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Everything posted by SpannerMonkey(smce)
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Unwrapping animations - solved
SpannerMonkey(smce) replied to Flamingo's topic in KSP1 Modelling and Texturing Discussion
Although I'm not a blender user you seem to be doing this backwards. How my workflow goes, make each part select both and do the UV map, if for some reason, you can't select both in blender, then simply clone your part join it together and use that as a render model then apply those UV's to the jointed model . Your description tells me you have two parts and should have at most two maps. Animation is always the last thing I do before export, mind you can't recall the last time i didn't use unity to do the animation. I learned ;long ago that leaving all the uv jobs till last just makes me miserable I'd much rather map as I go so never have a huge wrapping job to do -
[KSP 1.10.1] Destruction Effects v1.12.0 (09/23/20)
SpannerMonkey(smce) replied to jrodriguez's topic in KSP1 Mod Development
Hi, from me sadly not, so far behind with other things it's unfunny, I doubt very much that I'll be getting into any tweaks or enhancements for this for a month or so, having a horrible winter... -
Once again some great info cheers and confirms a lot of my suspicions . Re repulsors and how they worked in KF, they consumed EC , they could be toggled on or off, when off they are totally disabled and the vehicle will drop to the ground, which is handy as stopping land speeders is an art form And once again there was group control over all units fitted to a craft so 1 tweak tweaked all . And they had absolutely zero friction in any direction
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HI well I tested them using the same DLL that you have and I don't really see any problems, they seem to work exactly as I'd expect Adjustable friction was not a feature of the originals, the big deal was that they had to be controlled by other means rather than just being an invisible wheel, which is doable, but not the intention of LO FI when he made the repulsors. What i will say is that the task of tweaking each unit individually once launched is a tad onerous, but in defense the code does seem to pick up on the actual load very well and set the suspension at an appropriate level to start. Would be interested to see the craft you are having trouble with
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No worries everybody has to start somewhere. All you need to do once you are happy is package and distribute the cfg's , no need to supply anything else, just note that it on;y works with MM installed, there can't be many who don't have it now. That mod also provides a good example of how to package it in an accessible form
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Official Kerbal Dakar 2017 results thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
Good luck on stage 2/3 especially having so much weight up top, mind you if a train can make it you should be able to -
Check out that mod I mentioned as that is perfect example of how it works, the parts can be resized etc in cfg even recolored and Does create a new prefab to the spec in your cfg.
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In that case I think if you are set on those parts then you are stuck, as far as I'm aware you can't distribute Squad assets, which is why the MM and pure cfg method works so well
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[WIP][1.0.5][Beta 0.1.6] N.A.N.A Wildfire
SpannerMonkey(smce) replied to kimiko's topic in KSP1 Mod Development
Well DFX does the smoke and flame, from any not excluded part , but doesn't do it via mm cfg, it's been discussed but never implemented . Also the DFX do not apply heat , but there are features in hullbreach that do and maybe they are able to be combined in someway. I believe @gomker may have some ideas here especially regarding the MM side of things -
Hi you can do all of what you want purely with MM patches, all you need to do is supply cfg's and MM will create new parts based on those, For a good recent example of stock part abuse see challenges discussion Drag Race idea and @Azimech 's drag race mod which uses purely stock parts
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[WIP][1.0.5][Beta 0.1.6] N.A.N.A Wildfire
SpannerMonkey(smce) replied to kimiko's topic in KSP1 Mod Development
Hi tried a couple of times to get in touch with kimiko but never had any replies. As gomker will attest the code is somewhat overdone and things can be simplified massively, in much the same way as redoing the sinking plugin turned out to be more trouble than it was worth and much easier to start again. Perhaps some cross over features would be possible but DFX is very basic, and aside from info in thread I've no idea how well or not this thing worked -
Hi, tested the latest DLL and sorry to report I'm having nothing but grief , nothing i've built so far to use the plugin works straight away as it was left, and when i get it set up , it's move two feet break a wheel move 1 meter break everything , even things like a little two wheeler (resto from 0.18!) which is very light, cant move without breaking wheels or suspension. Sadly as i couldn't get anything to launch with endlessly repairing wheels I can't say anything about the rest of the changes Fortunately a quick revert to the old version puts everything right. Am I missing something? The little two wheeler (pseudo motorcycle) has naturally very small wheels, and I just can't get any speed out of it, upping the motor torque has a small effect, upping the wheel rpm has a negligible effect, it's almost as if the brakes were on all the time. SO what have i missed? as i understand it the collider fitted in unity is removed and any setting applied go with it, apart from travel and diam which of course translates to the cfg value, so is there an issue with rolling resistance? There's something odd happening here as at rest the vehicle appears to slip around slightly and slide down gradients, whereas under power it shows rapid reduction in speed when the go button is released indicating some king of drag perhaps.
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I like the edit btw, and will go on record as not caring if the units are called jelly beans as long as it works On that note, the steering, I don't much like the on or off , full lock or no lock, and would very much to slow things down, i always hated those rc cars that steer by solenoid. Is there anything i can do in cfg to slow things down a lot, especially for vehicles as below when a lot of steering at the wrong time is bad
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The moral of the story is of course, don't get on the hype train if you've anywhere important to be for a week or two. @Shadowmageforgot to mention that I also had a tinker with the sweep types , what a revelation, more testing required, Also removed all colliders from the wheels as suggested. You've certainly created the roundest wheels that KSP has ever seen, nice work Can you foresee any snags animating a set of wheels to retract ?
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[mod request] Limit reverse trust on jets
SpannerMonkey(smce) replied to evileye.x's topic in KSP1 Mods Discussions
I dont think that there's any way to do this with a normal stock jet engine, as the reverse simply switches the transforms or rotates them depending on model, the thing to note that while , yes the engine does give 100% thrust in reverse, the actual thrust vectors on some engines when reversed is less than ideal for forward flight , so you get a net loss of effort from the engine. Anyway that aside, you could do this with a multimode type engine set up like those used on the panther? i think it is , and have the mode two as reverse with much less thrust, Not sure if you could convert a stock model, would depend on if the cfg has named reverse transforms that can be referenced for the multi mode part -
The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
Very smart indeed, how are they coupled together? new developments on the wheel front make multi wheel bogie units a distinct possibility 1 8x8 + 3 4X4 all fully independent -
BDArmory Help
SpannerMonkey(smce) replied to Madauhcip's topic in KSP1 Technical Support (PC, modded installs)
You have downloaded an out of date version please use the version for latest KSP release https://github.com/PapaJoesSoup/BDArmory/releases/download/v0.11.1.6/BDArmory.0.11.1.6_11082016.zip The version you have is six moths old at least. Also weapon managers NEVER more than one per craft, any more than one per craft can cause serious problems , persistent glitches and generally very poor performance -
You rang, Hi, yes there are technically two mods that you're seeing around, one is now in general circulation and linked above and the other is not. The unavailable version started life as a redo of the RollKage frames but has since grown somewhat. As to it being released ever, I've been convinced to release other in house toys, so who knows, but I do have a well known problem of making 10 times more than I can ever be bothered to release.
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After spending another day with multiwheel combinations I've found the gui size not a real problem for me, I was thinking ahead to potential non mod making customers, as you know we modders will put up with and are used to lots of things that would drive users to distraction. And there's always mods like part commander which solve that over long context menu problem. Show hide wheel would seem to be a nice option to have, as once they're set you don't really need to mess with it again, unless of course you load or unload the vehicle. and even then not so much. Having created a second much larger 8 wheel chassis I find the the wheel positions in the gui is different for each vehicle, why this should be I have no clue as the cfg's are to all intents and purpose, less half a page of constraints, the same. The wheel name would be ideal , though just a number would do, perhaps based off the wheel index?? This does though require that the user understands the part and what is indicated by the gui. Actually is that how the gui slots are decided? by the wheel index? if so I could arrange that so it gave a consistent results. I doubt very much if any of these creations will make it out into general circulation, due to the complexity of setup etc etc, but as an engineering exercise and a demo of the potential it's been well worth doing, and I'll be converting all the other wheels I've done lately to the KSPW method. Cheers
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Does a chute work on an uncontrolled vessel such as a bomb? Even if you switch tho the bomb in flight you are just a passenger along for the ride, you cannot interact. That said upcoming features for modular missiles will allow a version of your project to be realised, one of the features of the enhancement is to allow missiles to be multi stage, so able to deploy a chute , and a bomb as far as the code is concerned is a gravity powered missile. Also there may be an issue with BDAc's target method for bombs, in that a chute would create a lot more drag than the code and cfg allows for, just pondering ways you may be able to get around it with some crafty cfg magic
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Something Broke PartTools
SpannerMonkey(smce) replied to TiktaalikDreaming's topic in KSP1 Mod Development
If it's not too late, have you installed any mods that are likely to have empty example cfg in them? Unlikely you have as a mod maker,but worth a mention, part tools hates empty and example cfg's tweakscale has a couple that if left in will break part tools ( there are others but offhand I can't recall them) and usually end up with the part tools editor window stuck on screen constantly but inactive, removing the offending problem file usually fixes part tools after a unity restart