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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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Hi, nothing wrong with tweakscale on radar, there are discussions in the team currently about TS and weapon scaling in general
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Evening all just a little warning ahead of time that due to intensive and extensive behind the scenes activity, the goalposts are moving a little too quickly, and there is a danger that things if left will get badly out of sync. So sometime in the next few days there will very likely need to be another update, not a big one ,but an important one for a lot of the very new very on the edge of whats possible things. Torpedoes etc and such like . and a new thing or two.
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I have returned bearing an answer or two a question and gifts So as I mentioned in the end much easier to make a little mini mod and see what was happening, copied your exact cfg from the post, changed the texture path, created a folder and dropped patch and textures in there, started game. when i eventually found the part ( 300 items in structural) It clearly showed stock texture , all good so far, plop it on a handy craft. still good , swap colors . yup good, BUT it wont switch back to stock, it'll do the hack textures but not back to the stock one, Now i know that FSTS2 has issue if all the textures are not the same size, could it be that the textures have to also be the same format? as that was the only thing that was different, mine png Squads dds. same physical size although very different file sizes. SO as it goes the patch is basically sound, we knew that anyway. But how about these texture sizes and formats ? If it's not that, the last straw to clutch at is the underscores, replace with periods and see what happens. and the gifts, the mini mod will make it a lot easier to nail the problem if you don't need to wade through files to do it. just your patch and a couple of textures https://www.dropbox.com/s/i6eowzx9kf5qc8q/x3to2.zip?dl=0
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You are going to make me go in the VAB aren't you , i never go in there, not sure if I still have a key/ . I'm sure it's as I mentioned and Jade an object name issue, as the one thing in your cfg that i never do, I did and it still works . I will see if indeed that is the correct object name and report back, if need be I'll make a dummy cfg and try it myself, it should not be this hard, but gettin the right object name can take some doing, fortunately it's all simple parts BBs
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Hi as mentioned by gomker they are a little bit lost right now, and homeless, they are part of a project that as yet, imo, is not ready to become a mod. SM_Aviation contains the Helis 3 of them. well 4 if you count the dog fighting gunship as a different thing and a couple of drones (unmanned with no way to man) and some other assorted aviation items. I could I suppose move the oddments and leave it with just the helis and drones, but that's not a ten minute task. and still there's not enough to make it a standalone mod. Only time will tell, but making uni body helis, and then making them work properly is not a simple matter, so I doubt if it'll surface in the near future.
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Not without creating a whole new targeting and control system you wont, Some kind of love child between BDA mechJeb and ker is what it would take in order to hit a ship moving at X1000m/s, and I don't think I'm speaking out of place when I say it's not something that BDA can or wants to currently do. PS i think the time to switch to space battles is when you've exhausted all the in atmosphere possibilities, and i can tell you right now that we have not, and will not do so for some time , so you are not even close
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every other engine out.
SpannerMonkey(smce) replied to harrisjosh2711's topic in KSP1 Modelling and Texturing Discussion
Hi can we see the cfg , -
I'd say that it seemed in my tests that the blast radius was multiplied or as visual clues would suggest is somehow inverted, I noticed numerous occasions in which a vessel at ground zero was completely unscathed while 20 KM away craft and structures were being destroyed. It's an odd behavior I know @gomker did attempt to reach out to harpwner in order to find and hopefully resolve the issue, but from what i can see the offer was never taken up.
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Hi, strangely no such effects are present in BDA it is not possible for any of the included devices to behave as you describe, and in my many abuses of BDA i've never been able to replicate this effect , the only time I have ever seen the effect is related to NKD and NKD derived mods. Which leads me more in the direction of believing that there is some problem with the NKD's or your codes interaction with BDA as there has been for a long time, and was the reason i pulled the 1.22 patch
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Large Boat Parts Pack KSP 1.3 Localization and details LBP now shares a unified EN_US dictionary with all other SM mods , this dictionary comes in the form of a folder called SM_Industries, this is not an optional install, this folder must also be installed, before reporting part name and description autoloc errors check you have installed everything required ALL required parts are included in the update download DO NOT MERGE VERSION 3.9.0 WITH ANY PRE EXISTING COPIES OF LBP, FILE AND FOLDER STRUCTURE HAS CHANGED AND MERGING WITH EXISTING COPIES WILL BREAK THE MOD. ALSO NOT A BUG, SIMPLY DO NOT MERGE OR OVERWRITE There have been literally hundreds of small changes throughout the mod, while existing ships will be safe, it is likely that there will be module index errors shown for existing ships in the log. There was no way to avoid this as the backlog of problems was such that it needed serious attention. Alongside the massive localization effort , this update has been mainly to clean the mod up generally and remove it from appearing in the logs, aside from the no issue module index messages, there should be no interaction or logging from LBP other than that seen for any normal clean part. As always for best results use only in conjunction with KJR
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Editor extensions is the only way to do it unless you want to lose your mind, you need to turn off surface attach and just use nodes, and then it's easy, if it wasn't for the legacy crowd there'd be no surface attach as I dont use it ever for missiles
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I just got the 'Hell' Kraken
SpannerMonkey(smce) replied to Chel's topic in KSP1 Technical Support (PC, modded installs)
Hi do you have KJR installed you will need it to build LBP ships . Also regardless of crash there is always the KSP.log which will tell me exactly what happened and why. I suspect though that whatever method you used for launch or a lack of KJR caused your issue . You cannot launch ships of LBP size to the runway as it will be destroyed the instant the ship loads in, unless you have masses of launch clamps. SO break it again and post a zipped copy of the KSP.log -
Hi could you retest using the BDAI test aircraft I'm running them now and see no indication of your issue. I have two aircraft cruising at 1600mtrs 160m/s (ish) and 69 meter separation and it's been like that for 20 minutes. Also ran check of control and command systems and they seem OK too.
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Other creatures than kerbals
SpannerMonkey(smce) replied to Vivigluglu's topic in KSP1 Suggestions & Development Discussion
Hi chaps, I've tested this in KSP already and will be handing over the objects for GerSpace to include in KK. No issues detected even with multiple units, clock stays green -
As an aside to all the above. BDA welcomes further Ammunition and bullet sweep details, the more it has the better it will be. ( worth stating that they'll all be tested and confirmed as not fantasy before being included) ALL current AA ammunition will work within the new system and requires no changes , and from what i can see in Toonu''s postings there is already a bullet size suitable for most AA weapons, converting them over is a simple matter of patching in the bulletType = xx to the cfg. That is all that's needed, yes you can go the whole way but there is really no need. I fully appreciate tetryds view on it all, having spent a ludicrous amount of time making sure his products behaved as he wanted. Not an easy task. For my part it was much easier to fully adopt (and create part of ) the system as up until 1.2 my mods paid little attention to such things so I had nothing to lose and a lot to gain.
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Hi, Ive just checked the patches you are promoting and they are truly horrible and need sorting out to meet the standard required by the mods they are being applied to Please note that currently I do not support their application to any SM mod or managed mods. There are no NEEDS requirements so patches will be applied regardless of if the required mod is installed, ie Patch A wants to install module Y, from mod B in Part X, but Mod B is not installed, Patch does not care and installs module Y anyway, resulting in log errors There is also no way, with the patch being written as it is, to prevent multiple modules of the same type being installed , for example part X already has module Y , Patch A wants to put module Y in the cfg of part X, currently it will do exactly that, so you will end up with two module Ys instead of one. More log errors There is a comprehensive guide on how to construct GOOD MM patches, including all the special operators, at the beginning of the MM thread, I think it's time to familiarize yourself with the correct methods DO not report any errors caused by these patches to me or my threads, the use of these patches in SMM SMA SMAFV LBP is not supported
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How to Use FStextureSwitch2 and FSfuelSwitch
SpannerMonkey(smce) replied to ErevanGaming's topic in KSP1 Mods Discussions
Hi do not put the file extension eg.dds in the texture name slot Squad/Parts/FuelTank/Size3Tanks/FueltTanks_cm.dds; should be Squad/Parts/FuelTank/Size3Tanks/FueltTanks_cm; also ; at the end of a line may cause the patch to expect another item textureDisplayNames = Pre-2015;Post-2015 >>;<< this should not be here What exactly does the log error say? -
They all have tweakscale here , and the release is exactly the same as the copy I'm currently running. I can also confirm that there are a total of 17 tweakscale modules applied to the Type 45 parts plus those for ancillary items such as Radar and antenna
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How to Use FStextureSwitch2 and FSfuelSwitch
SpannerMonkey(smce) replied to ErevanGaming's topic in KSP1 Mods Discussions
Are you sure that is the correct object name,? switch on debug in the module and click the print objects button that will output a list of the parts object names in the Alt F12 window, and just place the name you find listed there in your patch -
It's a simple question of support, and how it looks, unless it's all installed I can't offer any kind of backup, and i really don't want videos around that show my mods as something part complete or badly finished, which is exactly what autoloc tags instead of names looks like. Especially when we've spent a hell of a long time making sure that they're better than they've ever been. It would have been a lot easier on me and the team if I'd just ignored localization, but for too long i've been a little flippant in my attitude to mods in general, and a lot has changed. Apologies for the spiky response, and you received the response that should have been delivered to the first person to report an autoloc bug 5 minutes after I uploaded , because they had not bothered to read the instructions or download all the required parts . What will truly crack me up is if they've actually merged it with an existing copy because it will all go horribly wrong. that too in those self same instructions Cheers
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what he said and further . In the video you have posted the BDA weapons gui is showing instead of the part name #autoLOC_SMIndustries_5000176 , the only reason for that to be displayed is if you have not read the instructions regarding the installation of SM_AFV's and even worse not even downloaded all of the mod, just part of it, the dictionary is as essential as the textures and cfgs. Please install my mods according to the instructions, I don't spend time writing them just to fill page space, in fact I'd rather not bother at all.
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Freeze error missile launch
SpannerMonkey(smce) replied to Natso's topic in KSP1 Technical Support (PC, modded installs)
KSP and BDA version , machine and memory specs, 32 or 64bit, windows or other OS , a zipped copy of KSP.log containing your most recent event? If any of these items had been in your post it's possible that you may have received some help or guidance. without that information any advice is pure conjecture and speculation.