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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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particles, how to make them look nice in game?
SpannerMonkey(smce) replied to Nuke's topic in KSP1 Mods Discussions
Hi you're not alone, i think the new particle system, or more exactly the butchered version of what was one of the best particle systems you could get, that we are offered with part tools is horrible beyond words. As you say it takes many hours of loading ksp, testing closing ksp, adjusting the effect in unity, reloading ksp and on and on, to get anywhere, what you see in unity is DEFINITELY not what you get in KSP and that sucks. Despite early requests by modders for Squad to make a how to, it never happened , and having done the round of videos on using the unity FX, it all turns out pretty useless, because half of what the videos will tell you to do and use has been disabled/crippled/%$£^ *& . So as you may gather it's my current pet hate. On a more positive note i've had some luck using the old U5 part tools in U 2017 and remaking the fx , the results are not magnificent BUT they are better than imo the fluffy cotton balls that take 5 times longer to make that you get out the 2017 version. Not sure how it works, all that i know is that it does (sometimes), which right now I'll take -
https://github.com/PapaJoesSoup/BDArmory/releases You don't at this point. Although the LMP guys have created a much better environment than DMP, there are still major issues to be worked out with regard to multiplayer combat
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Hi, quite simply no. It was never really a mod, it was a one off i did for lols (back when lols were a thing) and nothing else, it was never released or even meant to be released, it probably kicked around in whatever version i made it for, this was in 2016 btw so many hundreds of projects ago, until the next KSP update and then was forgotten about. You may have some luck asking about it in that thread, as i know it was passed around a bit, non of which i care about as it was a throwaway mod, so you may get lucky and find someone who still has a copy
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Weird set of issues
SpannerMonkey(smce) replied to Numberyellow's topic in KSP1 Technical Support (PC, modded installs)
Hi RE KAX for 131 probably not perfect, I can't remember if it had any problems after all this time , but well worth a try https://github.com/SpannerMonkey/KAX/releases -
Show off your awesome KSP pictures!
SpannerMonkey(smce) replied to NuclearWarfare's topic in KSP Fan Works
Wind power only -
The track are expected to make a bit of a racket , and dust clouds etc , the engines should make engine noises , although since the last release quite a bit of work has been done on engines and associated sounds . There are several prop engines in the SM Stryker mod , link in the sig below, however like all my stuff it's in the process of being checked and overhauled as i haven't touched ksp since 1.4.wrecked , and am only just slowly getting back into the swing of things
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Hi, you wont see any helicopter things, because I decided not to release them. Tracks rely on the KSPWheel plugin and will not work without it, and for best results KerbalFoundries should be installed as it includes important references Tracks should also be always mounted in symmetry and from Only the left side, there is a right and wrong way up, as can be seen from the identifying text on each track unit . The engines also use the KSPWheel plugin as they use a custom generator code suitable for AI use , without which they will all be non functional As for what versions you should use, this mod although not stated as such works with very few issues in KSP !.6.1 and those issues that are present are being/ have been rectified, however these changes will be made to meet the latest BDA spec so will not be retroactive, will not apply to older versions of BDA or KSP
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What partake in community activities, nah, but then HEY! @TheKurgan
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HI not the wrong place, but this is right into KSP dark arts, so first off there's no native support for tracks within KSP this is due to the unity wheel collider which is essential for anything that rolls in KSP , SO you need to use the marvellous KSPWheel plugin created by @Shadowmage created for the Kerbal foundries mod , and you should investigate that mod as it has all the cfg info you'll need . Then you need to watch repeatedly this video and carry out all the steps in it to perfection, you'll be dealing with skinned mesh renders and probably for the first time so it's not going to be a ten minute task. If you follow the video, you have some understanding of how to set up unity models and rigging you be rewarded with being only the 3rd person I know of to have ever made working tracks from scratch . I would not advise anyone who hasnt made a ksp wheel to try this as a first project, but if you have some experience with 3d modelling unity and ksp modding it's definitely doable . Following the video, which i'd promised myself to do for many years I created several working sets of tracks and with a little guidance on setup from ShadowMage they all work perfectly Sometime in the modelling process if it looks like this you're heading the right way which ends up being able to drive this around Edit sorry to say that if you are lucky you'll be able to salvage the road wheels from your already made model, but i doubt any other part will be of any use , parts HAVE to be set up exactly the right way for everything to function correctly
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HI, nope, it's definitely broken now, bear in mind it was last updated for ksp 1.2 and there's been no release since, the mod itself has fallen way behind BDA in cfg specs and now the changes to kerbals mean that this version will no longer attach. It is fairly easy to fix for personal use, see the kis wiki . I have fully updated and modernised the pack but due to other extensive modding commitments I'll be tied up with other things for a while, It's my intention to make the new BDFPS, which will be called SMI_SmallArms, available through the SM Armory thread rather than its own thread, also so watch out for a new mod that gives arming kerbals a real purpose
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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
Hi, thanks for the update Re the above fix , along with numerous other static related issues( all mine and mostly because they've been around for years) I was getting a lot of log spam related to those items I'd changed from animate on click to animate on sunrise, NRE's etc, (again i suspected it was my fault rather than KK's) hoping that this will sort that out -
Modding FX - Doesn't work
SpannerMonkey(smce) replied to d_s___3's topic in KSP1 General Mod Development Help and Support
Hi to get the exhaust plume to stick to the engine you need to uncheck simulate in world space, doing so forces the FX to be simulated in local space and to stay attached to the nozzle . To test in unity create a simple particle effect with simulate in worldspace checked and move it around the screen , now do the same with the value unchecked and notice the difference in behavior -
HI its not that simple, the legs in question are part of the KerboDyne plus mod and as such for anyone to legitimately create a standalone pack they would have to honor any license used by the original author, and update repair or modify to achieve full functionality as they have not been updated for some time . Properly functioning landing legs are not easy to make and as such many of the people who can do it would rather not bother spending time on something that belongs to someone else when they could just as easily make their own
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Hi sadly for you planet busters, its not possible to destroy planets in KSP, there's a fake way to do it, which is what you may have seen on youtube, but actual game planets no. I handed off all my SciFi weapons to @TheKurgan for the awesome The weapons there are the closest to planet busting you're going to get as well as being a scifi weapons mod thats not just reskinned bda parts . Stupidly large guns are around though, although most tend to be in the hands of only a few players, and none of them can kill a planet
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Hi, it's free form, it sort of fits together, but really you build it how you want it, in all honesty it's not very nice, wasn't when i made it, and is even less so today, much better results can be gained by mixing and matching SMM parts and adding a bit of tweakscale here and there . This is more or less what it looks like, but as i say there's no right or wrong way
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Hi you can only have one material per mesh, theres no way( i know of ) to get more than one without having individual mesh objects each carrying their own material/shader and texture set . I'd expect there to be a warning in the inspector that you have more materials than renderers
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Hi that is the only BDA , there is no other ( that i'm aware of) , if you have doubts consult the BDAc forum thread and you'll find the same links. The version listed there for 1.6 works just fine, I would like to suggest that you have made some minor error in installation. And your posted file path tells me that you have installed incorrectly. The correct only filepath for BDA is KSP /GameData/BDArmory/ NOT KSP/GameData/BDArmory.1.2.4.0_12302018 /GameData/BDArmory/ This means you have installed the zip file complete into your game data folder , and as such non of the parts at at the locations they are supposed to be, which is why its not loading Fixing your issue. Delete the current BDArmory.1.2.4.0_12302018 folder that is in your GameData folder , download a new version from the linked above location , unzip the archive and remove the BDArmory folder and place it in you GameData folder . Don't forget you also need to have Physics Range Extender and Module Manager correctly installed for BDAc to function correctly
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Yes and maybe no, originally the reactive armor was dreamt ( not dreamed dont care what your US dictionary says) up and created by the SMI core team (me @TheKurgan @DoctorDavinci @XOC2008 )and all the parts worked just fine, it was then incorporated into BDA. However during the time I had away from KSP the module name was changed due to political pressure (apparently certain users objected to the SM part) , and because of this change any part or saved craft which has the old module name will not work. All is not lost as it's a simple matter to fix in both parts and craft and allow them to load , simply find any module named SM_Reactive_Armor and change it to ModuleReactiveArmor. Please note that the actual function of the armor is now BDA's responsibility and given the buggy mess that BDA is in at present I can't be sure that it'll function as intended As most of my mod parts rely on BDA not being a buggy mess, I am reluctant at this point to release updates that will still not perform as well as in the past. Example
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Counter-Rotation for Firespitter Prop Engines?
SpannerMonkey(smce) replied to gyros81's topic in KSP1 Mods Discussions
Hi the main reason i think nobody has bothered is that you end up with two identical parts just a left and right and historically thats not been favored in ksp, But changing rotation for your own fun and profit is on the easy peasy level of cfg modding, below chunk of prop rotator cfg powered be the prop spinner module MODULE { name = FSplanePropellerSpinner propellerName = Rotor rotationSpeed = -400 /// change this to 400 to make it spin the other way , told you it was easy - = anticlockwise + = clockwise //windmillRPM = 0.01 spinUpTime = 7.0 //15.0 useRotorDiscSwap = 1 rotorDiscFadeInStart = 0.45 rotorDiscFadeInEnd = 0.65 rotorDiscSpeed = -400 /// this is the transparent prop disc if fitted, change this also rotorDiscName = PROPDISC blade1 = Blades } -
Most of the hulls in SMM have a built in ballast water storage, this is provided so that hulls can be trimmed to suit once completed, most if not all SMM bridge units have a trim pump included, simply activate trim down to add ballast, and trim up to remove ballast. The mass is added this way because everyone builds things a different way , I build heavy so on completion most ships sit pretty close to ideal, a simply built ship, just enough parts for combat will by design be a lot lighter than my couple of hundred parts builds BDA bug unfortunately affecting most VLS units Possibly
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MODULE { name = ModuleTargetingCamera cameraTransformName = camTransform eyeHolderTransformName = eyeHolderTransform zoomFOVs = 100,80,60,40,25,15,10,5,1 gimbalLimit = 360 }
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Hi firstly I have no real 1.5 comparisons to draw as apart from a quick test install ( which i hated) i did not use any of the KSP 1.5.screwed versions. I think they're terrible versions of the game and as such cannot realistically provide any solution encountered using my mods in those versions. KSP 1.6 is my current development version and depending on what happens in other projects I'll be forced to move to KSP 1.6.1 very shortly. Due to the time required too update the mod suite I unable to provide retrospective fixes or solutions (unless of course it was a known issue that had been dealt with) j Class stern gear requires the use of the Jclass steam turbine and the fitting of the Jclass tanks etc , the drives are set up to use the exhaust from the turbine as fuel. without the turbines they will be ineffective . I don't use FAR. FAR changes the stock buoyancy which works just fine as it is , Far scraps the stock drag cube system and installs it's own which affects all parts of the mod . I am not prepared to retune all the parts to work within the changed non stock buoyancy and drag system, SM Marine has never been claimed to be FAR compatible I've not noticed the problems you describe in 1.6 though I have not built a steam powered J as yet in 1.6 , I will do so and report my results EDIT sometime later.... Tested all those parts you mention and find them all working well , built and checked out a Type 45 and still find it to be a well behaved craft. As mentioned J Class drives need to be supplied with steam from the steam turbines which is stored in the J class fuel tanks . All of these parts can easily be fitted within a type 45. Two JClass drives are only just enough for the type 45, 3 is much better. If you dont want to mess with all that, you can use the standard stern gear type 1 which uses LF EC and IA all of which are dealt with within the storage modules contained within the Type 45 hull. Depending on drives and ancillaries fitted the Type 45 is expected to achieve between 24 and 32 ish m/s . All drives are velocity curve controlled and more drives don't necessarily mean it'll go faster, only that it'll reach it's top speed faster and regain speed quicker after maneuvering. Images from testing NOTE TO ALL USERS OF SM MARINE There are issues in 1.6 with certain parts containing multiple animations . These issues display as broken information in the PAW (right click menu) and the animations being inoperative . The fix is fairly simple but time consuming to do and will be dealt with in a small update shortly. This and the broken IR aside all parts appear to be working well and fully functional in 1.6.x
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Except for those of us involved in direct dev weaponType = cannon ceased to be a thing a while ago as part of the developments of bullet type and as noted in a recent BDAc changelog * (Internal) Some code refactoring (basic cleanup, Module reorganization) * Deprecate the Cannon weaponType. Going forward, Ballistic should be used instead. Cannon remains (backwards compatibility), but will be eventually removed. and it still doesn't work properly