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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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https://github.com/PapaJoesSoup/BDArmory/releases/download/v0.2.1.2/BDArmory.0.2.1.2_06172017.zip
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Hi I can see from your screenshots that you use mods, and there is an outside chance that a mod could be interfering wit BDA and other systems functions. SO I suggest that to rule out such interference , you repeat the experiment using the supplied BDA test aircraft, which require no parts to be added and contain all the parts required to enable a dogfight scenario .
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Hi, re attaching missiles and loading missile launchers or turrets, Due to the restricted space in most launchers you need to disable the missiles surface attach, this can be done in stock by (i'm told) pressing holding ALT while you place the part, though I favor Editor Extensions. It's pretty important that you only attach missiles to launchers using the stack nodes , The surface attach is really to be considered a legacy feature, for those wishing to build their own launchers from stockish parts. I strongly advise that loaded missile turrets and launchers are saved as sub assemblies, especially as other mods (such as mine) provide very large missile arrays and loading them is tedious, saved as a sub assembly they can be loaded once and reused on many craft. One final word of caution, not all missiles are suitable for all launchers, rail type launchers are fairly tolerant of set up errors, On the other hand tube style launchers like the Patriot Launcher Turret require that the missile is set up to be launched from that device, ie reduce drop time ( this is the time from the missile being decoupled until the engine fires) and check that missile decouples forward not laterally, These options are all visible via the right click gui (PAW)
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HI you have installed the mod incorrectly you need to re install , Open the https://github.com/PapaJoesSoup/BDArmory/releases/download/v0.2.1.2/BDArmory.0.2.1.2_06172017.zip extract the contents, and only place the BDArmory folder into GameData.
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But i did not. Yes, 88s texture switch not reinstated after guns were remade . AFV armor panels texture switch lost somewhere in the file swapping chaos of localization, no texture switch available right now. . Please be a little more coherent in your git bug reports , with some indication of the affected parts For future reference two mods, two problems completely unrelated require two reports. Very few of the items in AFV's have texture switch ( and the 88 are the only ones from SMA) , out of the 160 items there are perhaps 10 with texture switch. and I'm not motivated due to the increasing size of the mod to add any more switches. . and any new ones will be added on a case by case basis, as some models just are not that suitable for TS Very reluctant to push updates for these minor items, as they're far from game breaking,( very annoying on a personal level though) although I grant the default sand color of the panels is not the best choice. There are however SMA and BDA varieties of panel in the same sizes in a more useful greys Cheers
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Hi, post as much as you want, someone may as well use the space Awaiting your log, but be aware that there is no texture switch on the SMArmory panels , there is however on the AFV armor panels.
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HI all the little update as mentioned a few days ago v0.9.7.5 Update Moved 10 mtr Rib from dev to release Moved Rib water jet from dev to release Note the water jet does have reverse BUT just like the real thing reverse is pretty useless although works quite well as a brake. Bucket moves to reverse position, steering gear follows steering movement Torpedo tuning and enhancements, in order to keep up with developments in systems and control Download now includes SM Industries EN US dictionary merge with any pre existing copies
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Hi all v3.9.1 Update Missing cv bow fix module changes Download Now includes SMI dictionary please overwrite existing versions, must be installed , not optional That is all Cheers
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Whats the problem you have with that, doesn't do any harm, not pretty , but not really an issue Also not present in 1.3 versions Also worth mentioning, is that in this mod there are 247 individual part cfgs (310 .mu files which is more than the amount of parts supplied in base game) , and some of those cfgs' have 8 cfg's within in them, combine that with another 800 cfg's and you have an idea of the amount of work it takes to get the whole SMI lot released, Given that a professional company like Squad is still chasing bugs in the core game after all these, years, i don't think one cooky module out of several thousand in the mod could be considered in anyway game breaking.
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The Great Panjamdrum
SpannerMonkey(smce) replied to Scorpiodude's topic in KSP1 Challenges & Mission ideas
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HI. due to the confined nature of the vls any missile that has surface attach still enabled with show a distinct tendency to stick anywhere except it's proper location. To successfully attach a missile surface attach must be disabled, I think it fairly certain that most users of SMM et al use a mod that provides advanced editor functions to do this , I favor Editor Extensions Redux but there are others. I advise all users to save loaded VLS and missile launchers as sub assemblies, even I'll agree that the filling of missile bays in particular is no fun and borders on the tedious with a good dollop of frustration thrown in.
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Hi, one of the things I neglected to do an exploded of. So you are using the IR not the animated bridge section? IF so I really need a new solution for the attachment, there's a good chance you have connected to the wrong side of the bridge, you need to connect the crane boom to the inverted lower deck, BUT i will say now that it's fiddly as hell to do, because there was a requirement that the IR bridge could be picked up from both ends, which lead to the plethora of nodes, which makes it work, but horrible to fit . Getting used to how it works with the MechBridgeSecB which is the animated version (same bridge just animated instead) is the way even i did it, Also if any part of it gets auto strutted it'll fail to work at all. See if this pic helps any If not I'll put a video together, in fact i will anyway, as it's easier to see how to put something together if you see it move @Cdodders actually leave it with me for a few days, i really need to do something about the nodes, it's way to easy to connect in a way that works but not in the right way and way too hard to get it right.
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Hi you can do it that way , though a nicer way would be to use module manager and something like this @PART[Your part OR part to be changed]:NEEDS[BDArmory] { %MODULE { name = ModuleRadar omnidirectional = false scanRotationSpeed = 120 directionalFieldOfView = 120 lockRotationAngle = 4 canRecieveRadarData = true minSignalThreshold = 80 minLockedSignalThreshold = 100 rwrThreatType = 1 } } It could be refined a bit further , but it gets you what you want, most importantly doesn't alter the parts own cfg, will not be overwritten by a parts update, and if you keep in a little folder with any others you make, it's easily transferable between installs
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Hi kerbal foundries APU is what you need and the part module I use in a lot of the vehicles my AFV mod, don't start the engine you don't go anywhere, as it should be
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Hi, this may be true in the stock game BUT when you build several thousand tonne ships the stock game cannot cope, the forces involved are too great, and even autostrut fails dismally often being the cause of disjointed parts. Admittedly the game is now more tolerant than it's ever been, and it's been so long since i used a stock part never mind played a stock game, I have no clue how stock behaves IF you want truly massive then KJR is still your go to mod, and in the thread linked there is a serviceable 1.3 unofficial fix
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In order to counter some recent comments regarding the efficacy (if ever there was a perfect word) of certain SM BDAc developments, a little demo of one of the systems currently in dev Self explanatory? efficacious ? I'd say so
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https://github.com/PapaJoesSoup/BDArmory/releases https://github.com/jrodrigv/PhysicsRangeExtender/releases https://github.com/snjo/Firespitter/releases Hi delete all previous versions, install all of the above and retry game. These links will not change over time and releases can always be found at these locations.
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Can i see your KSP.log please. Also you will need Physics Range extender and Firespitter to use BDA to it's fullest AND most importantly you are running the BDA version for KSP 1.2.1 NOT 1.3 I'm guessing you want to run 1.3 but can't tell from the supplied logs which version you have
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Hi it's on the list of things being or to be investigated . Though using BTG and guard mode combat can look fairly autonomous. KOS with the right script and guard mode can be almost autonomous The AI flight computer has a built in gain altitude function that causes mayhem with things that can't
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I need to see your KSP.log please and it appears that your firespitter isn't loading properly. is it the latest version?.
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KSP_Scatterer Addon_ Tearing and Pixled
SpannerMonkey(smce) replied to dylan46022's topic in KSP1 Mods Discussions
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I was in no way taking any of your postings as anything but an average everyday post, no need to think otherwise, I know all about the military things, the size of a truck and with the power needs of an average town. AS i say, your free to do your thing, as is your right. and in truth i don't care
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no, i'm not armor does not have to be thick in order to work or in fact weigh anything, i feel that you don't as yet fully appreciate all of BDA or are aware of it's capabilities and for that matter limitations and once again in reference to and And as a complete irrelevance but worth a mention lasers if properly set up not sci fi hacked will be useless for your purposes, and probably worse than any other projectile. unless your real space battles involve tickling battle cruiser to death at 100 mtrs .... Apologies if i sound somewhat jaded and unimpressed, this subject his been discussed to death over the history of BDA, It's not like it's an original idea, if it's not nukes or fantasy weapons, it's space combat most new users ask for , and it's no more feasible now than it was 4 years ago, however if you want to spend several months bashing your head pointlessly against a wall, as many have before, I certainly am not going to stop you. And of course there's always the outside chance that i (and the rest of the dev team, the RnD group etc) are completely wrong. In which case I'm still eagerly awaiting video proof, not of two ships 100 mtrs apart in the same orbit firing lasers at each other ( thats called an aggressive rendezvous not a battle) , but ships in slightly different orbits being able to engage at will at any time. Just as they could when in atmosphere