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SpannerMonkey(smce)

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Everything posted by SpannerMonkey(smce)

  1. Good to know as that's the export condition from 3ds , so I have no need to rotate to full extension
  2. Hi, no other way to do it unless you're happy sitting through a two hour or more video of somebody's attempt. I think most competitors have played the honorable game, even if they haven't who cares, most regard it as cheating, a lot of the competitors are regular challenge entrants so know how to play the game. A couple of my poorer stages would definitely have been improved by a quick revert and course alteration
  3. I really like the look of that truck, added it to my stock game cheers
  4. Me too I see that you're getting the hang of the tubes, must finish those wheel mount parts
  5. Hi thanks for that, obviously got an error in my setup then, i'll investigate. In more positive news I've got the twin wheel beam axle and comp truck module working again, still have suspension issues likely due to an error in translation with the constrain FX locking the suspension instead of pining a joint to a position. This is based on work LoFi and i did way back when which ensures that we don't have that horrible stretchy suspension effect that you see on wheels like the M1 and keeps every joint pinned in place through the full range of movement Have you tried a dual wheel steering suspension setup ? As I'm having a problem or two , now the steering works, the brakes and drive works but I can't disable or invert the steering , i f i can't do it this way I'll have to make a version with no steering for the rear and keep the full steering version for the fronts For ref some images, both sides are intended to be fully independent in suspension movement and this was possible in 1.0.5 and was the best simulation of an across the frame beam axle ( rather than a cantilever) that doesn't use IR for the Diff pivot i could get working
  6. Obviously somebody didn't appreciate your challenge or the some of the competitors irreverent / ambivalent attitude to the actual Dakar. Regardless of one bitter you tubers opinion I really enjoyed building and testing a dozen cars or more and running my attempts , It got me back into making wheels after all. .and more importantly it's been a long time since I actually played and enjoyed KSP as a game and not just a modding workbench Ultimately the results of the challenge are irrelevant to me as i've already had my fun and know that this old man cannot drive any faster, well i can, it's just not survivable
  7. That's exactly what I was thinking, and I'd be well up for making some engine elements. and some proper Drag wheels fatties for the rear and bicycle style fronts, with approved cfg of course I think I've got it now, the exhaust is not for show it's those engines the produce the torque for the wheels That is stunning , the way it disappeared down the runway so much resembles the real thing
  8. That's what i thought from reading your post but thought it best to ask
  9. Hi great mod and one likely to become a permanent addition to my gamedata folder I don't know if anyone has used this in combination with the Races mod to enable timing of laps split times etc, for anybody who fancies trying here's a set of gates for the Monolith Raceway and Rovermax Proving Ground . i would have done them all but I'm having a spot of trouble with KK and needed to temporarily remove GrandPrix as part of the fault finding. https://www.dropbox.com/s/ph44kk7ycn02ldc/RaceTracks.zip?dl=0 Just extract the folder and place in GameData but not in the actual Races folder, for this to work the install path needs to be Gamedata/Racetracks/theTracks
  10. Hi you're not alone there I've had a crop of these errors appear lately and have been unable to track down the source, ( not reported as i like to find out the why if I can and replication steps etc) I did initially feel it was related to the collider issue but now I'm not so sure. There seems to be a problem with object deletion and that is what causes that error, in my case at least, In your game have you added or removed any statics recently ? Still trying to track if it is a model or code issue but my statics projects are large and expansive and removing a building or object planet wide can only be done by deleting instances from cfg's and restarting so fairly time consuming
  11. Its about time somebody did this, it must have bugged every wheel maker ever that scaling with tweakscale is not ideal for wheels and have six exactly the same but unity scaled for various vehicles is pretty annoying. Do you envisage a free scale arrangement with no steps, this would be the most versatile and suit all wheels or a more restrictive stepped scaling arrangement ? Would this apply to old wheels as well? given that i know all the transform names etc, is it worth a try setting it with KSPWheel cfg values before getting into the unity dance? Either way works for me now I'm back up to speed on KSP wheels but it would be quite nice if I could avoid the whole imported exported import thing.Nope as the old colliders don't have a rigidbody applied in unity and no RB = no WC Mightily impressed by the load carrying potential mentioned
  12. You'll be quite happy i turned of the recoil on those then, you certainly couldnt fire that lot with the recoil active, it would certainly mess up your obit Nice try, but it's never going to work on the old parts from before I took over, the texturing was ok for a plain color but absolutely useless for anything else. A lot of the newer parts have much better texture layouts so you stand some chance, For example see below the likely texture for the new BB that will be in the next update for WW2 ships
  13. I really have no clue as to why when you've already completed one attempt that you are so concerned about the rules, could it be perhaps to distract from the improbably fast stage 2 time you posted, how you could do stage 2 faster than stage 1 eludes me and likely everybody else. Your opinions are obviously those of someone with little life experience or you wouldn't be making so light of others difficulties (feel free to report etc don give a ....)
  14. Hey guys I've got a working version of this thing just tested it in latest KSP and it's fine everything does what it's supposed to and orbiting returning was trouble free, I updated it to add to my memory lane collection, have no plans other than that I still have to update wheels (which i passed on last time i looked) and I'll pass it on to any interested party, or you can have it right now
  15. I've a feeling those that can do exactly that are in the minority, yes almost anyone can build one but the setting up and fine details in order to get it to perform are things that only come with experience and time, and elude most people completely. I can't think of a more restrictive spec for a challenge and reduces the number of potential competitors from dozens to a handful . So top fuel it is then, I love the smell of Nitro on a winters morning, he says reaching to snort from a bottle of 30% glow fuel I actually like the development by how it feels rather than a soulless spread sheet based on constants that have no place in a Kerbal universe, but that's just me , and i bet the mathematicians out there are recoiling in horror
  16. Hi nice looking truck though you may want to get some of that weight off the roof, it'd be better to never need the self righter than be using it all the time Good luck with your runs
  17. Theres some wild rides in that video, don't fancy the blown and burning funny car experience much. Maybe with such an enforced leveler it will quiet those who seem to constantly moan about hax cheats and krakenesque behavior, removing everything from the competitor apart from build and set up. Set up I reckon will be the decider, and i suspect that the set up for a straight line race is a little different than that for an endurance type event. Any chance of a sneak peak at your proposed curves etc? Did you go for a unique resource as power provider?
  18. Thats outstandingly cool, and exactly what my mind poisoned by early 70's US drag racing magazines sees when i think of a drag race, rails and funny cars. The exhaust is epic, but that goes without saying, looking forward to having a play with your new toys
  19. Hi sadly for BDA and PEW torpedo's, as evidenced by the NAS torps, require a pile of code in order to function anything like a real torpedo, There are several problems to overcome , if the torpedo is cfg'd strong enough not to explode when hitting the water it will also act like a battering ram when it hits a target rather than exploding on impact. Then there's the buoyancy issue, in an ideal world the torp would be neutrally buoyant, this requires adjustment on the fly, changing fuel load as the torpedo runs means that a torpedo that is neutrally buoyant at launch will become more buoyant as time goes on , The real stumbling block is that there is no AI missile or shell flight path that will natively guide a torpedo to target, even the flatest Air to Air trajectory has some element of gaining height . Which would effectively cause the torpedo to cllimb out of the water The final nail in the coffin for stock BDA torpedoes is that I've tried on several occasions to get something workable but ultimately I run into the issues outlined above Thanks for your interest and comment
  20. Hi There are some new cfg values that need to be added in order for the turret to function to it's best potential, without them it will receive the default values and that is not what you want for a space cannon Hi, parts mods don't ever need recompiling as they have no code as such, many times parts mods can go unchanged for many versions , plugins on the other hand do usually require a recompile to pick up the latest references when KSP updates
  21. Nice one, does anyone else see a stick insect when they look at the rover ? Possibly the first to use those large wheels to complete a circuit?
  22. Hi there are classes, for stock ec propulsion, stock ec jet , and modded, the more rules you have the more people are inclined to break them. So far it's been a stand up fight I reckon, some are more competitive than others, there are speed merchants who want to go as fast as possible and there are explorers who just want to complete the course. The terrain acts as a great leveler and through it all I've only seen one set of times that look odd, especially to someone who has run the course several times. As for kraken tech etc etc and all those other excuses for not entering it's a simple fact that as long as MM is a thing you can only take someones word on how stock or normal their vehicle/entry is. One invisible patch can transform most parts into something decidedly non stock while remaining to outside appearances to be absolutely stock. This goes for any similar challenge which relies on players submitting time and screenies after running the challenge locally So while it may not be the most purist appeasing challenge ever its is one that has been accessible to almost anyone stock or mod user (apologies to RSS players ) who loves a bit of rover sport, the same cannot be said of a lot of the challenges out there
  23. The bullets file controls penetration for it to be effective the cfg needs to have the bulletType = Xmm Bullet added if it''s not present the values in there are; first number is range second number is penetration, under no circumstances should you change the default first bullet cfg values but the others can be changed. Those values were applied as a default to get everything working I've just started working values for other shell types not included in the bullets cfg including artillery shells and will work my way through CAL adding and testing new defs until my brain melts
  24. HI BDAc is going through some major changes , one of those changes has been the addition of bullet penetration and armor values, this is a great improvement over the old purely heat based system. What is happening in your case is that the structural panels you are using have no armor value and BDA applies a default value , this results in your shells penetrating the armor and destroying what is inside,. Due to the current lack of balance and defined values for shells and explosive properties that is prevelant throughout all weapon mods in many cases the shell will be overpowered and because of this over penetrate There is a lot of work going on regarding armor, values and balance behind the scenes, it's not discussed because it is mind numbingly boring . BDA could be said too be in a transitional period between old and new code and there are still large steps to be taken for everything to be fully balanced, operational and available to mod users and makers at large
  25. A short time later nope it doesn't work on stock or other mod parts, theres some funny stuff going on in the Mu it looks like those parts that change color have named unity transforms indicating the type they are eg main detail stripe etc, bum
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