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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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You have no such node named in your cfg, the reference attach node needs to be named . see below example for stock docking port. You'll either change referenceAttachNode = dockingNode to referenceAttachNode = bottom, or if that is not suitable add another node in the position you require the port to be . name = dockingPortLarge rescaleFactor = 1 node_stack_top = 0.0, 0.29, 0.0, 0.0, 1.0, 0.0, 2 ////top node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = metaMaterials etc MODULE { name = ModuleDockingNode referenceAttachNode = top /// top nodeType = size2 stagingEnabled = False } }
- 5 replies
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- unity
- docking ports
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HI, cant work out from your post what exactly you are trying to do, aside from installing BDA. Which BDA version are you trying to install? which version of KSP are you using? A copy of your KSP.log would answer all these questions. We do not recommend using any of the earlier BDA versions unless for some reason you are unable to upgrade. It's also a certainty that there is only one currently supported release and that is for KSP 1.3, there will be very little support for previous versions as the structure of BDA has changed massively over the past few months. The current supported release for KSP1.3 https://github.com/PapaJoesSoup/BDArmory/releases/download/v0.3.0.0/BDArmory.0.3.0.0_07282017.zip
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Hi use the engagement options to set which weapons are used , you have 3 choice air surface or ASW, shorten the gun range, there is no way however of telling the AI to just shoot at planes, it will target any valid threat. I'd imagine though that if the AA was period correct there'd be little chance of it shooting down a bomb, as the dispersion/accuracy should not be that good, and the firing range should be limited. Also worth noting, is the detonation range of you bombs and torpedoes, are you sure it's being shot/destroyed by gun fire and not just detonating way too early?
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Not needed, simply cut out the BDArmory folder, paste that directly into your GameData folder, then delete the BahaTurret/Distribution/GameData/ folders which are now empty and useless
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Hi you have indeed installed the mod incorrectly. your file path is currently "at /Applications/KSP_osx/GameData/BahaTurret/Distribution/GameData/BDArmory/" when it should be "at /Applications/KSP_osx/GameData/BDArmory/"
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Still not enough information for me to assist further, check the version, see the github links for current release in first post
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Hi please refer to the first post for details we need in order for us to provide proper support. Only two known causes for your problem, 1 incorrect installation or 2 installation of incorrect version, As you have provided no other details those suggestions are the best guess
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Hi two ways to skin this cat, but you'll have to decide at the modelling stage which way you want to go. You will want the reflector to have an emissive shader , so it can glow, so method 1 using the squad work around color animator it will be fine to leave the model more or less as it is. method two, use the ModuleColorChanger to create the emissive, method two requires that the reflector be a separate mesh . Both methods though will require the lens/glass to be also a separate mesh, there are two methods of giving it some transparency, if you are unfamiliar with unity the easy way would be to apply the ksp translucent specular shader and set the opacity to suit, you could also use the ksp alpha cutoff shader though that's a little more fiddly to get just right . If you take a look down in the modelling and texturing sub forum of addon development you'll find posts with the how to's regarding color changer and color animator. To my mind especially with multiple children the color animator is a bit clunky and the module color changer is easier to set up than the animator is to get good result from (though white is dead easy) No need to worry about the lens blocking the light it wont, unless set to a specific culling layer the light will shine through any mesh. Quite a lot to take in, if you get stuck feel free to drop me a pm. PS depending on how your ksp is setup cones will either be passable or horrible, they never seem to look right, unless that's just the default unity ones, which are way to heavy for my taste
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Hi, no need to really bother, you could treble that poly count with very little if any impact on the game. If you use the extended animation options, and take a look a cargo bays, you will be able to angle the light pitch using a slider, otherwise you'll be stuck with at rest or full pitch, this method lets you point it exactly where you want. MODULE { name = ModuleAnimateGeneric animationName = LaunchPadLamp startEventGUIName =Tilt Up endEventGUIName = Tilt down actionGUIName = Toggle tilt allowDeployLimit = true /// the lines below this allow positioning of the lamp revClampDirection = false revClampSpeed = true revClampPercent = true }
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Although as you can't place more than one craft at one time, even before the craft can move you have to physically place it on the ground, and locking brakes activating engines, setting teams etc is all part of the AI setup, it can all be done before you even place the craft on the ground. I could understand if on the other hand VM dropped the aircraft wherever it wanted, with no input from the user , but it doesn't. You choose where to place it, the angle of placement, even how it's finally placed on the ground , is all on you Setting up large combat and weapon test scenarios is something I do a lot ( as do most of the team) , and of all the annoyances setting the brakes is fairly minor. As Doc Davinci mentioned Quickbrake takes care of it nicely,
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No destoyed models.
SpannerMonkey(smce) replied to Avery616's topic in KSP1 Technical Support (PC, modded installs)
Do you have Kerbal Konstructs installed? as I have noticed this happening too. I think it is a knock on effect of being able to place Squad KSC assets in the KK editor -
Hi did you really need to quote the whole first post? As for additions, I do not intend to add multiple hulls for the same vehicle type, the M60 additions can easily be dealt with using greebles, I'm working on an M60 version but will not be adding 1950's tanks to AFV's( whatever upgrade they have) it's more likely to end up in in SM OST and T. The M60 2000 uses an upgraded M60 turret not an Abrams turret, as can be seen from the profile in the pic above.
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Hi under intense investigation we discovered some serious issues with the current armor and it's tie in to the bullet system. To which end armor is currently being overhauled and accordingly everything will need to be re balanced once we have the performance that was intended. Any results up till the fix is in are skewed and armor is terminally OP.
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As i creator of PAWS that are too large to fit on the screen I thank you for this little mod, likely to become a default install from now on , cheers
- 62 replies
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- less clutter
- paw
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It would seem that way but unless it a global alteration of a craft and parts buoyancy rather than on a part by part basis it doesn't really work, and having to set it every single time for up to 12 hull sections would get old fast. I'll stick with getting it right and applying the value permanently in the cfg. I actually find the idea of leaving it to the user to set the buoyancy of the hull parts very unappealing, I'm not sure they'd enjoy ot much either. I'm sure it would cause more grief than it would solve as buoyancy is not something I have a problem dealing with via stock cfg options, and getting it spot on matters when you do things as below. I don't disapprove of the mod in any way, but would still advise users of SM Marine and LBP to be very cautious when messing with the hull buoyancy of my parts.
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Hi, yup, it takes quite a while to get the hulls floating correctly by a combination of mass and buoyancy reduction. Having a slider would infer that cfg settings are irrelevant, and the user could override any setting there. The larger hulls, (120mtr +) LBP size operate right on the edge of KSP's physics as it is, and it's only a tiny difference between good game play and a kraken festival. Many of the later hulls and the subs especially run very low buoyancy values as it is, and it will not take much to ruin the balance Other knock on effects, it will wreck the HullBreach mod, as that relies on once again, values that are worked out over time and fixed, if you reduce the buoyancy by 50% you'd have to let the plugin know somehow that you had otherwise it'll be instant sink,instead of flood. Obviously it's a done deal now, but without doubt, it puts anyone who uses a buoyancy slider on the ships boats, in uncharted territory, quite simply if you adjust the buoyancy value and it all goes wrong, it's all on you Very suprised it's not been done before. . I'm aware that some stock parts have ludicrous buoyancy but would strongly advise caution before applying it to SM mods, things that are supposed to sink usually do, even down to panels and rails, and things that are meant to float , have an adjusted buoyancy to make sure they float appropriately
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A just by chance almost perfect example of cruise missiles and radar terminal guidance working beautifully. There are other things of note as well in the video, but that's the relevant part you're interested in. Hi I may be partly responsible as i have patches in SM mods that do add extra tail nodes to a number of missiles, as i extensively use VLS and launch tubes ( and never srf attach a missile anywhere) . In previous times most missiles only had facility for rail type attachment , either by surface or node attach, as the main group was air to air or air to ground ground launched and ship launched were in the minority and so were the launchers for them.
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Hi all, couple of new things that need a decision, and it's one i can't really make, the question, to release or not to release, and if release, standalone, or part of SMM? Downsides to standalone, more mod folders, downside to added to SMM not everyone wants X and it makes the mod even bigger . First a rather large modular Multi Purpose vessel, inspired by the test team and the Blue Marlin. The second item is a sailing ship of all things, in two flavors trader and pirate, all mast sails, rig parts and decks are individual parts. So what do they look like? images below, take a look, opinions on releasing and how welcome. Also to be considered is that I'm also quite happy to keep them as dev toys, And the sailing ships
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[Airships in 1.12.3] HooliganLabs Mods
SpannerMonkey(smce) replied to JewelShisen's topic in KSP1 Mod Releases
Hi, yes , you could use the airpark feature to park any airship in the location of your choice -
Edit paramete Missile
SpannerMonkey(smce) replied to KranSmith's topic in KSP1 Technical Support (PC, modded installs)
Hi. Yes this can be done. But you will have to work out the exact values needed. To increase how far the missile travels before the engine start you need to increase the decouple speed. Also you will need to set the drop time. do note that extended drop times on air launched missiles can lead to the missile slowing and falling behind the craft before the missile engine starts which can in turn result in the missile striking your craft. For tube style launchers short drop times to prevent missiles contacting launcher are advised. -
should work fine with one engine though it's vital to get it properly on the center line, otherwise i suspect it'll be spinning everywhere.
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GPS missiles will if correctly set be used by the AI. Do note that for the AI to be able to select a GPS target the weapon manager must be able to see it,(must be within maximum view range) AND it must be targeted with the camera module.( The camera module is the only unit capable of transmitting GPS coordinates) GPS missiles are not the preferred choice for any target that has the potential to move. However certain GPS guided missiles now have a terminal guidance option, developed by @TheDog this gives the GPS missile an ability to at a set put activate an internal radar and lock onto a target. For targets out of range and long range targets you have to collect the coordinates yourself, though it's only a minor task using vessel mover and a craft with a camera.For these long range targets as with everything else, if it's out of weapon manager range the AI does not see it. All of the Anti ship and cruise types in BDA and my personal mods can be and are fired by the AI during combat simulations, though accuracy depends on target movement etc.
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HI, the claw module needs a separate collider from the model parent mesh to act as a named trigger, sadly wheels do not have the kind of collider that can be interacted with in such a way, gripping wheels with claws has ended badly too many times to count, and i've a feeling that incorporating a claw module with a wheel collider is a RSVP Kraken invite However i wish many happy explosions while you pursue your goal.
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Hi can you describe what you are doing as i'm running it now and see no issues, it's very likely that if any of the parts are scaled that things will get a bit strange but, stock straight from the box, two engines two cmd seats and launch and it's working perfectly.