DMP is great for basic multiplayer games, it is not able to deal with the extra calculations required in order to make dogfights or multiplayer combat a reality. The issue of compatibility is really the other way around, and it's DMP that needs to improve or a new replacement be created that can deal with a shooter game level of interaction. -
HI , yes and as you're digging around n the code , you'll find all the max settings and values in the various CS dealing with module weapon etc Re path to drive. I generally don't bother with pre and post build as i do so little code work, and you could probably skip it and pull the complied DLL's from the project folder, until that is you work out why the pathing doesnt work on the post build.
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HI. The issue you describe is not unheard of, and all explosive weapons from any mod (unless pointlessly reworked) are likely to be OP in ksp version 1.3 and to some extent in 1.3.1 , this is due to a little issue in BDA, that the team have been working toward resolving for the last 6 months. Armor for example is pretty much useless apart from being another layer. The currently available version of OST is really no different than it was in 1.2, and while functional it's not very well balanced. This is not really a problem as there is a new OST almost ready for beta release that changes everything and adds a load more vintage parts ( see below) . I'm not intending to even try and balance older turrets and weapons at this point as the whole damage system ( is a bit broken and) is about to change, and change radically, and anything i do now would have to be redone to match the new damage system So apologies for the less than stellar performance right across the range , normal service and proper levels of performance will be restored shortly ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Sadly for everyone out there, OST and T and other planned releases are either stuck behind other mods awaiting beta release feedback, of which there's been hardly any. Or stuck simply because there's not enough testers/users/volunteers willing to sit down and check that everything behaves. ( as a rough guide SMI released mods contain 4 times the amount of parts that come in stock KSP, and there's likely that many again in waiting) The 6 chaps on the testing team provide sterling service, and i keep them very busy, but they have lives, jobs, families, even perhaps believe it or not, other interests, so simply cannot deal with it all
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Hi, everything thats linked in my signature bar below. Biased opinion as they're all my mods However many other mods that provide some of what you are after are available
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HI all those things are provided in very large quantities by other mods. Hi , all missiles now have the ability to be vacuum steered, BUT the BDAI suite is not set up for operation outside of the atmosphere, so despite the ability for missiles and guns to work there, space combat isn't happening, as the poor old AI has trouble hitting a 5km target with 6km/s projectile. Because it's been asked about so often recently i went back to space to find out, if in fact it was really viable enough to be called a thing. It's not (imo), and epic space battles ( similar to the dogfights in atmosphere or even capital ship engagements, ( given that my ww2 ships fire and hit at 18KM)) will not be drawing me back anytime soon. ( and I'm not talking about stockalike space battles, purely BDA powered scenarios)
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with the latest changes in BDA it's more than possible to run multiple radar with different functions on a single craft . The vessel below has 8 radar units. 4x2 volume air search , Air targeting, surface volume search, and a basic sonar .
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Hi , oh well, as you say, you'll just have to overlook that little issue. Re the IVA's though, generally ( i and those i chat to) tend to make the IVA at the same time as the model, otherwise it can be horrible trying to line everything up afterward, the IVA being rotated differently than the external. So almost all IVA's even though they will swap between models with a simple cfg tweak, are uniquely suited to one pod or cockpit or in your case station.
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- iva
- configuration
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Maritime pack question: sub
SpannerMonkey(smce) replied to Dragonwarp's topic in KSP1 Mods Discussions
Perhaps some screenshots of your fine craft will help us ascertain your problem. I suspect it's simply not balanced with too much weigh fwd, doesn't take much to make them tail or nose happy.- 6 replies
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- sub
- maritime pack
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Hi , re rotating the IVA, did you make the two parts IVA external separately ? If you didn't, and the IVA, at unity import, is nested within the outer shell and you have the unity scene you can put it right at that point rather than messing around with cfgs.
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Hi there are no known issues from using DCK with other element switching plugins. However the use of one texture switch plugin per craft is strongly recommended, this prevents issues with textures being scrambled on craft saving and reload. The textures used in DCK are created in and app called Fireworks, but any decent paint app will do, for best results the size of the switched texture should be the same size as the original. The hardest part of the whole process, is finding the mesh names for the parts that you want to switch. These can be found either by opening the .mu in notepad++ or in game using sarbians "Debug stuff". Some familiarity with part cfgs and part modules would certainly make your life easier , but DoctorDavinci didn't know how to make a texture switch patch 6 months ago, so there's no reason that you should have too much difficulty. Be aware that mesh switching parts can be extremely difficult to get working with texture switching.
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- tires and rims
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Hi, anything thats not Squad you see in the screenshots, is either kerbalKonstructs/Kerbinside/ My Statics, or a mixture of all 3, the trees are among the many hundreds of unreleased items. Many of the statics that dont belong to KK KS you see in my screenshots can be found in a static pack you will find linked from the SM Marine thread( it doesn't have it's own thread) And thanks for the thanks, we get so little feedback of any type.
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Hi, for sure it's a great idea, I get asked for SCI FI series/game stuff all the time , and for the most part you need no fancy code to make them, though if you want to add weapons, robotic parts etc there are already well established plugins that do those things and have a wealth of mod maker /user knowledge available . SO all you need to do is learn how to make the parts work with that code. Most of the mods i make use another mods plugin in some way to drive a feature, be it propeller spinning , robotic arms , or plasma cannons, i could go on, as i use dozens, but you get the idea. If you've got some solid ideas and maybe parts already made, drop me a pm and i can perhaps assist in getting them game ready