-
Posts
3,689 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
-
Hi, In KSC view press alt F12 from the window appears in the column on the left click input locks, in the section that opens select clear input locks. AltF12 again and all should be well , normal service should be resumed. It's worth adding that I'm seeing lots of reports of this input lock business, all over the place, and can honestly say before 1.3 it happened to me, maybe twice in the entire time i've been playing KSP (since 0.16), it's happened 5 times today . so it's a good job the fix is easy
-
Hi, long time no see, AFAIK the rotary rack issue has been dealt with and was tracked down to the edge highlighting, (orrible green glow on parts) Should there still be an issue disabling edge highlighting does/did fix it.
-
@allista Everything in LBP that is hangar related is pretty much broken, and always has been, I spent a fair amount of time on it last autumn but since I've been busy with other projects that actually yield more than frustration. It is due a revisit as I know it can work, as proved with your test part. iirc one of the hull parts has a slightly scaled version of the test module and that failed as well. But no matter, anyone who read the thread would know that hangar support is only partly if at all operational (and it's not declared as having hangar support ) , Once I've cleared the decks I can take another go at it
- 1,632 replies
-
- 3
-
- part count
- storage
-
(and 1 more)
Tagged with:
-
I doubt very much if this mod is to blame as it contains no plugins or code . I need to see a copy of the KSP .log that links SMM to the error, no such problems have been reported in the past or from the test team who constantly review things
-
BDArmory Not Working
SpannerMonkey(smce) replied to Madauhcip's topic in KSP1 Technical Support (PC, modded installs)
HI BDArmory is now two parts you also need the physics range extender mod that is available below https://github.com/jrodrigv/PhysicsRangeExtender/releases/download/1.4.0/PhysicsRangeExtender.1.4_28052017.zip -
BDArmory Not Working
SpannerMonkey(smce) replied to Madauhcip's topic in KSP1 Technical Support (PC, modded installs)
This sounds ,more like a problem with the aircraft than BDA, the AI cannot use Firespitter props very well. To be able to fly the aircraft it must be able to fly. Pictures of the craft.? ai pilot and weapon manager on both craft and only one of each? Need more to work with -
Hi as you mention small boats, i'm wondering if you used tweakscale to make them small? If so that is your problem. The LBP parts are huge and meant for creating large ships and it responds very badly to scaling down to small sizes . The problem come's from the mass of the part, if you make a huge part heavy enough to float properly, when scaled down to a small size it will be massively overweight . It's a known issue, that's not really an issue as there are mods that supply smaller hulls and smaller boats in general. Such as SM Marine and the Maritime pack. Problems and questions of this nature should really be directed to the particular mods thread, by asking here any answer you get will by lost to time, and not serve as a note for anyone else with similar problems. Cheers
-
[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 , the quick guide below covers the basics of picking and placing a static model in order to form a base, below a fuel tank is used for the example but you can obviously chose any object from the list . Hope this helps ps you don't need to fly as in the example, you can drive or walk or even rocket to your chosen base location if you want to go mad -
Hi, i've just tested this and can see no problem from either ground or air fired flares, do you have any other graphical mods/issues? Could you retest in a clean KSP with only BDA installed, ( only if other mods are installed in the KSP showing the glitch) cheers
-
That is the project that drew him away from KSP and BDA, yes it is indeed created by BahamutoD
-
[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, and thanks for the update and the water launch feature enhancements, fantastic to be able to see at a glance where they all are , and where needs one Cheers PS still a little stunned by the green clock .... -
Hi,thanks for your comment , I've a very handy friend too, and have also been testing LBP in 1.3, and all appears to be just as it should be. The problem being that I'm not aware of any accessible KJR fix for most users. SO while it's yes, should you be lucky enough to have a working version of KJR, LBP is indeed good to go in 1.3 . Until a fix for KJR becomes generally available (or one of the unapproved fixes gets approval) I don't see any value in declaring LBP 1.3 ready, in fact doing so right now would bring a flood of "my ship wont stay together" posts. Keeping my eye on the KJR repository , so I'll know pretty quickly if something happens in that regard. Cheers
-
Hi all , many of you may be wondering what happened to Bahamuto and what he's doing now, This appeared a couple of days ago beyond amazing
-
Looking for weapons mods!
SpannerMonkey(smce) replied to WhiteWeasel's topic in KSP1 Mods Discussions
ANY of the weapon mods that do not use a plugin will be fine in 1.3 if they were previously updated for 1.22 and there are a good few of those Those mods that do have a plugin. deleting the plugin (dll usually located in a plugins folder within the mod) , while removing some functionality, it will also prevent the incompatible DLL from messing with your game Ps no real space combat is possible with BDA as it primarily focuses on atmospheric and terrestrial combat -
Legacy or Generic Rig?
SpannerMonkey(smce) replied to artwhaley's topic in KSP1 Modelling and Texturing Discussion
Hi, this will all come back to you I'm sure but a quick refresh re legacy/ generic. if you select your animation , the file imported from blender, check the inspector window , Right click the inspector tab and a little drop down should appear, select debug, in the debug view makes sure that the animation is also checked as legacy, right click tab again and select normal. Now delete the animator component from the game object, select add component and from the miscellaneous select animation . Clicking the little gear wheel to the extreme right of the animation component window will allow you to browse the animations and select yours . select play automatically and click play , all being well the animation will run, if it does uncheck play automatically before exporting -
1.3 CTD during loading screen
SpannerMonkey(smce) replied to Kardea's topic in KSP1 Technical Support (PC, modded installs)
Hi, you are running KSP 1.3 64bit exe which is all good , however you have quite a few mods installed that have KSP 1.22 as max version, so while they may be OK they might just as easily not work at all or even load. You have 3 errors that show Infernal robotics, Dangit and contract configurator not being loaded.. The IR error if you have the new 1.3 update is related to the surface sampler, you should delete the surface sampler plugin (check the thread too) and all should load fine. The other two errors could just be simple incompatibility, and you need to verify that the mods you are using are indeed updated for 1.3 (rather than going from heresay) by checking threads a decent list of those that have been can be found below -
BD Armory Flight AI
SpannerMonkey(smce) replied to GrassTuft's topic in KSP1 Technical Support (PC, modded installs)
HI if you are talking about the pilot AI not one of the other systems You can force the AI to land . only by running out of fuel or manually shutting down the engines, The landing only comes due to no longer having speed and lift, rather than a decision of the AI to put the bird on the ground. There's also an issue in that it can land anywhere, it will not choose an nice smooth site, and if you are operating on the coast then there's a 50% chance you'll be landing in the ocean. Also when force landed it doesn't automatically put on the brakes, so it carries on rolling until it encounters a suitable obstruction. While that may sound less than great , it should be noted that the AI pilot is designed for combat scenarios not general flying. In general most of these scenarios are reverted and rerun , once the results of the scenario are finalised, with one team obviously the victor The wing commander function allows a little more control but is still combat oriented and works only with multiple aircraft and operates in a similar way to the normal AI with regard to landings Your best bet for landing of remote aircraft is likely Burn Together, though that relies on you being in control of 1 of the aircraft, BT basically mirrors control inputs on a slaved craft , so anything you do is matched by the following aircraft. There are however a couple of other very good autopilot mods out there and if it's not combat you're after I'm sure I've seen at least one of those run an autoland procedure- 1 reply
-
- 1
-
Hi , your wheelcollider seems to be in the wrong place. only based on the wheels I've made recently though, in you hierarchy you wheelcollider seems to be a child of the wheelpivot, while I admit this is the intuitive place for it to be . All the wheels i've done have had the collder as a child of the GameObject rather than of a part of the mesh. Ive likely just been ninjad by Shadowmage but anyway have a hierarchy pic
-
I know in this time period that such things are required, however i've never appreciated people who go straight in on the ass covering, Sounds exactly like every buy (3) out I've had the displeasure of being involved with, lots of maybe if's and buts, that in the end translated to simply you're all stuffed.
- 772 replies
-
- 1
-
- kerbal space program
- take-two
-
(and 1 more)
Tagged with:
-
Hi guys, it's well worth reading what ake Two have said regarding this buy out, particularly the lower end of the page, doesn't leave me brimming with confidence. I fully appreciate though that money talks and cannot blame anyone for accepting a good offer.
- 772 replies
-
- kerbal space program
- take-two
-
(and 1 more)
Tagged with: