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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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Hi if you are referring to the picture in the first post it's because that is not the tumblehome bow. That is the DG10K Bow and set of hull parts that form a complete craft
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Hi, no problem understanding you As for orbital lasers, although i make such weapons for other mods I don't have any SciFI space weapons in this group of mods. Ideally you want the Hammer of Dawn from DCK future tech (by @DoctorDavinci ), but that's currently unavailable, Ktech (by @TheKurgan ) probably has the closest you can get right now, along with railguns that we've all used to destroy the KSC from orbit. Hammer of dawn preview
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Hi (IMO) for the most recent, and usually a long list of previous, versions, the mods own github repository is all that's needed. GitHub is usually the first place that a new version is published , other portals, SpaceDock, curse etc are usually updated when the mod maker has time All of the mods you list have links to the relevant repository in their threads . KSPAVC/miniAVC tells me on the game loading screen when a mod has an update, and provides a link to the download location. Admittedly I'm old school, and don't find manual installation at all problematic. Repository links https://github.com/PapaJoesSoup/BDArmory/releases https://github.com/GER-Space/Kerbal-Konstructs/releases
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Hi it already exists in the DCK suite of mods, in the YKSM (you Cant See Me) module which reduces RCS (radar cross section) by 35 to 50% , unsure of it's current working condition ( as regards KSP 161) and due to supply difficulties it may be currently unavailable. I'm in contact with DD and am in the process of acquiring certain useful modules. See post below
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Hi the usual cause of your particular problem is incorrect installation. The only correct file path for BDA is GameData/BDArmory/ NOT GameData/BDArmory1.2.2.2.xxxx/GameData/BDArmory/. If however your installation is correct please locate the KSP.log in the main KSP directory zip it up, (winzip or similar) and upload it to a file sharing site (dropbox or similar) and post a link to the download here, a team member can then take a look and diagnose your issue
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The idea of categories is to make parts easier to find for users , whereas the multitude of non BDA parts in the old BDA category actually made finding BDA parts more difficult, which was the motivation for the change It wasn't a problem for you as it required no effort. Simply change the category to utility and they appear , not exactly hard [snip]
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So yeah hey , it's been a while, I'm sort of back, and getting back up to speed. For the next updates , as there will be some, I'll be mainly concerned with fixing the numerous little things i don't like. Right now there's enough parts in all the mods combined to keep the most destruction hungry player happy, and of course the packages are getting on the large side, so i don't see a need to be adding more stuff. So after a bit of stocktaking and sorting out this is (almost) the combined AFV/Tanks output of all the mods, all freshly built in 1.6.1 I'm not even half way through the upgrades, which for many include texture switching, but I've not found anything that would prevent anyone from using any of the SM mods in 1.6.x, or give unsatisfactory combat play A note on SMI Missiles and launchers, as with the other mods mentioned above I've not found anything showstopping in the way of bad behavior or performance in KSP 1.6.1 , so it's pretty safe to use the mod in any version of KSP since the last update. The note, subtle changes in KSP across version have subtle but noticeable affects on missile performance, to which end once again a whole load of missiles bombs and torpedoes have once again been retuned, thanks once again to the massive amount of help from @TheKurgan . As updates go SMI_ML is likely to be the first released, no new stuff, or maybe there is, regarding re tunes, to get the benefit of the new missile tuning please re arm where appropriate
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Building buildings with Kerbal Konstructs
SpannerMonkey(smce) replied to MSA's topic in KSP1 Mods Discussions
You could make a collision mesh in blender, but for best results the model needs to go through unity. Also re modular building assets, ie , wall doors windows etc, I've tried it and even on a simple scale neither KK or KSP like it very much, the problem is that you end up with hundreds of individual collision boxes, each one requiring the same management as a fully complete 1 part building, all of which results in much more lag than the average player would be happy with -
Hi, there's quite a few hierarchical changes between the two version of wheel, and ( in my experience) the only way to sort it out is to run the part back through unity. The wheel collider setup between the two is not only physically different , the latest version requires a rigid body be fitted and the removal of the Bounds box, but the assembly is placed without a parent which in hierarchy terms is a huge change . Had a rummage through my imgur stuff and found a pic of the old hierarchy, note, that this is not a stock hierarchy BUT the wheel collider and main elements are in the correct location for the module wheel type cfg. When compared with the one below for module wheelbase the differences are quite obvious , in the upper image the WC is a child of suspension whereas in the lower the WC is only a child of the main (empty) game object, this makes a huge difference in the way the wheel functions and interacts with the controlling code module wheel hierarchy module wheelbase hierarchy Edit, after looking at the above hierarchy which is now a couple of years old, I should point out that there's a lot of stuff in there that i no longer bother with, collision enhancers, otherwise known as ground snagger's are no longer used or necessary . The only colliders really needed in the whole setup is the wheel collider and a simple collider for the attachment point, it's been found that if anything rather than making wheels easier to use or place, excess collision causes all kinds of peculiar issues.
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Can I Use Kerbal Konstructs To Edit Stock KSC?
SpannerMonkey(smce) replied to boofzilla's topic in KSP1 Mods Discussions
Hi there's a setting in KK's game settings to change that to always be at the sph vab or wherever you launch from not the spawn spot, accessible from flight scene, settings , difficulty options Not sure about this one but if you could/can, doing so may result in the buildings being broken ( probably will ) Doubtful. looking at the cfgs they appear to have normal KK cfgs' there doesn't appear to be anything that indicates anything other than normal KK functions -
Happy to hear you got it working again. As for the trim, spent a lot of time tweaking motor angles and as you can see it's had little effect, by rights the off-center thrust should cause the chute to pitch up, the fact that it doesn't, infers there's stuff going on behind the scenes that we've yet to discover. I've paramotored all over the place for lols ( as well as extensive OrX testing which for survivals sake means using the paramotor extensively) , and i've got used to the constant tweaking of pitch, I'd say though that for best results stay around half throttle, as it only requires the lightest tap on the key to level it up
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Hi, this simply wont work on ksp 1.2 the code was built for 1.4.x. It should work with 1.6 although, as you've discovered the changes with the kerbal structure have disabled the attachment method, it's a small fix to put that side of thing rights though. The code could probably do with a refresh for 1.6.x and I'll get in touch with DD and see if i can get a copy of the source and put together an un official fix In the meantime however the small fix can be easily done yourself with a minor cfg edit . Open the Paramotor cfg and find the ModuleKISItem and edit as below Original format equipSlot = jetpack equipMeshName = jetpack_base01 // comment out or remove this line equipBoneName = bn_jetpack01 // change this New format equipSlot = jetpack //equipMeshName = jetpack_base01 equipBoneName = aliasJetpack // changed to this
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Doubtful, also properly configured weapon mods should appear in the category chosen, I recall the fall back being Utility . Some time ago I posted the text to a cs script that several people previously not familiar with coding have managed to use successfully to create their own category. If that's just too difficult you can set up an agents folder and use the stock filter by manufacturer, to put all X mods weapons in one place. And if even that's too tricky, open up the weapon cfg change category = none, to category = Utility The fact that the weapons do not appear in the BDA category has no bearing on a weapon being visible, the non appearance is purely down to the motivation of the mod maker to put the appropriate fix in place Would you be up to also asking Squad to revert the changes that constantly stuff up BDA every update? I think not. The fact of the matter is that there are a plethora of small weapons mods that are not actively maintained, and on the whole are wildly out of spec and do not accurately represent the properties or abilities inherent in the BDA system. As such i do not believe it is the responsibility of BDA to give them a home in it's category. It's a bit like putting a Bentley badge on a lawn mower.
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Hi don't know who is doing that but they should stop it at once. No seriously the whole idea of module manager is that you don't have to mess physically with any other folders, all you need is the part name in a simple MM (ModuuleManager) cfg which with any other assets, textures FX etc, can be placed anywhere, most sensible types have their own little folder called MyAwesomePatches or whatever , which keeps everything neat and tidy. Sounds like somebody trying to make life easy for users, by including all dependencies, not something I'd do, or for that matter imo desirable, but if you attempt to cater for all types of user it's something to consider, new users can struggle with getting the correct versions of mods together. I personally hate it ( and for that matter the plague of miniAVC) . I have seen so many logs that have multiple copies of module manager, admittedly not as many as there used to be, fine OK it doesn't actually cause any real problems, but somewhere in the game loading process the game will have to decide which one of the multiple MM's its going to use, and with a game that loads slow enough for a user to grow a beard, (and when modded you can seriously mark up and fit a bathroom cabinet within the loading time) anything that slows the process should be avoided . Pretty much everyone who uses mods will have module manager already, as 99% of mods use it in someway. I 'd go so far as to say that if you intend adding mods to a game MM is the first thing that should be downloaded. It certainly doesn't need to be distributed like confetti in every mod that uses it.
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HI there is no bug here, the BDA weapon manager has never been capable of firing or using rocket pods. Rockets in general are not much changed from the original first working version and about as basic as it gets . Without substantial development, the chances of it being possible in the near future are very doubtful.
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Version 1.2.4.0 works in ksp 1.6.x without issues. No facility to update OP so info is out of date .
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Well we do have something @Triop that requires the engine unit to have at least 1 battery and liquid fuel, if the batteries flat you cant start the engine, if you run out of fuel the engine will stop, it was made for the AI tanks, that for better gameplay are just shells into which you have to put all the running gear it needs, its plugin based, and supplies EC to keep the battery full on demand,, there's no direct link with the throttle though , it s auto, i get the feeling you want a throttle under yer foot, I'll dig out one of the little engines and see if I cant wiggle a cfg that'll drive the stock wheels and give you some feeling of being in charge
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Hi i can say for certain that the noted above BDA releases work properly. The symptom you describe is usually caused by an installation error of some kind. IF you supply a zipped copy of your KSP.log for examination the solution to your problem can be found pretty quickly ( the crystal ball method has shown to be less effective) . Do note and check that BDA is installed correctly, the only valid file path is KSP/GameData/BDArmory. No other combination will work , and also ensure you have correctly installed Physics Range Extender and ModuleManager.
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Typically you are not editing anything when you make a Module Manager patch (MM) the whole idea of MM is that it preserves the original cfg allowing 1 part to be all things to all people, some people want life support and have mod X , you add it via patch a patch that will only work if mod X is installed . So mod users and stock player can use the same set of parts without needing endless duplicates of every part to suit every need. A MM patch can be standalone, just floating loose in GameData , though most patch creators (almost everybody) place them all in their own custom folder , which keeps them all together of course. An MM patch is a text file created by a proper text editor (not windows default notepad) and saved with the extension .cfg , ie BobsAwesomePatch_MM.cfg And a typical ( if there is such a thing) but simple MMpatch looks like this @PART[*] /// This means any and all parts { %MODULE[HitpointTracker] // this means add update or modify, in this case add a hitpoint tracker module { ArmorThickness = 120 //// this section will be specific to whatever you are doing or the module you want to fit maxHitPoints = 8000 ExplodeMode = Never } } That is a patch for a custom module, but you can use stock modules in the same way , and put any module in any part and stack as many as you want . Patches can be even simpler than above and also exponentially more complex . As far as I'm aware there's no part of a models cfg that cannot be manipulated by patch except the actual PART part name, so it's an incredibly powerful tool once you have gained some experience. You do not touch the module manager dll you have no need to edit or manipulate it . you only need 1 and for pref mine lives loose in my GameData folder
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Hi being from 2012 it will indeed have problems , the main one being that the DAE format was the original pre mu format, so before it can ever run in KSP it needs setting up and running through unity . And i haven't seen a cfg like that for years , In its present form it's deader than a dead thing. As i have no use for such a part I'm afraid I'll have to decline your kind offer of spending several hours of my time sorting out and setting up a model that isn't mine and I'll never use.