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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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Do you have the patch linked in thread a page or so back, that I believe is still the fix, not sure not checked this week
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@TMasterson5 Cheers for this and the LBP version, I'll make a little note of it in the first post Admittedly while I have nothing against tweakscale, I have never really been a massive user of it except where parts could really do with a multiple size option. And as you noticed that's very subjective In the case of LBP in particular I think they're big enough, again subjective. It should be noted that any scaling or pods/bridges or any other part containing and IVA will likely break the IVA, i know they are boring anyway, and not often used , but worth a mention With reference to Tweakscale also very worth a mention right now with the arrival of the Type45 not so far away. If you tweakscale ANY SM Armory missile launcher or missile you will break the node placement and it may render the system inoperative. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- PS you busy?
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Is that still happening or is this a new event? what are the masses of those two turrets you mention. Is this with LBP parts?
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Definitive help requested...
SpannerMonkey(smce) replied to ZuluDoggy's topic in KSP1 Modelling and Texturing Discussion
It's OK in the new version it just doesn't seem as versatile, and if the hierarchy between the parent and the color animations parent( the light or whatever) is a few layers down in the hierarchy it's a little annoying . Admittedly for the former I'm terrible at color and I found the animation curve, animating the emissive form black to whatever color you wanted, a lot easier to get a pleasing effect from, and the latter could be improved by making the ColorAnmation tools window resizable. It's not by any means fiendishly difficult to use and it does work, and the side benefit of being able to compile different animations into one working animation more than compensates -
Hi, In which means you couldn't even build a defense properly You've done something wrong in that case, or are in fact using the wrong version for your KSP, they are the only time the symptoms you describe are displayed The correct installation path is KSP/GameData/BDArmory. No other file path will work, and in no circumstances should files be moved out of the BDA folder to other locations. The correct and only currently supported version for KSP 1.22 is https://github.com/PapaJoesSoup/BDArmory/releases/download/v0.2.1.0/BDArmory.0.2.1.0_04132017.zip I suggest that (should you wish to continue to use BDA, as having broken or badly installed mods in game will ruin your game, regardless of if you use the parts or not ) you continue further discussion in the BDA thread so as not to disrupt this one any further. Cheers BDA helpdesk
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How would you be able to test it if you can't attack? And unless, you have failed to read and understand the comprehensive ingame instruction manual, which likely means your defense will be average, installed the mod incorrectly, or are using the wrong version, it should work just fine. BDAc is expected to work for most players, and 90% of all problems are traced to one of the aforementioned items. Check the BDA thread for possible solutions
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Revert Flight Bug
SpannerMonkey(smce) replied to Warsoul's topic in KSP1 Technical Support (PC, modded installs)
Was there anything in the log? I'm half expecting there to be a, look rotation vector = zero, error, which could, perhaps, indicate a problem with the gear, I gather from your (mod)parts list that you've made your own gear, is it separate from the ship or built in? (edit ignore that i 've just watched video again and see craft is 9 parts, so gear is presumably surface attach) ( ps if you're interested, I'd be happy to get your point defense turret BDA ready) -
Hi is this in manual mode or guard mode? It's one bug I've been unable to reproduce and it has cropped up before Is BDA the correct version for your game? What version of KSP? which version of BDA?
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Show off your awesome KSP pictures!
SpannerMonkey(smce) replied to NuclearWarfare's topic in KSP Fan Works
Hi yes it's a sunken ship , whats actually happening is I'm trying to break KK and failing , which means that shipwrecks can be a thing, though there are two already in my static mod and nobody as of yet found them Sadly can't share that save with anyone who is not on first name terms with the Kraken . Though I could probably be persuaded to make a little standalone set of shipwrecks, and yes they do show as anomalies. -
Revert Flight Bug
SpannerMonkey(smce) replied to Warsoul's topic in KSP1 Technical Support (PC, modded installs)
Hi do you have plugins running any part of that craft? I've seen similar things happen when a part module is destroyed and the code fails to catch the exceptions, Check the KSP.log, -
Definitive help requested...
SpannerMonkey(smce) replied to ZuluDoggy's topic in KSP1 Modelling and Texturing Discussion
Hi. Unity first. KSP is running on unity 5.4 BUT it is perfectly acceptable to make mods for it in any Unity version from to the best of my knowledge 4.22 to 5.4 Why use different versions, an easy example is the emissive color animations , the latest, from unity 5 onwards stopped support for emissive animation, emissive being the glow from engine heat or light units , There is a tool in the latest Part tools that can animate emissives but it's nowhere near as effective or easy to use, especially with complex hierarchy parts as good old unity 4.22. Don't use blender but the difference between versions is just features, and ANY literally any modelling program that exports in a unity compatible format will work for KSP. So don't think it makes the blindest difference which version of Blender Visual studio, do you want to make plugins, that is compiled DLLS that interact with game code to affect the game environment? If you don't then you don't need it. You do not use any user created code in making part only mods so no need for C# (that's not to say it's not handy, saves a lot of hassle if if you pick it up and start working out what is what, as imo all the best things are driven by plugins) I make a lot of parts that use other mod makers code in order to function, such as Infernal robotics. and there are times when you need to find out something, such as what a particular transform needs to be called in order for the code to work and the only way to find that is to look in the code, Fair enough you may never need to , but I do frequently Gimp is just another paint brush, and doesn't matter which one you use , pretty much everyone uses what they prefer as unity can deal with most things Part of the trouble with the varying opinions is that a lot, and awful lot of outdated info is out there, and it's a lot easier to find than the correct stuff. But trust me , there of plenty of kats in KSP that can only be skinned one way Good look with your modding adventures -
Show off your awesome KSP pictures!
SpannerMonkey(smce) replied to NuclearWarfare's topic in KSP Fan Works
Inner space -
[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Thanks for the nudge sorry for the delay This is not an update for 1.29pre this is still for 1.22 only https://spacedock.info/mod/1233/SM_Stryker Stryker armory and aerospace cont The update to fix the Intake issues, and some other annoyances is now available, I was hoping to include two new surface mount cockpits but a torn shoulder muscle has effectively stopped any new modelling or texture work for the past month -
Hi, it's not connected or tied to BDA, Its standalone (aside from MM and FS) all it is a a set of camo textures and module manager patches, which right now are for stock parts only, I don't think Docs done much for the BDA parts so far, There's a link at the top btw
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- tires and rims
- part skins
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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
And i never expect it to be in my game because for the simple fact I always have several vessels in the flight scene, the visible KSC kk group extends for nearly 20km There are 63 static models in the harbor alone never mind all the others scattered around and the test models that can truly give KK a kicking. SO yeah a green clock is new -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
Re 0.9.9.7 I have a green clock in flight scene I'm sure it's supposed to be yellow ! Nice work and in my static infested KSC there's a noticeable increase -
As XOC has already filled in some of the gaps, i wont repeat. I will add stuff though, The M1 has removable add on armor skirts, the bradley also has variants of skirt armor, these will fit the other vehicles too. The cage armor is fairly generic and seems quite happy to fit anything, the plate armor can be scaled, and while not truly as happy anywhere as the cage it will protect anything under it . Most of the turrets include working smoke dischargers and a working target scope with pan and tilt The hulls themselves all come with a basic IVA for two to 4 Kerbs and some also carry a small coax gun. The later vehicles derive EC power from Internal APU's the tracks use a lot of EC, so you have to start the engine before you can move, no EC no move no defense which does mean that the tanks also carry fuel as well as ammo . All air intakes etc are already in place, in it's simplest form all tank will work with 4 parts, hull turret and 2x tracks. The hulls are fully equipped with the BDA controls and no weapon manager is needed, any gun fitted will fall under control of internal WM. Anti air vehicles air also equipped with radar. There are wheels for the trucks in large and small and dual for the trailers, and spares for them, there's a good variety of greeble stuff too, extra fuel tanks, steps, Jerry cans, camo packs, tool sets, exhaust stacks, air intakes , bumpers, a coupe of 5th wheels, And of course the IR powered robot arm, and the bridge placing set and the IR bridge , there is a purely animated bridge but it can only be placed and picked up from one side. I don't think there's anything OP about the mod at all , I'd say it's very restrained really, there are a couple of real nasties in the anti air department but only because they are in reality and as weapon mods go i reckon the balance is good A KAS winch that looks like it belongs on a truck
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Dont have to see a log you have indeed installed the mod incorrectly The fliepath for BDA is KSP/GameData/BDArmory and your installation is actually KSP/GameData/BDArmory.0.2.1.0_04132017/GameData/BDArmory Inside the folder you have installed you will find a GameData folder and inside that you will find two folders BDArmory and PhysicsRangeExtender , Drag these to folder out into the main GameData folder and delete the now empty BDArmory.0.2.1.0_04132017/GameData folder, Start game , read KSpedia instructions, blow stuff up
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[1.2.2] Future Weapons - BDArmory Sci-Fi Addon
SpannerMonkey(smce) replied to Aerolfos's topic in KSP1 Mod Releases
Hi all now I've finally got hold of Aerolfos and he's seen them it's time to show you some new stuff. If you look above you'll see that there is a challenge running that uses future weapons, very cool, the thing is the X10's as they stand are not exactly competition gear, there are problems with the pitch and yaw and some other details that need sorting, and rather than deprive lovers of big booms of the original X10's I've made for competition purposes, a fixed single and dual X10, these have zero pitch and yaw, and visually differ slightly in appearance for the original. They are just about to get the final tweaks and they'll be here. Also there's a turret based on the ME3 hover tank gun, with a very stock alike color scheme, it's fitted on an aircraft below but really it needs to be mounted on something much heavier as it' has quite a kick , Below single fixed X10s in wings 2xdual X10s in nose , and 2x turrets -
I'm sure it's doable again, just depends on how you want it to work, If you just want a static launching/landing site at sea, illuminated for night landings, that's very possible. ( and i possibly have a candidate) But if you want all singing and all dancing with lifts and hangars then you run smack into the issues we had before