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Everything posted by SpannerMonkey(smce)
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Official Kerbal Dakar 2017 results thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
Other snags include , Screen shot 9 and 10 are the same shot , and you can't see the flag at all in screenshot 7 -
Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Well it's 0630 January 1st 2017 in Australia whereas in Dakar Senegal it is very much New years eve (16;32 gmt) and 3 hours earlier in Paraguay the host of 2017 Dakar, so it's a case of pick your reality i think -
The Official KSP Racing Season
SpannerMonkey(smce) replied to Oliverm001x's topic in KSP1 Challenges & Mission ideas
but you can't do that unless you return to the sph, and returning to the sph automatically repairs your vehicle. So Is this competition more about the time taken than vehicle reliability or suitability? and in the linked KCCR it will be acceptable to start each stage with a fresh vehicle (although technically the same vehicle)? -
The Official KSP Racing Season
SpannerMonkey(smce) replied to Oliverm001x's topic in KSP1 Challenges & Mission ideas
Hi, what kind of vehicle would you put in this class?? obviously nothing with wheels... which begs the question why bother having the class at all, how can you ensure that wheeled vehicles are not using electrically propelled wheels between stages? There's a time to use the ec drive even on a jet assisted vehicle, it can greatly enhance stability and provides the initial burst of acceleration from the start -
The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
And we're back, following the loss of the race vehicle and all the development prototypes the race vehicle has been rebuilt,, a first run on stage 1 gave a quite respectable 8:09:11 time, the front suspension is still not quite right either a touch more spring or a little more damping, needs a few more runs to see, but it's well on the way to being just right , somehow over half a ton lighter than the original , so i added a touch more downforce to keep the speed at around the same level, so screenies. -
Hi the inverted rotations are likely caused by incorrectly rotated yaw and pitch transforms, Without exception these should always have zero local rotations and be arranged to match unity's rotation as below, there are a couple of other arrangements possible but for the most straight forward hassle free use , use only this method And here's a demo project that i made a while ago but still relevant and produces working turrets https://www.dropbox.com/s/ra4ct7f52m8r6ya/BDAc U422 DemoScene.zip?dl=0 and a link to the post So you have 120mm shell that weighs 5 1/2 tonne??? maybe you should reconsider your values
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KSP Death Star Laser Mod?
SpannerMonkey(smce) replied to Turtles4Life's topic in KSP1 Mods Discussions
I simply googled DS texture and used the first one that looked decent so it may be something you did , as for the model it's just a sphere, with an extruded band around the center and a separate part for the dish depression it's been unfinished in my projects folder since 2012, it's not exactly complicated modelling . the dish part itself was made just for this request, using part of a satellite dish from another project -
Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Hi, it's certainly not the same vehicle, whenever you switch scenes the vehicle is destroyed and a clone appears in the new scene, in the case of returning to sph or vab the whole vehicle is destroyed and replaced from the saved prefab in exactly the same way as if you had simply reverted to sph. Not for me to say if it;s against the rules or not I'm of the opinion it goes against the spirit if not the letter of the rules, as you will be starting each stage with a completely fresh vehicle, rather than one that's already battered and bruised from several stages ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Don't you wish you could be there for the first run on stage two -
Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Not a mod as yet, they were made as a result of my test runs in the events, if the pile of junk thats becoming the SM Racing folder ever becomes fit to publish, then they'll be in there along with other items of course. As for suitability for the event they're the best I've tried so far, and although fairly stock in cfg and unity hierarchy the placement of wheels colliders etc is very different to that of a stock wheel, but not so much that it's not possible for any stock wheel to be set up the same way. Oh and on the subject of wheels, has anyone else noticed that the wheel hierarchy on the M1 is wrong, the steering knuckle/ wheel mount is not meant to turn with the wheel , and it does, didn't until the latest wheel tweaks though.. -
Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Spanner Racing today suffered the equivalent of the catastrophic workshop fire, due to a bit of carelessness adding some new roll cage parts, the entire development fleet , including the vehicle that was set to race on the first, have been destroyed and will not load without game breaking after effects. This is a bit of a set back as you can imagine as RKR 08oc was just about perfect for my cautiously reckless style ( or lack of it ) I will endeavor to be there on the grid , i know a little green guy with a crater crawler going for peanuts Btw I've tried every trick and edit i can think of to bring them back but it looks like they're gone for good, the last shot taken before destruction ... -
[1.2.x] Structural Tubing
SpannerMonkey(smce) replied to DrunkenKerbalnaut's topic in KSP1 Mod Releases
check the format of the flags in the agencies folder and the size as both things can make them play up- 103 replies
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[1.2.x] Structural Tubing
SpannerMonkey(smce) replied to DrunkenKerbalnaut's topic in KSP1 Mod Releases
Hey, just think of it as going through a proper test before release, bits of it are scattered through the Dakar field, perfect timing if there ever was such a thing, looking fwd to seeing the new precision stuff Cheers- 103 replies
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Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Turned out to be an extremely good idea, it's a very long time since I've actually spent this much time actually playing ksp rather than playing to test new mods etc, it's very cool, those asking for updates will be disappointed, but I'm used to being a disappointment, and besides did i mention it's a hell of a lot of fun? cheers Ps downloaded new track elevated flag problem fixed -
Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
it would help if you are attempting to pour derision upon somebody if you properly read the post about which you are commenting. Have a nice day -
Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
I have no idea I'll re dl the map that should fix it -
Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
not disputing it and wasnt requesting use of a mod i was attempting to draw attention to the flag position which definitely puts me at a disadvantage to those with flags at ground level dontcha think... -
Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Fine, stop at gate while arranging screenshot in top down angle so you can see the flag -
Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Hey, could I ask for a ruling on the below screenshot, the flag is now 30M above ground level, however as you can see that gate is directly below it, it's almost impossible to drive from a position from which you can see the flag while negotiating the gate, shutting down the engines and applying the brakes , in this case would the screenshot below it be acceptable as a finish shot, a couple of other flags have done the same and those also have a gate placed directly beneath them. my flag prob The finish all you can see of the flag is the shadow as it's still above the screenshot -
Hey all, Soo how do you feel about route planning ahead of time? and more particularly marking the route with objects to serve as navigation points, making each stage a point to point affair?. Why you ask, well it's because of the Dakar Kerbin edition, and the way that most competitors have marked each stage with some reference to use as a way point. Now don't get me wrong i have no issue with practicing the stages and thereby perhaps finding a good route, I just feel that marking the route is a bit much. There's a huge difference between driving Dakar stage 3 with no way points and driving it with way points, 10 mins difference in time for me . SO i know it'll be contentious but maybe there is room for two levels of event in one here, hardcore and arcade , hardcore = practice and no way point placement, arcade = practice and mark the route by the meter if you want Cheers
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Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Hi all , it seems to have become a little contentious around here lately, and a bit of a rule fest. As the first respondent in this thread and likely to be running the most custom vehicle in the race and a supporter of modded vehicles in general, I'll tell you something straight, having a modded vehicle is not going to make the blindest bit of difference. What will win this race is smart driving good route planning and nothing else, I was a little disheartened when i saw fellow competitors laying out route markers as one of the big deals with Dakar is you are not allowed to do that, no road map, no pace notes, no sat nav, just a GPS coordinate, but hey if that's they way the wind blows.. having marked out my nemesis stage (3) I can see that makes a huge difference to how difficult or not as stage will be, but to Dakar rules you're all cheaters So yeah my point, lets not get bogged down in category nonsense, but if we must, Open = anything goes, stock J and stock EC self explanatory, there should be no issue with the stock classes but anything goes could produce a moan or two for some, but modded or stock simple choices, no need for 30 classes, unless someones gonna step up as @Triop's PA , give the guy a break... LETS RACE! -
The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
Cheers see below Nope not KF( but do concede to a bit of LoFi style influence in the design), brand new, fresh out of unity this weekend no KSP Wheel Api ,pure stock cfg, pretty stock hierarchy for a change , and modeled unified by me Decided that while big fat wheels look cool they are about as much use as a chocolate teapot, these are the fat version, there are also hyper thin versions for electric racers -
Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
I use a couple of twitches personally and it works very well, but needs careful setup if it's not to fully compress the suspension, imposes a little extra drag so you lose a few ms but that's a small price to pay for not spending time in the air, it's still advisable to run a boost flap, but you will find you spend less time using it. I certainly don't think it's a total win as there is an associated weight penalty and the increased fuel consumption, but still a good strategy for those playing the survival rather than speed game -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
Yes it is something KK can do , and i don't understand the reluctance, opens up whole new games , you can put a static anywhere you can reach with a craft including orbits of planets , you want water launches on Laythe? done that, need a harbor for ships on Laythe done that too.