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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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Hi, Is there any reason that you chose not to install all the required parts of the mod ? You would have earned a like for the video if you had
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Hi, ah Kerbin city , I have one of those too, one of my favorite saved statics . As regards bringing it back, i know there have been abortive attempts, aborted by the fact it's almost impossible to contact everyone involved, and get the very necessary permission to continue the work. Though as one of the original creators I reckon you'd stand a better chance than anyone else . I certainly don't envy any attempt to finish the bridge, that radius change is a killer
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Hi although I'm usually a supporter of such things in this case I think it's a little too much for a first project. It's much too large and It has to be sectioned, split up into chunks, otherwise it'll be just another junky scifi ship mod. You need to split it in order to get proper and decent part collision you also want the game to treat it properly, and most importantly you want to be able to enjoy using it , if it needs a million units of torque in order to be stable , it's no fun and is indeed junk. Once you've decided on how to split it up, and indeed starting splitting it up, you will need to close all the now open faces and apply a texture that works with the rest of the ship. Unless you're quite familiar with model making i could see you becoming easily discouraged due to the huge amount of time it will take to accomplish even prepping the model for unity. Also i view that model with some suspicion as i've a horrible feeling it's a sketchup thing, and as such can present numerous problems when it comes to model preparation, such as duplicate faces , tons of unnecessary geometry and a load of other things that are just annoying. If you are serious about doing this and are not discouraged by the 80 hours or so it would take to do, you would be better off simply using that as a pattern and remaking it yourself, despite how it looks it's just a load of simple geometry piled up in a heap. So given time even a complete novice could replicate the craft using nothing more than primitive shapes and a bit of blenderFoo , Plus this way you learn how to 3d model and prepare a model and put it in a game and it will be all yours .
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Hi i do have one copy remaining BUT it is a beta, not everything is pure gold, somethings are missing, and due to the simple volume of mods I've still to sort I cannot split dev between a version i no longer use and 1.3 or whatever the latest KSP version. SO if you're prepared to run a beta copy with no chance of any issue being fixed I can set up a link,. It has to be at your own risk, I've not touched that particular beta since May and was surprised i still had a game build that had it installed. Due to the size of these mods now,i can't keep old copies hanging around in dropbox etc and they have to be deleted to make room few updated versions
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Hi, theoretically possible with modular missiles PRE and RBDA , but not really viable for normal BDA for the simple reason that there is no way for a missile to be steered in space. Missile flight relies and aero effects and drag for directional control. JR did demonstrate some success in using Modular missiles in space but not sure if he's pursued that further, given the progress that has been made elsewhere
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SM ARMORY KSP1.3 Update Many many small important fixes Return of 88's in two formats New missiles and launchers And of course other stuff EN US localisation NOTE REQUIRES SECONDARY DOWNLOAD SM Industries Dictionary NOW Required for all SM MODS old info ignore Thanks to gomker, XOC2008, V8Jester and the team for keeping me sane and obscene amounts of testing and burning of much midnight oil . Extra special thanks goto gomker for his awesome work on localising over 1000 parts, and coming up with a way to do it that would not drive him insane / Installation Notes Do not merge with any pre existing copy of SM Armory, Due to all the fixes and small changes merging will irreparably damage the cfg's and the only recovery option is to delete and reinstall SM Armory. As noted above you will now need to download the SM_Industries folder in order for the now localised SM Armory to display part names and descriptions correctly AFV's will follow shortly. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SM AFVs for KSP 1.3 EN US localisation NOTE REQUIRES SECONDARY DOWNLOAD SM Industries Dictionary NOW Required for all SM MODS Contents 8x8 comprising 1 complete Hemitt truck less wheels and 15 individual parts to construct your own AFvalpha3rev16_1 A large single part fantasy tank less tracks, with large IVA, dual barreled tank turrets, cameras, crew hatches, and cargo hold engine space AFVarmorPanels 5 differently sized and shaped BDA Armor panels. Tweakscale fitted AFVcraneParts This is the bridge laying arm unit and is powered by InfernalRobotics, Consisting of an upper and lower arm AFVutilityARM A Robot Arm style crane ,powered by InfernalRobotics, comprising 5 main parts and two styles of tool holder AmmoBox As yet standard military style ammo box. To become universal ammo using tank content switcher AnimBridgeSecB The bridge for the bridge layer. In two formats, animated and IR. Due to engine limitations the animated bridge can only be picked up and placed from one end not both. The IR version can be picked up either end ArtilleryTurret G6 style 155mm Artillery turret BDFPS Contains two Kerbal FPS rocket launchers, effective against small vehicles, an appropriate helmet, and a Kerb held smoke grenade CM . Needs KIS BradleyIFV The fully activated Bradley turret with working TOW launcher and Gun turret , smoke CM and camera system, hull with IVA and four parts of self assemble BDA Armor Challenger2XTurret A reworked version of the NED challenger with smoke CM and camera ChallengerHullX A reworked version of the NED challenger hull, with IVA and mounted coaxial gun CoDTankHull and Turret A game inspired tank with large caliber dual cannon turretEland90 Kit A small armored car carrying a cannon turret FV510 warrior Small IFV hull and turret, IVA, Smoke,Camera G6SMA Wheeled tractor unit for the G6 style artillery turret GenericTurret Allows for the surface mount of any gun and resembles a turret, to enable rotation use IR parts, this turret does not rotate HDtractorTrailer Kit A large vehicle transporter style truck and trailer kit. With an open and closed cab option, works with other truck parts HRV1 Kit Heavy recovery vehicle complete with IR crane, use with KAS winches and equipment Humvee Kit Humvee with grenade turret KUB2K12 Kit Missile transporter launcher Hull launcher and missiles Missile3M9 and HammerheadAT Leopard2A6 Kit Tank hull and turret, all the usuall equipment M1SM1 Tusk Kit Tank Hull turret and removable BDA Armor skirts, all features present M113 Armored personel carrier, with room for 8 Kerbs in the rear on cmd seats M577SMRevE The Aliens APC MilitaryWheel Military style vehicle wheels in single and dual trailer type MilSpecDieselAPU A KerbalFoundries powered APU styled as a turbocharged diesel, and used for providing power for those vehicles not already fitted with an APU system (many are) MissileErektor kit A vertical animated missile launcher assembly for carrying the large included scud style missile, this missile is capable of following a ballistic trajectory to hit target at test max of 37KM OShCab Kit A kit of many varied truck parts to build many different trucks, include 2 cabs with IVA's RecoveryBullBar A truck style bumper with a calw function, great for towing broken vehicles RecoveryKlawTest A large recovery claw in testing ShilkaZSU Kit Tank hull and very efficient air defense turret, with built in radar SmartTruckBed A universal truck bed with six layout and cover options using a mesh switch StrikB Small APC in three hull formats T80turret although not a kit there are two hulls available for this turret T90turret Tank turret fits T80 hull and others TunguskaAAMT Evil anti air tank turret, fully activated, fires missiles, 2 included 9M120ATmissile 57E6BGM and quad cannon M577 wheel wheel for aliens apc WInchPack2Kas The KAS truck winch, a winch that does not look like something you would send into space WInchPaxkBasic Not really a winch but a way to add extra adjustable ballast when lifting with the HRV crane And so much more, Tracks supplied by KerbalFoundries, Robotics require Infernal Robotics , winches require KAS, Weapons and systems require BDA
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Have you installed according to the rather lengthy release post? https://github.com/SpannerMonkey/SMIndustries/files/1119854/SM_Industries.zip
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Finally the huge 1.3 Update is here There are many new parts , just some of which are listed below. Some of the included features are developmental in nature and currently on the edge of whats possible in BDA , in some ways development here has pushed development of BDA, Due to this experimental nature not all features will be instantly available as there are updates and releases yet to come. but rest assured that once the appropriate BDA is released all features will work as they should. While it may seem a little premature releasing SMM before the BDA patches, but truthfully this has dragged on long enough, and the longer it takes the more experimental it gets , so we had to call a halt somewhere. You can also be certain that some of the included features are only the tip of an already large iceberg and there are many more complimentary systems in development. The mod also now contains EN_US localization this is shared across the whole SM group of mods and only one copy of SM_Industries is ever required . Find the link for the SM_Industries Dictionary below the 1.3 download link below. YOU DO NEED IT. Failure to not install the dictionary will result in part titles and part description being rendered as #autoloc xxxx , it's not a bug. Due to the localization this mod is no longer backwardly compatible Special thanks to @gomker for the donkey work in creating methods to make localizing 300 parts feasible, and producing the SM_Industries localization dictionary @XOC2008 for tireless testing and tweaking, tuning , and all the test team for morale boosting and generally keeping the wheels on the wagon, when i was ready to jump. ( in short without these guys it would never have been) Alongside the additions listed below and the localization , great efforts have been spent in removing all but a parts "hello world message" from the logs, the result of this are a myriad of small cfg changes and fixes. ALL pumps and generators across all vessels have been standardised, and no longer will you need to wonder which generator is running as the info is now provided in the gui, in addition all labeling on same type modules is now the same, this means that fuel on while using a ship does exactly the same thing as fuel on in a sub. This will effect currently built vessels, only in module index mismatch errors, I do not expect any other problems. SPECIAL INSTALLATION INSTRUCTIONS There have been so many changes between version that I consider it to be unsafe to merge this 1.3 version of SMM with any existing versions, Merging this mod with a pre exsiting copy will result in part confusion in the editor , multiple clone parts, illegible part descriptions. IN short DO NOT MERGE THIS UPDATE WITH PRE EXISTING COPIES OF SMM. If you break it you will have no option but to completely delete the mod/s and reinstall, there is no way to undo the damage cause by a folder merge. Also include in this version is the mother of all ModuleManager patches, the aim of which is to make it much easier to run SMM if you do not have Mod X, this applies mainly to parts that have combined functions. Parts that are for example powered by Infernal Robotics are completely useless with IR so there are no stock alternative MM options. The patches also include tweakscale for 99% of parts Mods i recommend in order to fully utilise every part to it's fullest BDA- torpedoes radar , Infernal Robotics- marine robotics , KAS- winches , KIS, HullBreach - sinkings and other things , Firespitter- engine sound and texture switch , Physics Range extender, Vessel Mover, HoverCraft, powers the hover effect of the hover skirts There's probably another page of notes to go with this update, but it all works, has been tested on everything from a potato laptop to mega buck gaming machines and it all works, everything works as it should, if you have difficulty it is unlikely at this time to be a bug, it is more likely to be unfamiliarity with the parts and how they work, so please ask how . Notes on subs Stock as supplied sub parts are naturally stable, each hull sections Center of mass is at the keel level. Each section has a tested value of ballast that must be added in order for the sub to submerge, the values are different for almost every section as every section is different in volume and mass , changing these values is not recommended Sstock as supplied sub parts require no further additions of keels or external tanks, and fitting such things will be detrimental to the vessels performance. DO note that submarine parts scaled up or down from 100% changes the hull behavior and scaled up hulls require the addition of a universal ballast keel to supplement the internal ballast. The applied ballast values are suitable for all states of (unscaled) load, as it's possible to build a sub with no torpedo tubes, but a VLS, and vice versa , or even a sub with no weapon carrying facility whatsoever Simple usage assemble submarine, launch to water, start engines, start fuel pump, start oxy generator, You have currently two options to submerge FastPumpIn and Out and Trim Up and Down , Use FastPumpIn to submerge quickly and trim down to submerge slowly, when combined with fwd speed and fast pump in the vessel will fully submerge in about 5 seconds, do not forget to turn the pump OFF, Due to discoveries regarding how flow really works each hull section needs to have a little more ballast than it needs to sink quickly, typically 50% of total ballast is needed to achieve a fairly neutral buoyancy . The prograde maker on your nav ball can serve as a good indicator of how neutrally buoyant your sub is, if your sub is level and the prograde marker is below the horizon line , then you are heavy, use trim up to remove a couple of seconds worth of ballast,, ANd the opposite is true , if your sub is level and the prograde marker is above the horizon line, then you are light and need to add a couple of seconds worth of ballast using a trim down pump. Version v0.9.7.4 Added Type 45 destroyer FASV Fleet auxiliary service vessel Go fast , high performance patrol bot LS1 multipart landing ship Hovercraft parts Dallesque submarine modular hull parts . This sub parts addition includes 30 plus parts including experimental counter measures,sonar, periscope, various arrangements of launch and torpedo tubes Omahesque submarine modular hull parts see note 1 above Minisub small well equipped exploration submersible Ship launched torpedoes Torpedo and missile launch tubes and turrets for surface vessels Aster1530 High speed radar guided missiles , Use in type 45 VLS MBDA Meteor High speed radar guided missiles Use in type 45 VLS Many decorative Greeble items functional lifeboat Marine Robotics, including A frame, robotic arm. and robotic lifeboat davits MK48 Torpedo sized for Dallesque subs BAE Spearfish ship launched torpedo MK99 ship launched torpedo Miscellaneous submarine launched torpedoes EN_US Localisation SM MARINE For KSP 1.3 SM_Industries. Required download
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@Azimech the hierarchy shown in the video is not suitable for current wheels be they KSP stock style or KSPW versions . Below is a link to a load of images i posted showing various hierarchies and styles all of which will work for both current types. Re trailing axles though in general my experience with them is that getting them to accurately mirror is a problem, the original KF had a weird arrangement to work around this, but it was pretty awkward to set up. What does work very well though is if you make them KSPW types and make the whole sub frame, complete with both wheels and suspension units, if you have a look at the actual KSPW thread there some videos of such things already in existence If you want anything to pull apart for investigation purposes let me know.
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Hi, the radar return for a particular craft cannot be calculated by manual means, the radar code creates a black and white render of the world. the world is black, craft are white, radar return value is calculated by counting the number of white pixels visible to the radar and representing that value as a larger or smaller dot on the radar screen. The radar return for vehicle X is not fixed and varies constantly due to it's orientation in relation to the radar emitter. Radar returns for fighter aircraft are considerably smaller the those of a comparable sized AFV. @TheDog has produced and in depth analysis of radar, perhaps as i can't find the link he'll be good enough to post it, makes for very interesting reading particularly if you have more than a casual interest in the inner workings of BDA
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@gomker i've a feeling this problem is a result of the BDA weapon manager setting being a ridiculous 5km , which imo makes it pretty useless especially in combination with PRE
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no need for a Keybind as PRE has an app launcher button visible in flight scene, If you can't see a PRE button then you have either installed incorrectly or not installed PRE
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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
@Ger_space Nice work all working as advertised , thanks for adding this The complete version below, (you want it for KS?) and has very little game impact, without scatterer installed clock is green even with multiple ships around. -
HI in the case of the two parts mentioned there is no difference in performance between the parts, so i doubt very much if that's the cause It's worth mentioning that recent testing is starting to highlight some issues with the Lase/IR targeting, Investigations of the causes are ongoing. Users of BDA are more than welcome to assist , and we'd be delighted to hear from anyone who has discerned a foolproof, reproducible way to trigger the IR/Laser targeting troubles, preferably with a pure stock and BDA game environment, and fairly obvious but worth mentioning with craft built only from stock and BDA parts. Cheers
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If you are using the weapons manually the behavior you describe is perfectly normal and has been part of BDA since the very beginning. There are currently no window or cfg settings that can change this behavior . However all is not lost, if you hate the feature enough to care. pop along to the BDAc issue page and make an enhancement request, I know your dislike of that little feature is not heard in isolation many others have expressed similar sentiments, So perhaps with luck one of the coding genius types will take pity on your plea. Cheers
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Real BDA RBDA for use by serious enthusiasts only, Enables full scale 1:1 combat possibilities, but requires a fairly decent machine to run it due to the 200km physics range and the number of active vessels that can be in one scene
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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
@Ger_space That definitely works... But adjusting the settings has no perceivable changes to volume or range of effect . Using stock, as per delivered settings (copy pasted from thread) , and the addition of my file path, the sound was audible at full volume over 10km distant, and reducing volume by half and reducing range to 500 (presumably meters? ) the track was still audible at 8.5km (another launch point) . That little snag aside, it's a great addition and certainly starts to bring the place to life,... Cheers PS checked the logs, nothing there apart from normal "we are here logs" from the statics etc -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
Thats absolutely brilliant, rushes off to try immediately , thanks so much -
I think the placement of that first city has always been a subject of controversy , so you're not alone
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Hi, from that very same page Note: Each Custom group is used by each stage. Custom01 = Stage 1, Custom02 = Stage 2... The next stage will be automatically triggered when all engines are flame-out. SO even though you need to set them initially the modular missile controller actually fires and detaches as required