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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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AFV's minor update Minor collider fixes , small log error fixes SM_AFVs 085 BETA TEST Random image
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Hi could you tell me the exact version of BDA you have installed and from where you downloaded it. Also please very that the installation path is as follows. KSP/GameData/BDArmory and not KSP/GameData/BDArmory version whatever/GameData/BDArmory If you check the installation and it proves correct I will require a zipped up copy of your KSP.log, no other logs are required at this time BDAc Helpdesk.
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Impossible to say without a log. Please see the how to get support link below in my signature, And unlike many, do attempt to provide at least some of the information required
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This one puzzled me too, I've seen the convo on steam also. I went digging for a reason and all i could find was confirmation that indeed windows 8.1 and above allow for 64bit applications to have 128TB address space. I did however discover some other perhaps related info, and have a couple of question as i can't dl the logs for some reason, have you massively increased your pagefile size? perhaps in attempt to make up for a lack of RAM. Or have you, being blessed with a massive stack of RAM, disabled your pagefile altogether? Both of these things seem able to cause similar problems to that which you are having ( Info only via reading other articles, it's not something I've experienced)
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Non-starter Kerbol System?
SpannerMonkey(smce) replied to electricpants's topic in KSP1 Mods Discussions
Hi, just a heads up on the above subject, discussion of or role playing on the forum is banned, . Also the mod idea and the possibilities, have you considered the difficulties of traveling 993380000000000000 KM, sounds a bit dubious . Given that most of the time would be spent a maximum timewarp, unless you really want to grow old and die before being half way there, it seems to make little sense , unless of course you enjoy spending hours warping.- 2 replies
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- kerbol system
- non-starter
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Show off your awesome KSP pictures!
SpannerMonkey(smce) replied to NuclearWarfare's topic in KSP Fan Works
Thanks for the thanks and appreciation , and the one i missed posting, and i think the most atmospheric what are you using for lighting?? -
Show off your awesome KSP pictures!
SpannerMonkey(smce) replied to NuclearWarfare's topic in KSP Fan Works
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Beginners Part Modding Tutorial
SpannerMonkey(smce) replied to Beale's topic in KSP1 Modelling and Texturing Discussion
Unless you use a plugin, i'm fairly certain all you can alter in the cfg is as you've tried, a different FX model, and the emission strength, that being how much comes out and when. By default altering emission strength gives the appearance of making the plume more or less dense, If you really want to change everything about a plume you 'll need either a mod or your own custom made (in unity) plume. It''s worth noting that if you have module manager installed, or if you change a cfg and load the part, if that part is already fitted to a saved craft, that part will not reflect the changes you have made. In order to see the changes you will need to replace the part with one from the part menu, and or delete all the ModuleManager cache files (four of them) -
Nuclear Mod
SpannerMonkey(smce) replied to EnderCrafter78's topic in KSP1 Technical Support (PC, modded installs)
Hi sadly there is no current available fix for this issue, the temporary file that was available for a short time has now been taken down. Unless the mod maker or another interested party steps in a makes the required repairs then you will NOT get a nuke explosion. You can find the mods thread here and you will find that you are not alone, EVERYBODY who does not have some kind of fixed DLL (plugin) is having the same problem as you -
Hi, as mentioned I'm sure there's already one out there, but even if there isn't I can't say i find any of the designs appealing enough to want to add one, at best they're generally fugly and at worst they look so wrong. I'm always open to the right kind of persuasion, Though it would have to be considerably better looking than anything i've seen so far.
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Hi, great little report and matches pretty much my findings too. The odd thing is how much variance there is over stock parts of the same size and similar mass. As you say there appears no logic, which has lead me to believe that a lot of the oddness is being generated by the one thing we cannot (very) easily change, the drag cubes. One thing to account for is that unless the part Database is refreshed after every change ( or you have an altered drag cube in your part cfg) then it appears that cfg changes are ignored, so it's possible to completely change the cfg and have the part behave exactly as before ( something created by @Fengist and very useful for experimenting is an online drag cube modifier LINK) In my testing an approximate rule of thumb has developed, that being, 0 buoyancy will on most things give the part neutral buoyancy, what this means in reality is that the part will sink to X depth and stop sinking, I'm sure by now we've all seen the parts dancing lazily in the water column by now. To reliably make something (stock parts btw) sink I've found that negative values are needed sometimes large ones and a mass increase, to an amount commensurate with dimensions and nature of the part.
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Hi , something many mod devs do is to use you tube but select the unlisted option instead of public, this allows you to present your work to the chosen audience without spilling the beans to other perhaps interested parties or the world at large. Good luck with your project.
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[1.3] MaErDa Corp : Dev Blog V0.97
SpannerMonkey(smce) replied to Warsoul's topic in KSP1 Mod Development
You will need to use KSPWheel to do that, but it can be done fairly easily . Though your design appears to have no suspension, both KSP/Squad stock wheel collider and the shadowmage KSPWheel type require at least a minimal suspension movement in order to function- 268 replies
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. I have provided a link which clearly states the information required in order to diagnose any issue. LINK
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Very likely although unable to tell you more as Chrystal ball, hasn't come back form calibrating yet, But perhaps if you read the info contained in the How to get support link in my signature below, you may be able to remove the need for it to be returned at all. Cheers
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Hi , as you may be aware my custodianship is pretty much over for PEW as per LP wishes, I'm just carrying on with support for a short while, which looks like it'll end at 1.3
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Nuclear Mod
SpannerMonkey(smce) replied to EnderCrafter78's topic in KSP1 Technical Support (PC, modded installs)
The answer to your question is given several times in the last few pages of the mods thread.... -
Setup For The Most Basic Wheel?
SpannerMonkey(smce) replied to Beale's topic in KSP1 Modelling and Texturing Discussion
Same here, and can also pop you an example or two that are not in circulation. -
Instant Vehicle/Craft Spawner
SpannerMonkey(smce) replied to coolnessguy's topic in KSP1 Mods Discussions
https://github.com/PapaJoesSoup/VesselMover/releases As used in all the top gun TKOL KOH challenges and those 99% of BDAc videos -
Setup For The Most Basic Wheel?
SpannerMonkey(smce) replied to Beale's topic in KSP1 Modelling and Texturing Discussion
Yup that ones mine, and uses KSPWheel not ksp wheels HI currently the most basic setup you can have for a working wheel is a derivative of the TR2L , You have to suspension, even if it's just a tiny bit otherwise you can run into trouble with collider behaviour, The rest of the options, steering etc you need to include it in the hierarchy but can, effectively disable it using the cfg values And Re your van, YOU cannot sadly have multiple squad/ksp wheels on a one part vehicle, it simply will not work, spent about a month trying ( as I could do it in 1.05) before switching to KSPwheel in which multiple wheels are easy. (with the down side of massive PAWS) , below 8x8 with 4x4 trailers Super simple wheel below BUT completely useless for your special project -
If your game is crashing at the end of the load cycle you have bigger issues than just loading time. With 89 mods you need to be running 64 bit. Make sure you have no other open network connections, hamachi etc, . If you've done or are doing those things, then it's possible that you have a problem with something you have placed into the GameData folder. Unfortunately my Chrystal ball is currently being re calibrated, so I'm unable to offer any further assistance, though there's a rumor that a zipped copy of your KSP.log will aid in fault finding. See the how to get support link in my sig, for pro active steps you can take to rectify your issue.