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SpannerMonkey(smce)

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Everything posted by SpannerMonkey(smce)

  1. When it finally arrives I think you'll all find the update was well worth waiting for
  2. Hi all, thanks again to blackrack for the stunning oceans. I have a little snag or should we say desire, could one of you fine scatterer familiar chaps tel;l me what I'd need to adjust to be able to see one end of my sub from the other, it's just on 100mtrs long and from the conning tower fwd is lost in the murk ( however the murk is cool though normally ) image below While I'm here is there a setting for how long the contact foam persists? It's fantastic now but that touch more would give us a wake Any ideas? And something to add to the examples of scatterer being awesome ps give us a ping if you want it spoilered
  3. Nope this IS a very simple KK cfg STATIC { mesh = KKflagDemo.mu module = Part scale = 1 static = true DefaultLaunchPadTransform = author = Spanner title = Billboard with mission flag category = none cost = 0 manufacturer = SM Marine description = KKflagDemo A billboard featuring your mission flag name = KKflagDemo DefaultFacilityType = none keepConvex = true MODULE { name = FlagDecal namespace = KerbalKonstructs textureQuadName = FlagQuad // The flag decal transform name } }
  4. It didn't load then, there must be an error related to the model in the log
  5. did you check that it is loading by checking the KSP.log??? if it hasn't loaded you'll never find it, and it will appear in that editor if it has
  6. Hi as it stands today BDArmory which is currently the only mod supplying weapon code is not in any way suitable or likely to give good results in space. The reasons for this are simple, BDA's whole code is geared to work in an atmosphere, even the bullets have drag calculated. in space no drag no good. There at least a dozen other problems but right now the real big one is that DMP is not very well set up for combat. There are some moves toward multiplayer BDA though it's favored platform would be LMP as thats seen by many to have a stronger potential for dealing with a multiplayer combat scenario in any environment. This will not fix the space based issues of BDA and in reality making it work properly would take a whole new mods worth of code, not just a few lines, think the love child of BDA KER and MechJeb and you'll be going the right way for levels of complexity
  7. Hi while there is no Official1.3 version SMM is fine to use in KSP 1.3. Everything works as expected with no issues.
  8. Business as usual then, buying your own beer
  9. A question of practicality and how much can one person do in X amount of time, given that almost everything released will at some time need some kind of support . Right now I'm looking at, if you include the under management mods also, well in excess of a 1000 parts, I know this because we are trying to get our respective heads around how to localize that lot. I have no idea how many parts in the static pack linked in my sig below but that's likely over 100 models too. Add to that the long list of things in development it's simply just too much work. I've given in on some things, like the AFV's i shared them with my testers as dev toys, and been cajoled into making a proper mod out of them, at the beginning of the year it was a few mismatched vehicles with no real home and now it's over 100 parts. But enough is enough, I'm happy with things the way they are (mostly) and I'd need a lot more bodies to even consider adding more , even it is only two dozen trees
  10. I'm a big fan and user of KK and prolific maker of unreleased mods and parts , and the trees and a lot of the stuff in my pics are just that, things made over quite a long modding career that have nowhere to go except my games.
  11. Hi my time as caretaker of PEW has come to an end, LP has expressed a wish to fully overhaul the mod from scratch, and as I see little value in changing things that might just be scrapped I've stopped work completely on PEW The PEW continued thread has now been locked for a couple of weeks as there's nothing more i can legitimately do without it being a waste of time. All comments or questions should be directed to the original PEW thread in addon development The GPS missiles need a very particular setup to be able to respond well to vertical launch and in every case it's slightly different. As a guess I'd say the maximum torque is too low, with the missile not being able to turn to it's heading. However it's a certainty that if the missile leaves the pod and flies straight up (without any attempt to track to target) then it's simply because it isn't locked to target, despite any indication you have that it is, the GPS system seems like one of the first things to start failing if the are other game problems, I'd be tempted to check the logs to see what is really going on in the background. Hi go here download the version of your choice https://github.com/PapaJoesSoup/BDArmory/releases
  12. @harpwner Hi , Just sorry i couldn't work out the issue with the blast radius, which was the ultimate cause for me removing the plugin link, after all it made NKD and BDA look bad when all it needs is someone with more codeFu than I. the following ninja'd by gomker Hi , the effect you mention in thread is related to a bit of code that deals with the FX, ( iirc it was something to do with the reference frame changes and derived positions ) I thought it had been fixed in the latest 1.3 release versions, as I've not seen any anomalies for a while.
  13. You are running the 32 bit exe and its simply running out of memory, You should always use KSPx64.exe when you chose to run mods
  14. https://github.com/PapaJoesSoup/BDArmory/releases/download/v0.2.1.1/BDArmory.0.2.1.1_05282017.zip
  15. @JewelShisen Hi, just grabbed the latest HL download and I see that the updated parts I sent on in Jan have not been added this explains the difficulty mentioned by @Tuko, Sadly there is no easy fix for those already parts , aside having the updated parts which specifically deal with those connection issues and a load of other issues raised over time The whole collection of 1.3 HLA related updates can be found here HLAirships Cheers
  16. Update news. For those wanting to get afloat in 1.3 wander across to the KJR thread and grab the recompiled DLL that is available in the last page or two of the thread, and do say thanks to the nice chap who compiled it, Drop that dll in your KJR load up LBP and you are good to go. There will be an official update shortly be for now this gets you all going. Cheers
  17. Hi, that is part of the problem really as they were never intended to work with hangar, it's all retro fit , so there are a good few compromises that have to be made along the way, Thanks for the offer, however it s something i need to work out for myself as I have a good few ideas that would need a hangar cell in order to work. Cheers
  18. https://github.com/allista/ConfigurableContainers/releases not updated that i can see http://mods.curse.com/ksp-mods/kerbal/224876-planetshine Same https://github.com/jrodrigv/CameraTools/releases nope not this one either there is a Dev version of scansat https://github.com/S-C-A-N/SCANsat/releases/download/v17.7x/SCANsat-v17.7.zip But the version you are running is not compatible. SO you've got to check them all. do yourself a favour get notepad++ and open the Output log, if you browse down the log you will come to the AVC section and there it lists all the download links for those mods, to find out the above all i did was cllck the links and check if the mod was updated, You can do this yourself, and as a mod user should be able to. I haven't gone any further in the log as until you remove all the nails from it's feet your game wont run DIY it ultimately helps us all.
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