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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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The mod (CrewManifest )you are using is not compatible with the version of KSP you wish to use, and cannot be loaded as the plugin cannot find the correct references in the KSP code. YOU cannot fix this except by removing the mod or using it in the version it is compatible with. Are you sure you have installed the correct version as I know CM to work in 1.22 . I suspect that you have in fact installed the version for 1.05 ish
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I wasn't inferring mass drivers didn't exist ( as thats what a railgun is in effect) , but the style of your device is clearly SciFi as are the rest of your models, they're certainly not RO material
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I have to ask, does it matter? As we're dealing scifi here, I really don't think exceptionally high values are anything to worry about, and those users who care about such things will not use the mod anyway
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You cant use a cannon to launch anything except cannon shells,. what you need is a mass accelerator , and although i cant find the link I know there is a mod mass accelerator somewhere on the forum found it
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Hi all in preparation for upgrading every turret, not just the few already done, to the latest BDA spec I am creating a go to ammo mod for all SM products,(1) UniversalAmmunition. This work was intended to go into a CAL version, however that particular collaboration isn't working. It is quite important to get this done asap. The purpose of the changes is to allow SM products to interact and utilize all BDA features to the fullest(2) . The changes also allow for similar caliber shells to perform very differently, so a 30x152 will behave differently than a 30x176 , it is also possible to configure (with care) HE and AP types by creating an appropriate penetration curve, The mod will consist of ammo definitions and bullet penetration curves, the bullet types derived from this will then be fed into all SM turrets in the form of BulletType = XXXXXBullet . AS far as is possible all data included is based from official data on the ammo type, this data usually comprises a maximum penetration at X distance , however to write a penetration curve we need to extrapolate penetration values from zero to max range. Currently I'm using the mumech float curve editor in order to develop the rest of the curve, and plotting the values there to cfg. While not perfect it has worked out quite well so far . The next update for AFV's will be tied to the UA (UniversalAmmunition) and all turrets will have tested and defined bullet types and penetration curves. Work on converting the 100 or so turrets in SMA has also started and I would like to push that to 1.3 as soon as BDAc is 1.3 ready ( which it was not last night) Cheers (1) not just SM btw, curves will eventually be developed for every available ammo type, UA already carries every known to KSP ammo type . SO can replace CAL completely should you have it installed. (2) primarily bullet penetration and type, though newly developed missiles are currently fully exploiting new BDA advances
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The system is setup to fire as soon as the radar has a lock, radar is line of sight, so it can be obstructed by buildings and terrain. Does you setup allow for unobstructed field of view for the radar? In the BD weapon manger gui window set guard mode visual range to maximum. this setting will require that the cruise launcher is outside the maximum guard view range. Edit for the best performance do not set up combat scenarios with small ranges, all BDA systems take time to respond and run through a procedure on detection of enemy, it is more than possible to render missiles etc ineffective simply by not giving the system time to react. There is a Baha radar usage video which demonstrates this effect well
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Burn Together bug
SpannerMonkey(smce) replied to Enot02's topic in KSP1 Technical Support (PC, modded installs)
It has been known for CKAN to install the wrong version of the mod . It is in your best interest to check what CKAN installs is actually correct . I would suggest that you delete the ckan installed version and re download and install manually. See below the link for correct version of BT to install in KSP 1.22 https://github.com/PapaJoesSoup/BurnTogether/releases/download/0.0.7.2/BurnTogether.0.0.7.2_12232016.zip Manual install instructions, download from link above, extract archive, inside the archive open the GameData folder and copy paste the BurnTogether folder into KSP/GameData. If you follow the procedure and still have difficulties I will need to see a zipped copy of the KSP.log in order to provide any further help. BDAc Help desk -
Hi without a log all i can tell you is that your problem is not due to an BDA bug, do you fully understand how to use all the systems? I have to ask as my AA systems are lethal to anything targeted. Bit early to be hassling dontcha think
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KAS not working...
SpannerMonkey(smce) replied to colt106's topic in KSP1 Technical Support (PC, modded installs)
I think a 3 year old question is either answered or no longer relevant for the player concerned especially since they haven't visited the forum for 2 years -
I believe that the video below, in stock 1.22 BDA qualifies perfectly , and illustrates high arc nicely
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Hi to use RBDA from the download open the distribution folder , once you unzipped the archive, open the gamedata folder and drop the contents into KSP GameData. Yes it is a BDA alternative and the two BDA and RBDA should not be used together. I think one of the reasons it is in not such an accessible form is that on the whole it offer's far more than the average user will ever need. and there may possibly some issues for players on lower end machines Very few players are interested in true over the horizon engagements, even though many have wished for it, most prefer the up close and personal style of combat.
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Indeed that shot is from RBDA, couldnt recall if it was public yet or not.. However I still stand by my assertion that stupidly high arcs are possible in stock BDA , but it needs the turret set up to support it,
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Burn Together bug
SpannerMonkey(smce) replied to Enot02's topic in KSP1 Technical Support (PC, modded installs)
Hi , sorry to report that many users report burn together working perfectly in KSP 1.22 and I can confirm that it works correctly for me also. Do you understand how to use the system? have you fitted BT modules to every craft? did you prepare the following craft by applying the brakes, setting throttle to zero and starting engines? I believe there are videos on how to use BT on you tube. Please check that you have the correct version of BDA and Burn together installed for your chosen version of KSP ( it matters) For further information and notes on how to get support and the information required from you in order to diagnose the issue, please see and read the how to get support link in my signature below. -
What does your GameData folder look like?
SpannerMonkey(smce) replied to colfighter's topic in KSP1 Discussion
Hi I suppose to some this looks like a lot of mods, and just on the number of parts involved I suppose it is, in mitigation however it's worth noting that 32 of the folders are my own mods or projects... -
[1.2.2] Future Weapons - BDArmory Sci-Fi Addon
SpannerMonkey(smce) replied to Aerolfos's topic in KSP1 Mod Releases
Are you aware that since KSP 1.22 BDA weapon derived mods can no longer damage Kerbals. And that handheld weapon development stopped in 1.13 see the BD FPS link in my sig -
Not really as i find FX are very subjective, meaning, that what looks awesome to me may look awful to you. I have danced this dance before and did not enjoy it one bit, as the end result was so far removed from what I consider decent and appropriate. It's worth noting that all if not most of the explosion FX currently working in KSP (including Squads are derived from the Unity Detonator package available on the asset store
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Unity and KSP particle emitters and a smattering of animation produce the FX (smoke flames etc) The damage (kinetic impact/ heat input) is controlled completely by code. There is no terrain or kerbal damage, only damage to parts and destructible buildings.
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Crashing During Loading
SpannerMonkey(smce) replied to Geredis's topic in KSP1 Technical Support (PC, modded installs)
Sums up you r log completely, the excerpt you have posted contains nothing relevant. Q is this a steam of KSP store bought game? If steam has it updated to 1.3, if it has and you use mods , your game is broken.Very few mods are 1.3 ready and running 1.3 with incompatible mods will indeed cause crashing. -
Customer service announcement. 1.3 is upon us, and as I suspected it's not going to be plain sailing for many many mods. I have already acquainted myself with the mods that are required for ALL my mods to function correctly and completely, and if they will run in 1.3 and so far it is a complete fail by everything. With that in mind you wont be overly surprised then, that for the next few weeks at least, if you want to use SM products you will have no option but to stick with 1.22. I will NOT be making an update for 1.3 until at least the core mods/plugins are available, and as mods become updated and compatible i will start to update all the SM mods I'm sorry for any disappointment this may cause but ultimately it is a better option the broken mods and buggy gameplay.
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Customer service announcement. 1.3 is upon us, and as I suspected it's not going to be plain sailing for many many mods. I have already acquainted myself with the mods that are required for ALL my mods to function correctly and completely, and if they will run in 1.3 and so far it is a complete fail by everything. With that in mind you should not be overly surprised then, that for the next few weeks at least, if you want to use SM products, you will have no option but to stick with 1.2 . I will NOT be making any updates for 1.3 until at least the core mods/plugins are available, and as mods become updated and compatible i will start to update all the SM mods I'm sorry for any disappointment this may cause but ultimately it is a better option the broken mods and buggy gameplay. On a more positive note as I cant see that 5% of the core plugins will be ready next week, so there will continue to be enhancements updates and fixes to SM AFV's there's a couple of new items and lots of cfg changes in SM Armory etc etc, and we've not even mentioned the aviation side to AFV's , so for us at least plenty of life left in 1.22 Cheers
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Hi for future reference a zip file is the normal method of transmission for uploads and downloads For example
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Hi, the BDA turret system can fire a fairly (very )high arc if set up correctly, have you tried for example one of the mk19 grenade launchers in PEW or SMA , you seriously grow old waiting for those shells to land. The major limitation for long range artillery is that there is no (that i'm aware of ) top down sighting facility(or mod) so aiming becomes a bit sketchy , but it's far from broken or unusable . I should add as a ps. That bullet drop is a configurable option, and 99% of all turrets have it allowed, however, this brings us back to set up, if the projectile and turret has the usual big bang set up then , the shell is likely to be too light traveling too fast, with in some case microscopic deviation angles, then you're unlikely to see much of it. ALso relevant is the range, how many people here stage surface scenarios that cover 30km, not many, and if you want to see the guns work properly you need range. example below
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In reality the fulgy i could live with, I love the HRV and that's about as fugly as it gets. I will say that the vehicle in question has moved from the NFW list to the possibly maybe, as the turret is quite interesting form a mod makers point of view,