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Everything posted by SpannerMonkey(smce)
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The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
just checking out a quick and dirty MM patch will let you know what horrors appear very smart, this could be awesome for my ships -
The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
@Triop cheers, as soon as i saw the cfg i knew who made them and what mod they're from it'll be this one Changing the pattern is not something you can do via cfg, It'd be a modelling app then unity job -
The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
I'm liking those tyres/tires very much, did you make them? if so a way to resolve the wrong tread pattern on one side is to split the tyre in half and reverse one side and glue it back together then you have a unidirectional tread pattern, that chevron pattern is ideal for it and what i used to use on my rock crawlers. -
Mods won't load at all
SpannerMonkey(smce) replied to NeilKerman's topic in KSP1 Technical Support (PC, modded installs)
Did you extract the mods from the zipped folders and ensure that they were installed correctly to mod makers instructions, not completing any of those steps will prevent mod loading. -
Well good luck with the adventure , I'm quite interested to see if it could be done also, I have a suspicion that a large dollop of C# will be required for control and insertion, have a chat with the guys in the plugin sub forum as they'll have a much better idea of how and if it could be done than a lowly parts modder if you manage to pull off hunamesque characters I bet the Realism Overhaul guys will worship at your feet
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What happened to the BDA continuation?
SpannerMonkey(smce) replied to theend3r's topic in KSP1 Mods Discussions
Hi the BDA thread as mentioned above vanished from the forums along with many others. PapaJoe current maintainer is aware of the problem but has serious personal issues to deal with right now, a saved version of the thread is believed to exist and once PJ can clear his life out of the way a new thread will appear. Spanner BDac team -
Hi, nobody has done it, not since i started using these forums in 2012, the closest anyone comes is a Russian modder who changes the kerbals heads into ponies (why) . SO as nobody has done it there are no tutorials, but modelling a character is just like any other type of modelling in a lot of ways, character modelling is, as far as my experience goes not easy to do or learn, but then I'm not so bright . Character modelling I'd say comes a while after basic modelling skills are learned, so not a place to start modding for the first time, of course you may be an ace modeller and may find it easy , doesn't change the fact you'd be breaking new ground doing something not done before
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The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
As it seems to be all the rage to post alternative vehicles heres a couple I've just run over stage 1 . The first is a stock cfg repulsor supported motorcycle, the completed the leg in a very respectable time which included some crappy driving. And next is the same repulsors just a smaller(not scaled) version applied to the original LoFi speeder chassis. It's horribly fast and came very close to finishing the stage but had power failure 3km from the end. And associated videos of the stage attempts And a little video of a lightweight vehicle speed test Me too, must have a look at the code and see how it works as it may be useful for other things too. -
Hey, that's brilliant, although would it be anything else coming from 77Industries With all the racing going on right now I was thinking along the same lines too. Are you thinking of a hosted type king of the hill challenge? With the races being run and set up by one person, with a video record perhaps, a good op for people with camera tools skills I'd think. How would the timing be worked,? would it be first across the line? or on mission clock record, what i mean by this is perhaps have some object that each vehicle would collide with at the end of the run and thereby show a destruction event in the F3 view, this would probably remove some of the inevitable photo finishes that would arise Although my stock Foo is spectacularly poor I'd be up for a shot . I'll take it as read coming from the King of stock builds that it would and will be a stock only event, which is just as it should be
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Hey looking promising, just wondering why you have a ballast keel; right on the bow like that? The DG hull is designed to have a light bow, under power she should sit on the widest part of the hull , overweight bows will cause the steering to be very savage as the long narrow bow tends to dig in and can in the right circumstances cause the ship to roll and as I haven't posted a pic in a while
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Hi You really need to combine LBP with SMM as SMM has most of the mast and upper works parts
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Ok you have my interest, I'll be in touch i I come up with anything interesting.
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Hi yes and no the weapons work they all fire etc but , Kerbals are not the same creatures that they were in pre 1.2 versions and are now invulnerable to any kind of BDA weapon, so Kerbs can't shoot other kerbs and kerbs can resist even hits from a 500lb bomb, so until the situation changes we've paused development. The BDAc team are working on it but it's a low priority compared to other projects.
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Hi quite a lot has changed in LBP in particular, more to bring it in line with my vision of how it should be.
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https://github.com/PapaJoesSoup/BDArmory/releases/download/v0.11.1.6/BDArmory.0.11.1.6_11082016.zip
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Hi SM Marine and the LBP are balanced to work with most weapons mods and Hull Breach, for best results Hull Breach should be added to your install as they were developed together, .and substantially changes what kills what and how fast I know that the current version of LBP is a little too weak for NAS , especially the larger guns, I see you disagree, but i have had innumerable reports on battle performance that claim the opposite . We do have an issue with NAS in that the guns are stupidly powerful, and if I were to balance for them then nothing else in the game would touch them, and I'd be back to indestructible boat parts which is not my intention. The SM hulls and parts work well with most but they were never intended to be large hulls, the tweakscale was added as a convenience for users but is not something I favor for these parts and big guns will kill them pretty fast as should be expected from small vessels under heavy fire
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The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
This backs up my findings also, some or those ramp are more like steps and there is no transition to speak of either its flat or an angle and doesn't give the wheel any time to react The issue here is the way the wheel colliders work, they are not wheels, they are not even round, the effective wheel is actually a point with no width depth or breadth. So when you encounter a steep transition, unless the wheel is relatively lightly loaded then there is a really good chance of collider punch through, because the next part of the terrain is appreciably higher up than the wheel collider force point and the wheel collider pushes through the terrain and leaves the wheels collision enhancer to take the wallop, sadly these collision enhancers have some unfortunate properties and bad things happen when the are forced into high speed collisions. -
Official Kerbal Dakar 2017 results thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
I do appreciate where you're coming from here, but as mentioned earlier, a level playing field is not a KSP feature, individuals knowledge and craft building skills swing the balance wildly. In my case the vehicles are built to go as fast as possible and use the Cooper motors ethos of just enough to get the job done and it doesnt matter if it falls apart as it crosses the line. I cannot achieve anywhere near my times with stock vehicles but I know that should Doc Davinci was to run his original stock vehicle entry then my times would not look so impressive,as I recall he achieved sub 5 min stage 1 times very early on in testing, which sort of proved that it could be done in the first place. With electric propulsion you have two things to make sure of, only imo of course , that your wheels are in contact with the ground as much as possible and your vehicle is as light as possible, any air time is wasted time , you cant drive fwd with airborne wheels and don't have the mass benefits of gas powered vehicles. And i really have no clue as to how many times i tried run 1 dozens is likely , same goes for stages 2-6 i practiced a lot, tuning the route that worked for my vehicle, sometimes the fastest route is not the most direct. One last thing, on the real Dakar you do not get to see the route track before the day, if the same had been the case here then none of those awesome times would exist and i reckon many wouldn't have reached the finish in drivable condition -
And for the record as we've discussed it elsewhere, and for any interested plugin writers who may be passing through, What is needed is a low impact plugin that applies a part module to a probe core or whatever, using MM , The function of this module would be in partnership with another such module record the elapsed time for a vehicle passing within, say 5 mtrs of the first module and arriving at the second module point. Why a probe core? well whatever is used has to be able to be used as a navigation reference and a such needs to be selectable as a valid target. and also be a stock part, so that no parts are needed for a download, just a little plugin and a cfg. I don't think that needing official timing should be considered anti stock The final requirement is to record these times in a human readable form, so as to remove the requirement for a dozen screenshots on even a short event, this in itself would make entry and submission of results a lot easier less involving/time consuming than it is at present . The races mod although great in its own way, has non of the described features and it's lacking them means it's less versatile than it could be, and scuppers a lot of potential uses.
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The Official Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Yup that works as long as the flag is visible in the screenshot, through the flames will do fine -
The Official Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
fairly self explanatory Several illustrated example can be found in the results tread -
The Official Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
You need to be stopped at the flag for a stage to be complete, and provide a screenshot to prove location time and speed of 0ms -
Hi that's quite an interesting idea, though i wonder how you'll stage battles? with multiplayer not really a thing for combat quite yet, and the only AI being for aircraft, though i suppose you could script something in KOS to use the IR sequence, but it wouldn't be random at all. But on to the construction, the animated pit and rotating parts aren't a problem, there are KK modules that can do that, aside from a major snag , that snag being that the animate on click which is the only animation module in KK, only functions on mouse click rather than vessel proximity or collision, and I think that's the real stumbling block. If you wanted to use a KK type static then patches and code would need to be written to interface the proximity animation module with the existing KK code and @Ger_space would need to think it was a possible thing in the first place. Now we have the snags out of the way what kind of size, what kind of finish, this is quite important as without this info you could end up with something you were not expecting, so sketches screenshots of what you've already tried etc would help get someone interested, and interest is a greater motivator to ksp mod makers than cash (unless of course it's bundles of cash )
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
As a first port of call try and get hold of Sarbians debug stuff mod, it will let you see the colliders and transforms so you can see why it's broken, though it's not the first time I've heard this mentioned in relation to that sadly unfinished project. As a rule of thumb it's fairly safe to say that the assets will likely cause issue whatever version you run them in, as KK can still be broken by wonky geometry or collider issues, especially as things that worked ok in the past don't work too well now. Most statics of any age will load, but an awful lot of them will create the kind of issues you discovered and there really is no option if they are something you like having around is to either fix the issues or find a nice modder to fix them for you, Be warned there can be some nasty surprises hidden in statics and many are not made how you'd expect, or at least is my experience, and the amount of work to fix them to a current standard can be daunting if not starting with a base model rather than an exported imported export -
The Official Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Stop at every checkpoint provide shot of vehicle at zero ms with brakes on ,next to the flag ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Run 2 just finished and officially my limit on an unmarked route 00:42:12. The race team will now take a break and spend some time at sea on sea trials, likely to be very uneventful