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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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That there proves the AI wasn't fully engaged. In non combat mode with no other inputs the AI should fly a circular path. So something is breaking down, can you send me the craft file? Logs?? @Supergamervictor Your game build 1.2.1.1604 is your problem BDA is not supported for prior versions to 1.2.2
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Hi, just drop me a PM and I'll assist where possible. As for keeping myself busy in ksp , thats not really a thing after playing since 2012, i turn out a large number of parts, constantly, and the tweaking testing and refining is what keeps me happy, i leave the what to do with all the toys I provide to others.
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Hi a small point of note here, this problem has cropped up from time to time and in all my investigations it's turned out that something else was screwing up, producing errors, and it seems in some circumstances that the BDAI just can't cope and you get random odd failures, like , aircraft heading for the hills instead of engaging, constantly climbing, failing to properly activate in combat mode, failing to reach start pos etc. While the log you posted is not the most useful to me, a quick look shows that you have something out of date in your install as KSP Util dll is still being called and that was removed/merged into c#firstpass around 1.2pre i recall Another fix for yours and AA's module issue is to simply apply a MM patch to drop in the missing WC modules
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Hi there's a few mods that provide instruments etc to enhance RPM, but there's nothing else like RPM. It's the way of KSP mod users and makers tend to find a good stable mod/ moddable platform and stick with with it. RPM has been around now for years does what it does exceptionally well and is far more capable than most people will ever need or use and this pretty much prevents somebody making a rival, I mean whats the point when to equal RPM it would have to be a virtual clone. KSP mod makers historically tend to prefer original works than redressed clones, which i also why there is only one MJ,. one IR, one KK, one MM, and only one of many other mods. Partly i feel because of the license requirement for anything posted on the forums, and partly because KSP mod makers prefer producing individual and as unique as something in KSP can be (given that almost everything you can think of that's practicable has been tried at least once before)
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In an unreadable assets bundle, which is why it takes a mod like Kopernicus in order to manipulate such things
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Don't the IVA's feak out when you do that? I know they used to. If it's not an issue now I could add a patch for the bridge units in next update
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[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Hi i've just re done all the links could you try again?. If it still gives issues please use the emergency download link and I'll get in touch with Vitas regarding SpaceDock Cheers -
Hi the vette VLS parts were a proof of concept and have since been found to be ineffective due to the lack of suitable missiles, and I said a while back that i was going to clear the vls elements and leave them as cargo areas. As for any other vls part they were made to make use of the Malfunc mk42 launch tubes. Not sure what you mean by nodes offset compared to other parts. Very smart , how do they behave at full size? and aren't they a pain to build at that size? What parts are you adding scale cfgs for? i can run up a patch in minutes for anything produced by SM group For other viewers reference all the parts I add are scaled for Kerbals so around 65% of full size. I'm no fan of scale issues and like everything to be, where possible, proportionate to the world in which they exist.
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[KSP 1.10.1] Destruction Effects v1.12.0 (09/23/20)
SpannerMonkey(smce) replied to jrodriguez's topic in KSP1 Mod Development
Hi its not something that can be done in a cfg or a patch, the values for emission and duration are hard coded , the DE is not a full part module and in some respects this limits it's versatility -
SPH Craft not loading
SpannerMonkey(smce) replied to Core's topic in KSP1 Technical Support (PC, modded installs)
That guidance display is from Kerbal Konstructs, check the KK button and you can select which options you want on As mentioned above your save problem is likely due to a corrupt craft or empty craft file, saved crafts can become corrupted if mods they use, change meshes/ models etc in later versions -
[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
NP. Just a thought, I originally double posted the mod on spacedock, when I discovered the noob mistake i deleted the dupe, maybe try clearing your browser cache in case it's stuck on the dupe now non existent mod -
[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Just checked again by clicking links in first post and it takes me straight to the mod page and the emergency dl is also working, i did notice that sometime last week my browser flagged SD as having an out of date cert, and tried to block it, maybe yours has done the same but not let you know -
IMPORTANT The Flak 88 is broken, and for reasons I don't understand it causes very serious errors in game. Please do not use it or build craft that use it. IF you already have craft with it fitted please remove it . having it attached to any vessel is very likely to cause numerous problems and poses a risk of crashing and or save corruption As I've been unable to fix the problem the next update will remove the Flak88 from the mod until such time as make another or work out why it causes such serious errors
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[1.2.2] PEW continued R14 122 Beta
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Thanks I'll give them a try they're very similar numbers to what i ended with , I hadn't appreciated how horribly inaccurate it was, mind you BDA has changed quite a bit since these were last tuned and quite a few missiles have needed tweaks to the aero settings. There's something special coming for missiles shortly that will likely revolutionise that side of KerbalKombat so I'm not to concerned with the control issues over much . Missile control is generally considered to be less than brilliant by the BDAc team and a lot of related work has been done for the next release of BDA Sadly the only way to give a big exhaust is to set it up in unity, I'm planning on redoing most of the exhaust FX as they lack some oomph all around .Admittedly some of the missiles are still using the older method of setting transforms for FX and for obvious reasons or maybe not so obvious, I've not changed it . As it stands every time i need to change or update a missile I need to export it via blender, import to 3ds, export to unity and import to KSP as I never received any of the raw files. and every time that happens the missile changes a bit and requires more work to get it back to where it was previously . Now I've cleared the backlog I can spend some time getting a complete set of exports together which will make life much easier in the future cheers -
New release threads for managed Mods LBP Stryker and PEW ,
SM Armory (Boomsticks) and PEW moved to addon releases, and all of the following updated for 1.2.2
[1.2.2] PEW continued R14 122 Beta - Add-on Releases - Kerbal Space Program Forums
[1.2.2] SM Marine, 1.2.2 Update v0.9.6.0 CeKay - Add-on Releases - Kerbal Space Program Forums
[1.2.2] Large Boat Parts Pack Lizzy Update - Add-on Releases - Kerbal Space Program Forums
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[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
HI thanks, just checked and refreshed links, all appears to be working now. -
It's a definite spoiler as it's a long way from being anywhere near finished but see below, it will likely join the CK in SMM as it's a similar kit
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Yup, good idea i've been thinking of adding some new types apart from whats already in SMM and SMA , as there's quite a lot of mast gear i've yet to make, Just to make sure we're on the same page, one of these below. There's already a good analogue for the Sampson in SMM so Ill do an Empar to go with it
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[1.2.2] PEW continued R14 122 Beta
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Hi the Oniks has given us trouble from the start, and I thought we'd addressed the problem a while back, in fact the changes are logged just weren't applied very odd, so yeah I'd be happy to take a look at your suggested settings, just testing my own aiming for 680 700ms max -
KSP Part modding tutorials for Unity 5?
SpannerMonkey(smce) replied to TrainEngie's topic in KSP1 Mods Discussions
I'll second this, although I've moved a lions share of projects to 5.2.4 I really wish I'd left some of them in U4.2.2, and will likely revert quite a few parts. -
Thanks, very much like all the ships but that 21st century battle ship in particular has given me a couple of ideas for the next ship update and for something for SMA
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Hi all sorry for the hassles, just goes to prove no matter how much you chase it around there's always something that slips through. The Flak 88 is still wrong and I have tried everything including removing parts of it, creating a version with just a support pillar and no main carriage, but to no avail, it still breaks the joint. I must've made and fixed a good few hundred weapons and turrets now and I have never seen anything like this in all that time. SO right now I'm stumped. Also apologies due for the lack of a suitable missile in SMA for the EuryaleCIWSAA turret, the aforementioned troubles with the 88 prevented me uploading an update containing a suitable missile. I'll get that sorted ASAP In the meantime however the mod below does have two missiles that fit.