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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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@PmThay HI been through your log and most of your difficulties are due to less than awesome attention to detail on my behalf. Mixed and missing resources, not enough NEEDS addition to all the patches, causing module not found spam etc etc etc. the list goes on. Those being the original hulls from the mod they've had little if any attention since i started in on the more technical interesting parts I am pleased to say that things are a little different now, which is one of the reasons it's taking so long, It's either right or it doesn't go. So my apologies for the hassles and those and a million other little issues will be rectified in the next update, which should be any day now.
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That is not a valid comparison as differently shaped hulls behave in different ways. In your two examples you have ship 1 double ended. ship 2 traditional fig box hull. The buoyancy affects both hulls in different ways. The double ended hull has very high buoyancy amidships with buoyancy and force applied being greatly reduced as you move away from the center, this leads to a ship with a a tendency to pitch around maximum buoyancy. Add to that ,you have the turrets mounted outside of the area of maximum buoyancy so this adds to the pitching As you have provided no way to counteract this force it can continue and once the hull starts pushing beyond half a meter below its designed float depth, the game physics start pushing back at maximum force, sending the other less buoyant end downwards, and so it goes on If you let it it will continue until something breaks or the Kraken taps you on the shoulder. simply changing course slightly can sometimes break the cycle, Bad design =bad performance The second hull has high buoyancy for over 5/5 of it's length and all of the turrets are mounted within the area of maximum buoyancy , leading to a very stable hull. good design = good performance As for guard mode on ships and targeting , I regularly run large scenarios with ships and aircraft combined, and aside from making more ship parts and creative ways to destroy other craft , that's pretty much all i do these days in KSP and never have I had a hull behave so badly that it could not use guard mode successfully , not even in the horror that was 1.13, when two ships couldn't be in the same scene without getting slung into orbit
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Its a very heavy ship, it is floating they ALL do similar things depending on setup, find me a ship that does not display ANY movement up down What do have you driving the vessel? excessive gimbal movement is the most likely cause, but i still say there is nothing evident in that video that causes me concern. Why is the RCS on and what is it doing if not feeding the oscillation? BUT if you are trying to manually aim turrets from a moving ship i can say with some confidence that it's not going to be a great success, there is no stabilization of manually aimed turrets , Simply firing the guns causes the ship to roll enough to throw the shot off target , turning causes pitching and rolling , all these things are normal behavior for an object that is floating. As the ship accelerates the bow lifts slightly. especially if you have the drives mounted in proper ship like positions,, and then drops again. firing the guns also pushes the hull down in the water, because thats the way it works. IF you want a stable platform for manually aimed turrets ships are not it. You want to fight ships start to use guard mode and set up some decent competition (mind you using OP NAS turrets sort of rules out guard mode unless you want a one shot battle)
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There is nothing in that whole video that i can perceive as being amiss, wrong, or undesirable . Although as you are running a broken FS hangar extender i wonder what else you are running that is also dubious. For problems with welded vessels you are on your own, the parts are made and balanced weighted individually and welding them destroys all of that by writing a whole new cfg that may or may not be correct for the vessel and as such it's been taken out of my hands .
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Hi I ( and the team) run advanced tweakables permanently on, and have done since it's inception, invaluable for sub,marines etc . SO sadly once again can't confirm the oddness. Perhaps it's time fro you to send me a zipped copy of the KSP .log so i can see how things are behaving
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If so you will not be using any SM mods as the license for both of those listed disallows redistribution , derivatives ( meaning the mod being hacked about ) or unapproved use in a mod pack. Thanks for clearly illustrating why i do not support mod packs. If players would like packs of my mods ( if you fancy 500MB downloads of course) then I will create them myself with full knowledge of all that's involved.
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Hi all I'm seeing some discussion elsewhere regarding Armor it's definition and what is in fact considered as Armor. Having spent a good while getting it all working , and somewhat in the tradition of the BDA thread I'll clear up some of the details . This info is also available here A stock unmodified part has virtually zero armor value . For Armor to function is has to be created as a unique part. There is only one way to make a part armor and that for the part to have a ArmorRootTransform within the part and located at the top of the part hierarchy , A single part can only have 1 (one) ArmorRootTransform . The thickness or dimension of the part/s have no relevance or bearing on armor value, Armor value is set by a part module within the cfg. example below BDARMOR { EquivalentThickness = 350 //350mm outerArmorThickness = 350 ExplodeMode = Never } It should be noted that without an ArmorRootTransform the above module will spam the logs with x not found errors The ArmorRootTransform should face in the direction of expected shellfire. Armor works from both sides , so symmetrically mounted parts are effective Individual edge mounted armor panels are less effective than panels surface attached to a larger structure, this is due to the inability of a standalone panel to transfer heat. whereas a mounted panel loses heat to any part it is attached to. Heat is part of the BDA damage mechanic and anything struck by shellfire experiences heating For further info see the wiki link Here's a simple demo tank ready to use built mainly from the supplied armor panels, BDA and stock parts ( and of course just a touch of tweakscale) List of currently supported ammo and bullet types, If anyone can help fill in the missing values or missing types, must be based off real data not supposition please get in touch. https://kerbalx.com/SpannerMonkey/BDA-ARMOR--DEMO-CRAFT
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Hi some pictures of the craft are needed before i can even guess whats going on, and some details, such as mass, method of propulsion (if you're using anything other than the supplied drives) Note if you are using anything other than supplied propeller drives I will be unable to offer any resolution , the use of rocket or jet engines with these parts is not supported and actively discouraged
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HI the OST and T overhaul for Old school turrets is a little long way behind schedule, so at present he mod still only contains the original parts. The recent compatability update was nothing more than a version bump as noted on the SpaceDock page, as all weapon mods (that don't use extra dlls) work just fine in 1.3 The Tiger hull and Sherman hull and turret and the IS122 hull and turret are definitely being added though. have no fear on that score. We''re currently working on a very annoying BDA bug that potentially affects every vessel carrying BDA modules, and for obvious reasons this has slowed the whole update and overhaul process for all the weapon based mods. Thanks for your interest and I do hope to get this all sorted soon.
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Indeed it is, as I and my group of testers run multiple installs in all kinds of locations. If you have clean unadulterated copy of steam KSP, all you should need to do is copy the whole KSP folder and paste it to any other location and it should/does indeed work. Although i tend to delete all the steam stuff from cloned copies , it doesn't really matter if you don't . Al i can guess is that somehow when you clone the copy, you are leaving some kind of reference to the old copy, a shortcut perhaps and by some fluke that triggers the whole mess, , though that's all pure supposition as i've never seen anything like that happen before. in 5 years or so of modding KSP I will say that may parts make extensive use of texturing sharing and MODEL nodes in order to reduce file size and any tinkering in the folder, moving things and the like can have very unexpected results
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Hi it's not a problem and feedback is in short supply these days, if it wasn't for my testers I'd never find most of these little but irritating issues. Cheers I did actually spot a couple of other little issues that may cause people some confusion with what does what and a naming error for lights, I've addressed those and clarified what does what with clearer naming. All will be in the upcoming monster update
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Hi Thanks for your report, however I have just tested all the parts you mentioned and non are showing anything resembling the issues you are having. Could you re validate your steam install. Obtain and install a fresh copy of SM Marine , from the main KSP folder delete the PartDatabase.cfg and retest. Should your problem persist, please supply a zipped copy of your KSP.log not an output or other log There appears to be something terribly wrong with your game as it seems to be loading from two completely different locations. something I have never seen before . example below AssetLoader: Loaded bundle 'D:\Desktop\Kerbal Space Program\GameData\Squad\KSPedia\kspedia_rocketrybasicscontrol.ksp' ///LOading from D??? (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ///Loading from C??
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How do you edit a BDA configure file
SpannerMonkey(smce) replied to Calster804's topic in KSP1 Mods Discussions
I understand exactly what you want to do, and the only way to do it is by using heat, by adjusting the amount of heat per shot to a stupid level you can by a process of testing find the heat level that gives you your 8 shots and then a long cool down. By adjusting these values you can seriously cripple you weapon as you intend maxHeat = 3600 heatPerShot = 36 heatLoss = 1000 -
Hi, nope cant change the color again as there are over 400 parts that now would also need changing. As the parts from this mod and SM Marine are meant to work together I'd have to change all those as well. There are also very valid reasons why using a texture switch is not an option for lbp .
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Hi i do this kind of thing quite frequently, and the approved way forward is to start another thread, If you can get permission for the mod creator to carry on the mod that makes life and creating a new post a lot easier, and depending on license conditions, makes it possible or otherwise. If you manage to get permission you can legitimately ask for the original thread to be locked once you have pasted in a link for your new shiny thread. If permission before hand is impossible to get the best you can do is hope that the moderators view a new post favorably. As mentioned I've done this, and every time recently i've almost been scuppered by the permission issue, it's well worth getting hold of the creator by any means. my last two creator hunts ended on steam and imgur respectively by finding and sending pm's to those involved. It should I have had threads locked as well for not having that explicit permission on hand. despite having months of postings and releases in the old thread to prove I was indeed the only current maintainer.
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Medium part count Boat mods
SpannerMonkey(smce) replied to JustZach's topic in KSP1 Mods Discussions
Hi as owner and maintainer of one of those mentioned. In the interests of fairness that while the LBP parts are indeed large the part count can still get stupidly high, as my 3 290 plus part WW2 builds prove all of which use LBP hull and superstructures.( The superstructure on the Lizzy class is 15 parts just for the basic) When combined with it's partner mod SM marine the potential for variety is limitless. Obviously if you want to assemble 40 parts just to make a box to stand another box on, all power to you. It's not my way though. There are to my knowledge 5 ship/boat parts mods available . LBP of course, SM Marine, fengists maritime pack and Azimechs Real Ships and WW2 warships -
Hi couple of tips regarding turning your pretty models into game parts . For imo the best results the aircraft need to be split into parts. The simplest split for a jet liner would be , cockpit, hull, wing L, horiz tail L vertical tail . You may notice I don't say wings, this is because you have a choice here, you can either make the wings symmetrical that is the only way the mirroring works, or as I do make two wings, a left and a right , the down side to having two wings that cant be symmetrically mounted is that to ensure perfect alignment they need to be node attached rather than surface attached as in a mirrored symmetrical wing. Obviously the split will be different for craft with different shapes and forms , such as traditionally mounted single engines, which too would need to be split into a separate part. Others will offer advice about making it stockalike and lego build meaning split into dozens of pointless parts when1 does the job just as well, I'll leave that to you and your aesthetic. If you decide to make a go of it and run into trouble drop me a pm and I'll get you sorted without waiting a week for a forum reply Cheers and good luck
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Hi have you fitted a weapon manager on the target craft as i see no targets in the radar image. Have you installed PRE Physics range extender which is an now essential part of BDA https://github.com/jrodrigv/PhysicsRangeExtender/releases/download/1.4.0/PhysicsRangeExtender.1.4_28052017.zip
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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
Hi define not function? what do you expect them to do? -
[1.12.x] The Maritime Pack v0.1.19
SpannerMonkey(smce) replied to Fengist's topic in KSP1 Mod Releases
Hi, It's all force from raycast, there are no vertical lift engines , also as a nice touch the hover is tied to the skirt animation, so at rest the skirt is deflated and craft is sitting on the ground, and hovering, skirt is expanded and craft can hover anywhere from barely, which makes it very realistic to handle on land, a little less hover gives the skirt drag and gives the craft some lateral grip . to half a meter or so depending on mass. On the water, it's very like a real one, except you don't have to climb out of your own hole before you can get a move on. -
[1.12.x] The Maritime Pack v0.1.19
SpannerMonkey(smce) replied to Fengist's topic in KSP1 Mod Releases
Hi, no wheels on our hovercraft visible or invisible. The hover function is provided by the magic of Raycast , using a number of named and oriented transforms.