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Everything posted by SpannerMonkey(smce)
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I'd forgotten all about that, it was six months ago, don't even think i've touched it since using the parts for the Kerbin Dakar. I added as usual a ton of other stuff, Can't even recall if it was releasable i'll have to look. But image below covers most of it I think.
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Regarding the pilot AI flight abilities, the pilot AI was written by Ferram creator of FAR , and is not something that can be improved without a similar or greater understanding of KSP aerodynamics than Ferram, I think it's fair to say that while the current team understand how it all works, but as for making it better or adding advanced maneuvers, without ruining something else in the process, that, i feel is currently outside the area of focus, and probably outside the comfort zone of many of the team members. We would be more than happy to take pull requests for AI enhancements of any type.
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Another screenshot of your GameData folder will be needed , i will be very disappointed if you still have mod folders in the Squad folder, and Gamedata folders in your GameData folder. KSP.log you will find it in your main KSP folder, zip it up and place a link here.
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You have a GameData folder inside your GameData Folder, AND inside the Squad folder, THIS IS WRONG. You should never put any folders or files in the Squad folder. You should never have a GameData Folder within a GameData folder . In short your install is a mess and i'm surprised it works at all. I strongly suggest deleting that whole game and reinstalling. Then only add mods to your GameData folder no other location, Any mod that comes packaged like so. ubermodv111/GameData/TheModFolder. requires that only the TheModFolder.is installed to GameData. Installing it any other way will break your game and certainly in many cases break all the mods.
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HI, to assist you any further a screenshot of you r GameData folder and the opened BDA folder. Also a zipped copy of your KSP.log. Without those items further help is just guessing.
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I'm sure they are, mine are , which is exactly only more, the same as the download version. And how Big?
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Tweak scale and there is no point putting it everywhere, just protect the area around the weapon manager and the vessels COM. putting it anywhere else is wasteful and the BD AI always targets the vessel COM.
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Dug. Using BDAI test aircraft, loaded hellfires, 3 of the load of 12 where fired as aircraft climbed away from target. There is no chance on earth that the missile is able to make that turn, (it could but it doesn't right now) before impacting the ground or the IR loses lock as camera has to rotate to reposition the camera ball. Have no clue as to if this a new behaviour as my aircraft combat experience is usually experienced from the other end.
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Not really, ( unless there is one i don't know about) As it's very subjective, what player X likes will probably not be the same as your taste. But really it's just a lot of practice, and looking at how the real things are/where stacked up. and as you get ones you like save them as sub assemblies, so you don't have to build another 30 part superstructure, every time you want a battleship.
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HI, using autostrut is not recommended for parts this heavy,, We recommend that you use Kerbal Joint Reinforcement. Also when using vessel mover you can move height using the tab key between 4 positions, Also with vessel mover use the throttle keys to place the vessel in the water rather than dropping it.
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Hi the image you show indicates that a plugin or other file cannot find a specific shader , this could be caused by many things , though without a zipped copy of the KSP.log all I'm prepared to guess at is that A, one or more of your mods is not suitable for KSP 1.3 or B the installation of all mods except one is wrong.
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Wing Commander
SpannerMonkey(smce) replied to JickJesdy's topic in KSP1 Technical Support (PC, modded installs)
Have you also installed physics range extender? which is required for the BDA systems to fully function https://github.com/jrodrigv/PhysicsRangeExtender/releases/download/1.4.0/PhysicsRangeExtender.1.4_28052017.zip -
If you fire missiles manually you an choose whichever type you fancy. There's no way to stop the AI choosing a particular weapon, it's setup to try and win, so wants to use the best option, based on range and speed of target and available weapons. The weapon smart pick is a core part of the whole weapon manager process. Although you can severely restrict it's choices by altering the individual missiles engagement options
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node coverup, invisible-non-existant part
SpannerMonkey(smce) replied to KerbMav's topic in KSP1 Mods Discussions
HI, i get that it can be useful , back when i last used ELP there was only one pad and one node so it wasn't an issue, I'm a it puzzled as to why the ELP would have more than one spawn node, it would seem to make for a very annoying experience, how does it know which node is up? As that seem like the only valid one to use. -
Show off your awesome KSP pictures!
SpannerMonkey(smce) replied to NuclearWarfare's topic in KSP Fan Works
Finally, after 4 years I found a way to make a little dream come true in less than a million poly's -
Because on the scale of things it's not very important to anyone it appears except a very small minority . [snip] AS for the why not, because i don't see the point. ( and before this goes any further you will not be able to persuade me that I'm wrong, I accept your opinion is as valid as anyone else's and that is all.) Plus of course the development team have no desire to perform such a lengthy task in order to keep an unhappy few quiet. As i mentioned previously anyone free to construct perfect weapon replicas if you so wish, and many other players don't use BDA weapons at all( you can happily delete every part except the WM and PAI and use only the weapons that meet your strict criteria). Perfect scale or replicas have never been a feature of BDA and I'd imagine BDAc will continue , with an emphasis on high value, low impact fun. Tens of thousands of other players quite happily use BDA without getting hung up on what is, to those same thousands a complete irrelevance
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It was your method of demonstrating that it was, to your mind badly scaled. i found extremely amusing. Certainly in the BDAc time period it's never been mentioned in an issues post. Most of the BDAc models are set in stone. The team does not have access to the raw assets. So without re-exporting through blender etc there's no way to update change or modify them. ( it's not a problem for me , it's what i do) As you're well aware, there's a multitude of weapon mods available, and I feel ( a general impression gained over nearly a year of team interaction) that aside from parts that demonstrate new features, it's very unlikely that the current BDA legacy parts will be changed in any significant way, there's little point when you can have almost any weapon type you can imagine in any form already, and easily downloadable from a forum thread near you .
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you're not serious are you? really, while playing game populated by little green men. the 30x 127 imaginary round fired by a lump of code wrapped in polys. and of course this is just my opinion and not necessarily the views of anybody else their affiliates or employees . And while there are many close to replicas it's always a compromise, whats the point of spending 40 hours making sure every part is exactly to scale, when 99% of people never notice, it gives the weapon no more ability than a stick with a fire Transform attached. Also while high precision modelling is a nice way to relax on personal projects it's very likely to become very much like work if you plan on having a decent range of weapons in your pack. I don't think anybody has ever claimed that BDAc was comprised of display quality weapon replicas. I'm sure you would have some interest should you decide to make your own scaled perfect replica weapons set and make them work as you believe they should. I wish you good luck with your perfect weapons project ..
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Not long now the release candidate is with the testers now. Also newly added and will be included , IS122, PZ4 KVseries hull. ,almost enough for a fight still a couple more to come. but this'll be the tank line up for the 1.3 Beta, plus all the old turrets upgraded.
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Show off your awesome KSP pictures!
SpannerMonkey(smce) replied to NuclearWarfare's topic in KSP Fan Works
Thanks for that, i'd never have found it. It's very pretty indeed, though I'm after something standalone ideally, looks like ill have to find some patterns myself. Cheers -
Show off your awesome KSP pictures!
SpannerMonkey(smce) replied to NuclearWarfare's topic in KSP Fan Works
One day I'll work out how to do it without a billion poly's . pretty ship In the mean time And that is very cool, not a question i often ask, is the X15 a thing? rather than a private project, and if the former can i have one