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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
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P.E.W (A BDArmory Addon)Reactivated Development
SpannerMonkey(smce) replied to LORDPrometheus's topic in KSP1 Mod Development
Very nice thank you very much I'll be sure to include it as a variant in the next update -
Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Just had the same thing laying gates for the DK event, stage 1 is actually start to stage 1 flag,and stage 2 actually starts from the flag called stage 1, I think he;s considering something more durable than flags eventually though, as once it's knocked over it's useless -
Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Can I ask what the problem was? curious to know as DK and i are bashing around in the desert and badlands, any info on possible issues would be good in advance -
[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
SpannerMonkey(smce) replied to Eskandare's topic in KSP1 Mod Releases
I'm wondering if this is a re occurrence of the troubles i had with LBP and the damnable autostruts, auto struts on used to do this to the LBP carrier and the Tri hulls, and likely still does, try turning off autostrut in the advanced tweakables section -
How to make Scansat maps.
SpannerMonkey(smce) replied to nascarlaser1's topic in KSP1 Mods Discussions
You should be able to warp , there is a limit though, what it is right now i can't recall, but it only takes half hour or so at the max warp poss to do Kerbin , or did -
I'd wondered about that possibility too, as it's so local, stage 4 to finish is nasty, some of that slope is near vertical. Rock crawler tip, more weight over front wheels, and may require a slightly different friction setting than normal, or a pause before the climb to turn up friction of front wheels.
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okish not going mad but keeping it still functional is a challenge, How would you intend to use it? as a stand alone weapon rather than a turret or a turret type mount, i like the former although I'm not sure if to include a base deploy animation, rather than just have it deployed and fixed
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Just tested the CV hull parts and can find no issues , all nodes attach, and the hull parts are meant to node attach together not srf attach . see below bare hull no engines showing depth below water. I note also that there is something amiss with the altitude shown, if you mount a pod straight on the deck it should read around 32 mtrs depending on fuel, not the 13 that is showing in your image.
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Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Hints and tips from the SM racing dept. (should be read in a really cheesy American accent, NASCAR and drag race fans will understand) ALL jet powered racers know that losing a boost flap is bad, so bad that you may consider your race over, prepare for this occurrence and enable the continuation of your attempt by simply setting an action group to close the air intakes, this has the effect of almost instantly cutting engine thrust, yes, you lose a bit of spool before you reopen the intake but as a trade off I'll take that over crash and burn every time Join us next time...... -
The more parts that become essential the more players will be discouraged i believe the KISS principle make for greater uptake. And re rules, classes and what is and isn't stock, while a vehicle can look for all intents and purposes stock it can be anything but, with a couple of well thought out MM patches a stock vehicle can be tweaked to way above stock performance expectations , with no visible signs whatsoever, therefor i propose that anything that contains an MM patch of any sort be classed as a mod entry not stock, I'd give examples but don't want anyone getting ideas , but 1 module added by untraceable patch to a juno can make it a lot better for racing in general, and much better than stock.
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How to make Scansat maps.
SpannerMonkey(smce) replied to nascarlaser1's topic in KSP1 Mods Discussions
Hi something also to consider is that it takes a while to scan a whole planet it's not switch on and insta-map, you need to be in a polar orbit also for best scanning results -
The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
One thing this event has done is renewed my interest in the science of the ksp wheel, I was a bit disillusioned after losing 12 sets to the 1.0.5 to 1.1 wheel disasters, Competition as they say does breed innovation. So wheels generally could be better and while the KSP Wheel API is marvelous it doesn't find out how good a stock configured wheel can be if set up differently, i will say this though that the differences in setting are wildly different between u4 and u5 which explains the sogginess of the type 8's kindly poked with a stick by Azimech . So here's a little race truck thing with new boots and a wheel test, i left the nav ball up to show speed and angle of ascent note terrain not available in all or stock games -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
Hi yes it's reproducible, so easy for me to test. I wouldn't expect any less at this time of year, even i have to socialise!!!! really no big deal. whenever is fine by me family and festivities (if appropriate) take precedence every time, have a good one -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
Hi it's a little modlet i released for a short time only to support the DAKAR Kerbin Edition, think of it a collectible , the link will not be there forever, (midnight 24dec it comes down) so if you want one you'd better get it fast, details on how to use it can be found a little later in thread -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
Hi just a little oddness I've discovered that you may not be able to do anything about as I think it's partly due to the current terrain issues, at certain places on the map snap to terrain seems to mean sea level even if that means being 1200mtrs below the ground surface, not a big deal as the button works both ways but worth a mention, and there's more... a big pat on the back for the UI changes, the angle roll etc positions are very predictable and it's so much easier to use than was previously, but can you move the scale slider on the menu to somewhere other than it's current location, although it works fine, a little clumsiness can easily instead of rotating, scaling the static, yes i know i should be more careful it wouldn't be an issue except that statics with colliders (unity applied) can destroy craft they are in collision with Another reason to have an install for building bases placing statics and then transferring them to my currently preferred game build. All round great stuff though, who'd have thought a new hand on the tiller could improve the little things so much? (not me) Cheers -
The mod I want to make (Question for mod making)
SpannerMonkey(smce) replied to AntiT's topic in KSP1 Mods Discussions
Interesting notion and i have a vague recollection of it being tried once before..... The first hurdle that is obvious to me aside from the ton of code needed, is that non of the stock parts have functioning hatches in any other way than a simple collider switch, this means that you will either just call the hatch an airlock and let the code do the business, but in the case of your mk1 pod part 1 use example it's going to look so wrong, you say the hatch is gone but players will see it still there in the model... Or you create models for the hatches and place them via cfg or code, for every craft you intend to support, Or even harder create replicas of all the stock pods/cockpits with functioning hatch parts to replace the stock models. So a little more than a weekends project especially if you have limited code or part creation skills, or even lack one of them. I'm sure though if the idea has enough interest for those who like the more realistic side of the game then you'll find some able hands willing to offer some assistance -
The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
Hi, you are changing the wrong thing, traction control is the codes way of trying to maintain drive it is not like a real vehicles TC, what you need to do is slightly up the friction on the rear wheels, select override and adjust, don't go mad as excessive friction can cause serious handling problems and result in lots of flaming death. I usually run 1.2 on the rear and 0.8 on the front, this allows for a little under steer but that's a small price to pay for increased stability I feel -
catapult design for my battleship
SpannerMonkey(smce) replied to Komander Faul's topic in KSP1 The Spacecraft Exchange
when properly installed you can have up to 3 folders in gamedata, required parts, which contains the bridge parts and engines, WW2 hull parts and modern hull parts, you should never leave them grouped in a download folder, as many if not all the newer parts share folders and textures with other parts, Keeping the folders grouped will prevent any of the newer parts showing and in a lot of cases prevent the original parts from showing also.- 5 replies
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The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
You should try the other way around instead, two up front 1 behind, much better handling -
Dodge Charger R/T 1969 v4.0
SpannerMonkey(smce) replied to Azimech's topic in KSP1 The Spacecraft Exchange
Hi, still enjoying the charger immensely, and of all today's screenies this one I think is the coolest (it's a static btw not real) -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
I will take a look however , in the case of K side stuff, it's fixable if something has gone amiss. I will take a look at BAD T I'd forgotten all about it.. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
Hi, it's set by a named transform within the model, set in unity , there's no way, I'm aware of aside from unity to move it, which are the items you are having an issue with? Hi Ideally you would have access to the raw models or unity scene, as that is the only way to remove colliders or change geometry , how have you discerned it is a collider issue with the Kosmodrome pads? -
catapult design for my battleship
SpannerMonkey(smce) replied to Komander Faul's topic in KSP1 The Spacecraft Exchange
I see you are using an outdated version of LBP or you have reverted to the darker color that has since been dropped and- 5 replies
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- catapult launcher
- battleship
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