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SpannerMonkey(smce)

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Everything posted by SpannerMonkey(smce)

  1. If thats the case then for some reason in your game the joint doesnt snap back as it does in Jebs which leaves the turret as you say detached and debris. I'm wondering if KJR is stopping it happening my end, as you know I never run without, I'll try it
  2. Debatable, but with something upcoming it may become very effective so I decided to leave it in for now as it's a no load part
  3. SM Armory presents a continuation Promethium Experimental Weaponry Originally created by LordPrometheus PEW 122 Beta Promethium industries proudly presents the latest in conventional weaponry! Our catalog includes 38 missile weapons and unguided munitions! Place your orders today! Promethium industries is not responsible for any damage to any persons or objects of any kind and from any source that may possibly be traced to any of the items sold by our organization. All sales are final. Air to Air Missiles: AIM-54 Phoenix: the AIM-54 Phoenix was a long range air to air missile utilized by the United States Navy and Airforce and carried exclusively by the F-14 tomcat which was the only aircraft that had both the agility and strength to utilize them properly. They were replaced by the shorter range AMRAAM but remain in service with the Iranian Air Force. They use the same basic body as the AGM-65 Maverick and AIM-4 falcon. This missile is Radar guided and has a very high speed and long range. R-37 NATO Reporting name "Arrow": This very long range Russian air to air missile packs a large warhead and its modernized Radar guidance makes it a significant threat to any aircraft. R-73 NATO Reporting name "Archer": This short range Russian air to air missile is comparable to the AIM-9 sidewinder. You will find this missile to have a shorter range than but be more maneuverable than the sidewinder. It, like the sidewinder uses Infrared Guidance. R-77 NATO Reporting name "Adder": This medium range Russian air to air missile is a direct counterpart to the AMRAAM. This missile is a very good all around weapon and is incredibly maneuverable due to its fin design. It uses radar guidance like the AMRAAM. AIM-26 Falcon: nuclear air to air missile Yes i said NUCLEAR AIR TO AIR MISSILE. This exits because in the early days of guided missiles the proposed target was formations of strategic bombers and since there was no truly reliable guidance and having a single weapon take down all aircraft was a valid technique. Radar Guided. R-27 NATO Reporting Name "Alamo": a medium range heat seeking missile R-27ERT NATO Reporting Name " Alamo-C ": a medium range heat seeking missile Texture supplied by @RGBPeter Air to Ground Missiles AGM-84-SLAM-ER: This medium range GPS guided air to ground missile is based off of the RGM-84 Harpoon. This missile is shorter than its ground launched counterpart due to its lack of a solid rocket booster and has a shorter range but uses the same warhead and attack method of low altitude flight to the target. It is more powerful than the AGM-65 Maverick but much slower and less agile. AGM-109 Penguin: this cool little laser guided anti ship missile packs a punch! KH-35 NATO Reporting name "Kayak": This subsonic anti-ship missile is of such similar role and shape to the American Harpoon missile it is known as the "Harpoonski" by U.S forces. This is a GPS guided cruise missile at its core. Kh-29L NATO Reporting name "Kedge": This heavy Russian air to ground missile is laser guided like the AGM-65 Maverick but possesses a much heavier warhead at a proportionate loss of speed. Kh-31P NATO Reporting name "Krypton":: this ultra cool Russian Anti-Radiation missile is very pretty in my opinion but was a pain to make Kh-38 "NATO Reporting name not found : Say goodby to ground targets in a whole new way with this Heat seeking AGM. 9m120m 'Ataka' NATO Reporting name "Spiral-2": A short range Laser Guided Russian air to ground missile comparable to the AGM-114 hellfire but with a slightly smaller warhead. This is actually a fairly old missile but The version here is a modernized variant still used by the Russian army and air force. This missile also fits the Tunguska AAMT P-800 'Oniks' NATO Reporting name "Strobile": This very long range supersonic Russian cruise missile (warning do not use at close range or launch from supersonic speeds bad things happen!) is GPS guided and very very powerful as well as hard to defend against. Ground to Air 57E6BGM Produced by SM Armory a short range radar guided missile intended for use the the TunguskaAAMT anti aircraft turret assembly.Please observe the safety instructions on the missile in the latest low observability microfont weight saving ink Ground to Ground Missiles RGM-84 Harpoon: The RGM-84 harpoon is a medium range ship to ship missile powered by a turbojet and assisted by a small solid rocket booster. It flies relatively slow for a missile at around 250m/s but has a very high hit probability as it flies only a few meters above the water which allows it to more easily avoid detection and air defenses. It has a 228kg armor piercing high explosive warhead that is designed to rupture the hulls of warships and cause them to sink however it can be used against ground targets as well. It flies as a cruise missile using GPS Guidance. M-31 Artillery missile: A medium range GPS guided Missile for all your anti ground vehicle needs. BGM-109D Tomahawk Cruise Missile: my most frustrating weapon to make yet but i am very pleased with the end result and this GPS guided cruise missile works great. Available now in A C versions courtesy of @XOC2008 Please check details before arming Surface to Air missiles MIM-14 Nike Hercules Nuclear surface to air missile: The legendary missile comes to life to ensure the death of any aircraft within 1km of detonation. It is Radar Guided. RIM-174 ERAM: This is a V-launch surface to air missile used on NATO warships for defense against aircraft and heavy missile systems. It is a bit less maneuverable than the PAC-3 but much more powerful. It is Radar guided. RIM-162 ESSM: this radar guided missile falls somewhere between the RIM-116 and RIM-174 in terms of range and power. RIM-116 rolling airframe missile: the RIM-116 Rolling Airframe Missile is a small surface to air missile utilized by the United States Navy for CIWS purposes. Often fired in pairs they are based off of the AIM-9 sidewinder however the newer versions are much easier to distinguish from the AIM-9 as they do not have a uniform width an are shorter. The missiles have a rolling airframe design meaning they rotate to create torque for yaw rather than use a dedicated control surface. They fly at high speeds but have a limited range and small warhead so more than one may be required to take down a larger or more durable target. It is IR guided. 9m311: A short range Russian SAM comparable to the RIM-116. This is used by the beast Kashtan CIWS unit and also launched from tanks and land based SAM systems. It is Radar Guided unlike the RIM-116 however. 9M96E2: This medium range Russian SAM hosts the highest kill probability of any system in existence. Don't let its smaller size fool you this missile has a 90% chance to hit any target within 120km. this compared to the 50-70% for a PAC-3 at the same range. It uses Radar Guidance. FIM/AIM-92 Stinger: This nimble little heat seeker is fast and lightweight. Decoys ADM-160A MALD: This small lightweight decoy is used to distract enemy weapons. it behaves like a cruise missile but does no damage on impact. GPS Guided. Turrets: larger slower shell than the Abrams 20% increased ROF 25% lower accuracy M3 Bradley IFV Turret: low rate of fire but deadly ( still no active launcher here, despite many attempts it's simply not going to work using the same model, and will require a new launcher and custom missiles) T-90MS MBT Turret: Lots and lots of explosive 30x165mm rounds Mk.19 Automatic 40mm Grenade Launcher turret: SUPPRESSING FIRE! 2K22 Tunguska: ground vehicle air defense with two 30x165mm guns TunguskaAAMT An SM Armory overhaul of the P.E.W Tunguska twin barrelled 30x165mm AA turret. In the recent overhaul the structure was reworked and 2 Quad missile pods for short range radar guided air defense have been enabled This turret uses, as per specification, the newly released 57E6E Missile. Use of other missiles may result in R.U.D and possibly a scratch or bruise, maybe two. Phalanx CIWS: The long awaited return please don't complain about the scale this is how big it actually is! Bombs GBU-57A: This MOP (Massive Ordnance Perpetrator) is a 15 metric ton bunker buster BLU-82 'Daisy Cutter': The legendary Daisy cutter is a 6.8 metric ton dumb bomb with a large blast radius but surprisingly low blast strength. GBU-53/A Small Diameter Bomb: A very small but precise GPS Guided bomb Utilities AN/AWW-13: this is an external radar pod used by the US armed forces Sargent Fletcher class Drop tank: pretty self explanatory. NOTE Nuclear variants require NKD This version also requires CAL Community ammunition Library There may be bugs , there may be un found problems, we gave it a good shot at catching them all, but we can't think of every single eventuality especially after weeks and weeks of part and cfg bashing, it all gets a bit fuzzy. So be nice, if there's a problem that's easily fixed I'll try to get it sorted ASAP, but as is the fashion these days and something I support, if you don't make a sensible bug or error report, I'll ignore it, so things like " X dont do Y fix it" will not get you anywhere, Likewise failure to supply a log and if possible steps to reproduce your problem, will also result in no acknowledgement of your issue Stuff spoiler CC-BY-SA Thanks as always to @gomker @V8jester @XOC2008 and occasionally @colmo for testing bug hunting and sanity preservation
  4. Hi all, It's time to update PEW and as such I need NKD to be fully operational, and as @harpwner is otherwise engaged I have made one little fix in the code and recompiled NorthKerbinMod.dll. ALL i've tested fully are the parts I need for PEW so the rest of the mod remains as per last release and untested. Place un zipped dll in NKD plugins folder. And of course if there's a problem with providing a link I'll remove it. Changelog HarpExplosive.cs Line 71 changed weapon.timeFired to weapon.TimeFired Updated references to 1.2.2 https://www.dropbox.com/s/8edg84wyshpcz2b/NorthKerbinMod.zip?dl=0 ps not taking over just a fix so I can update PEW nothing more
  5. Thats annoying as it works for me, I'll have to have a word with JR as there shouldnt be an event there at all in any except weapon destruction circumstances , and while it is also my problem it is only caused by DFX EDIT well actually it's likely caused by unity and it's handling of joints, if you are clamping a 3 ton turret onto a couple kg plate then there's likely to be an issue. But is there anything in the log concerning the problem likely to be DFX related, otherwise I'm stumped, I can try a single box collider on the base but that either covers all the leg span, so Kerbs will be walking on air, or just the core which leaves kerbals walking through geometry, neither option I like btw
  6. Yes I will However we have a little snag in that there's an issue with NKD and BDA 122 and therefore PEW, and it's exhibiting some very unpleasant audio FX, going to speak to the BDA chaps to hopefully get a fix as it's something in BDAc that has changed . I somehow don't feel right about pushing out an update when something that the mod requires is a little broken, as it usually leads to erroneous bug reports. Cheers
  7. Hi all just a quick note to let you know that I am creating a new thread for PEW for the 122 release in addon releases. The mod will be available from all the usual distributors .Just making sure that the nukes nuke etc and I'll be posting the update
  8. HI sorry about that , the missile in question was designed to fit that turret and the PEW Tunguska. it will also fire the PEW Ataka anti tank missile. AS i run both mods, so have missiles, Simply wouldn't have been there if you hadn't done it, so credit is due
  9. Thanks for moving SMA Re the others , I tend to do all my business via pms so that's the place to find permissions Re stryker armory and aerospace And annoyingly I seem to have deleted the PM from @Laythe2 regarding the Large Boat parts, however it can be seen from the thread that I've been maintaining and adding parts for a good while and have joint ownership of the SpaceDock mod
  10. Unity 5.2.4 is the best all round version and able to do everything you'll need, other versions have troubles with animations emissives bundle creation etc etc Almost any version will work though, depending on how much hassle you're prepared to put up with
  11. YES...... Way back when i started modding here in 2013 there seemed to be a lot more interaction That said it's always been a case of work it out for yourself, especially when it comes to the more unusual areas, like this one and wheels. A lot of what you read elsewhere doesn't really apply well to KSP either and following a tutorial for making flames for unity will give you something in KSP that looks like it was created by a 3 year old with a box of crayons and a flip pad. Well maybe not that bad but you'll be a good way from getting it right in game. These feeble attempts of mine are probably the results of well over 100 exports and tests, and probably a week of messing around backwards and forwards between the game and unity. And yet the latest FX I've done for the guns have come out better than ever, so in time these'll likely be better too.
  12. The way the texture and the settings for the particle emitter have to adjusted together, every smoke texture or flame texture is slightly different in the alpha, some textures are a lot more transparent than others, but even a little bit will make a difference, the particle animation color transparency is the hardest thing to get just right and takes dozens of tries usually. The chances of you hitting the right alpha so that you don't see the particle edges without using unity are about the same a me winning the lottery . Though with this sudden flurry of releases, there's still more yet, but I'll have time to have another go at this but using the U5 particles instead which although behave differently are slightly more consistent
  13. Really nice, thanks, any chance you could post it on the new thread linked in post above yours, I'd very much like to get a fresh start with the 122 release . I've asked for this to be closed but sadly admin is being slow this weekend PS you should really try out HullBreach it makes the whole thing a lot more interesting and leaves a whole lot less clearing up to do, no fun removing 80 pieces of debris Cheers
  14. Hi well a few little irritations isn't bad I spose, The flak88 seems good now , it was being caused by two box colliders touching/overlapping, though why it should behave that way now, but in dozens of other cases it behaves fine I have no clue, suffice to say that it's not like that now. The GOCG was simply missing a / of all things sorry about that, I think that the fact that i run with unlimited ammo in testing hid the problem Update incoming 0.99.15.02 HOTFIX GOCG ammo issue Flak88 Joint break event
  15. HI it seemed to recompile fine (last week), with the usual tweaks, so a man of your talents should be able to sort it I reckon.
  16. Already done Damnation i thought I'd fixed that. shouldnt do any harm although it's very annoying
  17. HI all , as part of the latest round of BDAc enhancements bullets and shells can be assigned a penetration value along with a resource value. It is laid out in a file called bullets cfg and should follow the format below BULLET { name = 7.7mmBullet // your bullet name positiveCoefficient = 0.2 // do not change manipulated by code penetration { key = 0 13 // value = range penetration key = 10 12 key = 100 8 key = 500 6 key = 1000 5 key = 1500 3 key = 2000 2 // max effective range value, yes i know it seems low at 2000 but the code does the rest } } Now i've made a start for SM Armory and BDAc and CAL but there are some shell types in CAL I have no clue about or can't find info on. SO if you've described a shell type could you provide some penetration info , for now i can work off the max intended at ideal range , I have something worked out with the unity curve editor that gives a resemblance of real behaviour while keeping it real for KSP. I've just taken the invite for CAL thanks, and will very soon be adding the first of the bullet cfg's to CAL as they are required to get the best out of the most recent BDAc versions Cheers
  18. SM Stryker Armory and Aerospace combined Continued from the fine start by @strykersm link for prvious version 122 SM_Stryker Aerospace and Armory KSP 1.4.3 BDA 1.2.1 ONLY This update brings you Updates and fixes to IVA's 2 level IVA for JSI/RPM and stock ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Current parts: Cockpits: BF-109 ; Mig ; Hyperion (P-80 lookalike) ; Razor ; Jetfire (SR-71/F-106 lookalike) Classic S(spitfire look alike), Classic FW(fw190 lookalike) P60 night fighter (both ends), B29 cockpit with 4 seat IVA, Val style twin seat fighter bomber cockpit with twin seat IVA, BF109 full, found and completely restored from a very early version of Stryker, Wings, in straight and elliptical form, Spines to blend in BF cockpit, 2.5 x 2.5 and 2.5 x 5 mtr bomb bays, DCK config for all reworked version of Baha's MK2 Lightning cockpit in two versions. both suitable for stock MK2 connections Intakes: Early and Late variants of Mig-21 intake ; Engines: Reaper AB Jet Engine (based on Su-9 engine); Kiril AB Jet Engine (based on Mig-21) , period styled engines for FW x2 P60 nightfighter and Classic S x2 AT this point I intend not to add anything new, but will continue to update overhaul and enhance as time goes on and my texturing skills improve . All included parts are based on the originals by @strykersm. who has kindly given permission for this continuation changelog emergency download CC BY-SA 2.0 parts This KSP Mod incorporates code from a part of USITools called PartCatalog.cs and is used under the GPLv3 License. https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/blob/master/USITools/USITools/PartCatalog.cs
  19. HIya could one of you kind chaps move the thread below up to addon releases please. Cheers And could you lock this one strykersm has given permission for me to continue the mod, and I have created a new thread for the same And lock this one too. Laythe has retired from modding and given permission for my continuation, I've created a new thread for updates etc Thanks Muchly
  20. Large Boat Parts Pack KSP 1.4.x V3.9.3 BB2 and BDA damage overhaul IMPORTANT Please read post below before downloading or installing ALWAYS USE LBP IN CONJUNCTION WITH KJR (KERBAL JOINT REINFORCEMENT) STRUTS AND AUTOSTRUT ARE TOTALLY INEFFECTIVE ON OBJECTS OF THIS SIZE LBP now shares a unified EN_US dictionary with all other SM mods , this dictionary comes in the form of a folder called SM_Industries, this is not an optional install, this folder must also be installed, before reporting part name and description autoloc errors check you have installed everything required ALL required parts are included in the update download This mod gives you a vast assortment of pre made parts you can use to build ships. Mods like VesselMover and WASD Editor camera or Hangar extender are recommended as your ships can get very big. LBP has a new home, nothing else has changed, the management is the same the ships are the same. A new thread was needed in order to be able to update the first post, in order to notify of updates etc. I would also very much like to see some contenders for a featured ships gallery, ships considered should be well built and balanced in construction not just a gun fest please. Ships Gallery very pic heavy Attribution-ShareAlike 4.0 International Companion mods Thanks as always to @gomker @V8jester @XOC2008 and occasionally @colmo for testing bug hunting and sanity preservation
  21. Please Note New thread incoming for new update
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