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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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Hi thanks , that's really and issue for SMA not SMM i know it's confusing but i get lost too, I'll take a look and get it sorted , there' s lots of odd things going on with ammo right now so bear with me while i work out wth is going on --------------------------------------------------------------------------------- Hi all A Note concerning issues. There is now a git repository for SMM in order to access and provide a hard record of any issues that occur, as the mod list grows the more i find I'm forgetting and things that should be dealt with are slipping between the cracks. Therefore it makes sense to do something properly for a change . You can find the issues reporting page at this link https://github.com/SpannerMonkey/SM-Marine/issues Thank you
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Hi all A Note concerning issues. There is now a git repository for SMA in order to access and provide a hard record of any issues that occur, as the modlist grows the more i find I'm forgetting and things that should be dealt with slip between the cracks. Therefore it makes sense to do something properly for a change . You can find the issues reporting page at this link https://github.com/SpannerMonkey/SM_Armory/issues Thank you
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Show off your awesome KSP pictures!
SpannerMonkey(smce) replied to NuclearWarfare's topic in KSP Fan Works
kerbocalypse now -
[1.0.x] RKE Kanadarm v0.11.0 - May 24
SpannerMonkey(smce) replied to spudbean's topic in KSP1 Mod Releases
Hi all, @V8jester s request I took look at fixing this mod, and am pleased to report that it is indeed fixed and enhanced appropriately. I have messaged spudbean in the hope of a reply, however the license does allow me to add remix etc as I chose , so should a reply not be forth coming I'll release the SM RKE Kanadarm shortly. -
[1.2.2] PEW continued R14 122 Beta
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Hi, it's nothing to be ashamed of pretty much everything has needed tweaking since U5 and 122, anything still lagging and there are many , suffer the same thing, after all BDA itself has only just caught up with the U5 changes which meant anything tweaked before still had kooky displays as the core code was broken. -
Thats good for me to know as well, you'll also be glad to know that there'll be some angled and new size plates with correct symmetry in the next update, which will make building hulls and the like much easier.
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It's a definitely maybe, my test group have them now and if all pans out I'll consider it. Theres a good likelihood that I'll be doing a robotic parts mod with a focus on actual kit arms rather than universal components, IR itself provides enough of those, as one of my manged large mods is about to return to it's owner freeing up a lot of time for new things
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the line tweakables coming soon still exists in some very old part cfgs's i have. How about KSP before EC ( a mod did EC first, for those not as ancient) and solar panels
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Show off your drawings! (and other artworks!)
SpannerMonkey(smce) replied to NSEP's topic in The Lounge
Hi all, been a while, theres some incredible stuff here now, well impressed, and admittedly a little jealous of the coloring skills, and below (spoilerd as it's not technically a drawing ) inspired by the drawings, well i make mods so why not see if i can bring some of them to life using KSP and Infernal robotics -
P.E.W (A BDArmory Addon)Reactivated Development
SpannerMonkey(smce) replied to LORDPrometheus's topic in KSP1 Mod Development
Welcome back, and i look forward to handing the reins back to you. As mentioned I will continue to support the current release until such time as PEW2 is up to speed. cheers -
Hi guys quicky unofficial fix while you await the authorised update . This fixes the nukes using the latest BDA for KSP 122 only https://www.dropbox.com/s/8edg84wyshpcz2b/NorthKerbinMod.zip?dl=0
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[1.2.2] PEW continued R14 122 Beta
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
IMPORTANT ANNOUNCEMENT I had speaks with @LORDPrometheus and support for this version will continue until; LP is back up to speed but no further development will be done. Thank you for using the mod . Please direct thoughts for further development to the thread linked above ------------------------------------------------------------------------------------------------------------------------------------------------------------ And I've fixed NKD to work with the latest BDA for KSP 122 unofficial DLL available here https://www.dropbox.com/s/8edg84wyshpcz2b/NorthKerbinMod.zip?dl=0 -
RE armor there are for evaluation purposes armor plates available in SM Armory, next update for SM Marine will include ship armor, and the new SM AFV''s will also have suitable armor including cage type for tanks and armored vehicles. Id be happy to produce some for BDA , for evaluation purposes.
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[1.2.2] PEW continued R14 122 Beta
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
And it will not have until I fix the NKD plugin to work with the latest BDA. every BDA update breaks NKD and harpwner is busy with real life, so it'll be when I get a chance Re the boosted missiles , can you check both launch methods, there is a known bug with BDA that sometimes missiles launched using the WM will not detach boosters or play correct deploy animation, while missiles fired using right click, fire missile, work as intended One thing many fail to appreciate is that I'm not whatever the military equivalent of a train spotter is, Unlike a lot of weapon mod makers I don't read Jane's guides over breakfast, I don't have massive data stores on every possible part variant . My only reason for making and maintaining weapons mods is that they do something, and are fun. AS XOC mentioned the ERT texture was donated by a fan of the mod, the actual factual values weren't and besides which, everything has to work within the framework of BDA, and despite it's many awesome recent advances there are still limitations to what it can do, Of all the weapon mods available you'll find that mine are doing things that are right on the edge of whats possible a lot of the time. Re the smoke trail issues, all the PEW missiles without exception are needing a new FX set , in order to deal with the changes in emission etc, they're all exported, but there's still many hours of work to reprocess every missiles and run it back through unity and into KSP, Sadly although I have LP blessing to continue the mod, I never received any of the raw assets, which makes updating tedious and time consuming , and one of the knock on effects is that every missile currently in the pack will be unavoidably changed by the process -
HI as sumghai mentioned a City is a very ambitious project. When placing large models in the game there are many things that you need to know, and you'll never get all the answers without finding some stuff out for yourself. T The best way to start modding KSP is start simple stupid, a fuel tank, for example , in theory if you can get a fuel tank to load in and display and more importantly function correctly, you can do the same for a city. BUT there's a lot more to placing large models with KK and their interaction with the game and the load your object puts on the game than just plopping it in and saying it's done, a badly built static model can, crash your game, break KK, kill your frame rate, lock the game up,, so many things can go wrong and they do even to experienced mod makers. Jumping in at a city may seem like a great idea but do yourself a favor start with the easy stuff, it's easy to fix a problem on a fuel tank but not so easy to fix a problem with a city sized model, that's if you can even work out why you have a problem in the first place. Constantly struggling will just lead to disappointment and discouragement, and a bad experience early on could ruin your mod making aspirations just as it has done to many hundreds of others
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Thats very cool, a daylight shot would be nice too? Re the speed have you scaled the drives? larger = faster up to a point, and if you have are you sure you are generating enough EC to get full power, they can be very deceptive and the FX can persist long after the meaningful power has diminished completely AS a ps to all IMGUR albums now work again just paste in the album link as you do for images like so We have something just off the slips that may fit the bill , The size of the vessel at 50mtr rules it out of LBP and she will be launched from SM Marine, Also features some of the largest IR parts ever made
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Can you put mods into folders in GameData?
SpannerMonkey(smce) replied to Zerxal's topic in KSP1 Mods Discussions
He's not wrong, many many mods use methods to reduce the total size. Even the simplest part mods these days use shared textures and make use of the MODEL node and in order for it to work correctly if at all, every folder has to be without exception in the right place, -
Weapon manager is a part yes consult the in game KSpedia for the BDarmory info which is quite comprehensive and fully explains how BDA is used. The source file is provided as a courtesy in the mod itself, so that people can inspect the source code for trojans etc and or fix alter as they chose, if it hadn't been for the included source I would not have been able to fix the dll for KSP 1.2.2 , Which reminds me there's a new BDA out so don't be suprised if the NKD nukes will not work, the dll needs recompiling against every new release of BDA especially with all the changes happening in BDA right now
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Your game is not displaying the BD tab therefore I suspect you have either an incorrect version of BDA or it is installed incorrectly, You also need to have a weapon manager fitted to the craft in order to fire missiles. AND you should not have a file called source in your GameData unless it is a mod called source which i doubt
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Nice one, I'm beginning to think that there should be some kind of repository for these modular missiles, maybe kerbalX or something, would be nice to load up well thought out and tuned missiles
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Turning off the new wheel autostrutting?
SpannerMonkey(smce) replied to ZodiusInfuser's topic in KSP1 Mods Discussions
Are you using KJR KerbalJointReinforcement? if so you need to use the version compiled to work with IR, your problem very much sounds like the KJR issue as IR is currently working very well in all scenes. -
Crash Help Please
SpannerMonkey(smce) replied to nukeboyt's topic in KSP1 Technical Support (PC, modded installs)
HI a copy of the KSP.log would be more helpful at this stage the logs you supply say that something went wrong but not exactly to the folder where, and that's the info needed to fix your problem. -
Finally got all my old stuff working and a pile of new stuff as well, having major fun making those arms and manipulators i've always wanted. The above quote without doubt is the most important and easily overlooked bit of info in this whole thread, It was not until i reread the whole thing i realized where I'd gone wrong, with having pivots for various meshes all over the place, though it makes sense to a noob that a ram for example would have the base pivot at the base , for IR this is a very bad thing. ALL the pivots must be at zero doesn't mater what shape your part is, does lead to some interesting node placement if using the stock cfg method , but I've started using Nodes instead as they are spot on and the angle is easy to set , and setting up the parts in 3ds means it's in the 10 minute mod category , ten mins from leaving 3ds to being in the game!