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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
Very smart buddy very smart indeed those stock parts actually look cool, amazing -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
On this day KK the latest version of KK managed to achieve something that has killed every other version to this date, in fact since kerbtown days I've been trying to assemble 1 static a particular way, well technically a cloned/replicated repeated arrangement, so there may be perhaps just a few polys and colliders involved, just a few mind . Some of you may recall the old rover proving ground static, it's way back when though, anyway, it consists of a very interesting strip of terrain that I've had in my possession since KSP0.2something So I've always wanted to string a row of them together in order to realty have some serious terrain to drive through, as standard it's 200mtrs long or so, and now , as you can see it's somewhat larger than that. The scale works superbly well, but caution must be advised, moving in steps of 100 and accidentally clicking scale left the model nearly 2km long, cool though Cheers @Ger_space And i know it's difficult to judge how large this is but, on the large rise in the foreground, right on the top is a decent sized crewed rover, below from the foot of the rise So KK makes mountains at KSC awesome most abuse it some more, I've got some rock and tree models somewhere, now which folder....... -
The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
No snide comments just my thoughts, it won't make the tiniest bit of difference to me in the end, we'll have both achieved something, you managed to write a script to automate throttle etc while you just steer, epic, and I'll have hopefully resisted pushing the W key out of the back of the keyboard -
I think you'll be good for a while, BDAc is fighting details right now and there'll be no massive mod breaking changes soon, although there will likely be some balancing reference finally. If anything shows up that looks like it will have a detrimental effect I'll drop you a PM.
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The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
Why not it would not suprise me to learn that someone had plotted the way points into mechjeb and went for coffee leaving the rover to drive itself, Strange that i can do without a kos script, mechjeb or funktasticPilotmods and rely on fingers and eyes to do the driving . Maybe it's me doing it wrong and i should just go mad and MM patch the whole damn thing to OP levels , get a couple of twitches, spike the output ,using a similar formula to Azimechs marine curve lots of power but not stupidly fast, patch out the fx , sound and exhaust damage hide them under a panel and say yeah right look it's electric, what next oh yeah those tr2ls, i could get the reworked ones i did in whenever for that unity example project, they had twice the travel,, more grip and some funky hierarchy, and they look exactly like stock, hmm what now, ah yes positive down force, no wings just hidden tweakble rcs that pushes the vehicle down just a tad, I could seriously go nuts, and while a numbers junky could likely work out something funny was going on, it would look just so legal in a pic....(not serious btw ) But you know what i like the fact that although by some standards it's heavily modded ,it's not OP , it will at a push on a lucky run, downhill, no brakes, touch a ton and it's really not happy at those speeds at all , my truck has a weakness that's bound to show itself , I've done all i can to mitigate it, but at some point if I'm even a little careless it will rip both front wheels off, this is part punishment for having wheels so mounted that they reach the end of the suspension travel slightly before anything else touches down = bad place, and bad design on the front lower half of the wide cage,( just needed to be a little deeper). Believe it or not there are two much better replacements sitting in the folder fresh out of unity today, but i cannot face that setup again, I've got it as right as it can be. Last night (after throwing away two junos and going on a serious diet) i did the course backwards in the dark till stage four at a steadyish 10/60ms it was great, the country side whizzing by , rocks and trees looming up out of the dark, and a lot of it didn't look like that in daylight! type moments. Going slower makes me happier as i have a chance of finishing, i don't care if I'm beaten by a crater crawler on the day, because if I do finish I'll have beaten me . I'll shut up now -
Show off your KSP GIFs!
SpannerMonkey(smce) replied to Mad Rocket Scientist's topic in KSP Fan Works
Hiya, gifs i love em' 3 sec gif of 15 min video, yup i know which one works for me (apologies for the watermark on the first, forgot to log in) Azimech's charger being driven over very unsuitable terrain by an unsubtle driver not a submarine no explosions here (from back in the old days when more than one wheel collider per part was acceptable without plugins 2sets x 4wheels) -
Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Good catch cheers -
Hi I'll be using a set of your wheels in the DAKAR Kerbin edition challenge, after many tests they have come out as the most suitable for my needs, and as it's a bit quiet I've sorted a MM cfg for adding wheels sounds (using the mod Rover Wheel Sounds) And thanks for the wheels, do you have a flag/banner/emblem? i'd like to add one for the sponsor stickers @PART[RollKage?Kerchelin?Extreme] { MODULE { name = WheelSounds wheelSoundVolume = 2 wheelSoundPitch = 0.7 wheelSoundFile = WheelSounds/Sounds/type1 skidSoundVolume = 0.3 skidSoundPitch = 1 skidSoundFile = WheelSounds/Sounds/gravelSkid damageSoundVolume = 1 damageSoundFile = WheelSounds/Sounds/wheelDamage soundInVacuum = false } } @PART[RollKage?Kerchelin?Jumbo] { MODULE { name = WheelSounds wheelSoundVolume = 3 wheelSoundPitch = 0.5 wheelSoundFile = WheelSounds/Sounds/type1 skidSoundVolume = 0 skidSoundPitch = 1 skidSoundFile = WheelSounds/Sounds/gravelSkid damageSoundVolume = 1 damageSoundFile = WheelSounds/Sounds/wheelDamage soundInVacuum = false } } @PART[RollKage?Kerchelin?Sport] { MODULE { name = WheelSounds wheelSoundVolume = 3.5 wheelSoundPitch = 0.5 wheelSoundFile = WheelSounds/Sounds/type2 skidSoundVolume = 0 skidSoundPitch = 1 skidSoundFile = WheelSounds/Sounds/gravelSkid damageSoundVolume = 1 damageSoundFile = WheelSounds/Sounds/wheelDamage soundInVacuum = false } } @PART[Small?Rover?Wheel] { MODULE { name = WheelSounds wheelSoundVolume = 3 wheelSoundPitch = 1 wheelSoundFile = WheelSounds/Sounds/type2 skidSoundVolume = 0 skidSoundPitch = 1 skidSoundFile = WheelSounds/Sounds/gravelSkid damageSoundVolume = 1 damageSoundFile = WheelSounds/Sounds/wheelDamage soundInVacuum = false } }
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Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
I noticed that with those new decals, checked the cfg and noticed it has drag cube = none which seems to equal way more drag than you'd expect , now i tried it on mine and the same result, so i have since reinstated the drag cube but removed the physics, which seems to work much better, virtually no drag whatsoever, it may be worth commenting out //DRAG_CUBE //{ // none = True //} and instead use PhysicsSignificance = 1 in the parameters instead, seems legitimate to expect a sticker unless there are hundreds of them to have little affect on a vehicle and certainly not produce colossal drag -
The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
and dontcha just love the compressed air starter It may not win any speed prizes but i reckon it'd pull a house (or two) complete with foundation -
The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
Now that's the kind of cookie spanner appreciates, having worked on some monsters in my time including allegedly the worlds fastest diesel engine boat the XSR46 with 2x isotta fraschini 2000hp turbo diesels ( theres a rather amusing video somewhere of yours truly standing between the engines at 90 knots with his overalls smoking from the heat off the turbos and manifolds) also goes down in history as the loudest thing I have ever worked on , the Bradstone challenger one time round Britain record holder, and a couple of hyperfast projects for a shifty Russian millionaire Yes a very spanner cookie indeed cheers -
The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
Like all of those events, safaris, enduros and ALL the 24 12 8 6 hour races much to my Mrs disdain i watch in their entirety or as much as broadcast at any rate -
Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
In this case i had to, I've looked at it before , it's an epic read as you'd expect, and some of the rules would seriously ruin your day and have no place in a fun challenge , i cant think of motorsport anywhere on or in anything ( like anything involving engines and wheels or props so i watch and have watched pretty much everything) in which you can change your whole vehicle for a completely new one (except formula E. but thats different as the whole damn cars a very dangerous battery) so I think it's a bit off -
Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Hi all regarding repairs, referencing the actual DAKAR rule book, the only thing you are not to change is the engine, the engine that starts must be the one that finishes, for all intents and purposes as long as the vehicle safety is not compromised then anything goes, needless to say in the real world NOBODY will change an entire chassis as is too expensive and not easily transportable, so if you destroy your rover to the point it is undriveable, even if it had wheels it wouldn't work then i reckon in all fairness it should be as in the real world game over ! This prevents people going flat out time and again and constantly replacing rovers and it reflects some of the real issue faced when competing in a safari event. I'll go on record now as saying that I thing changing the chassis/rover is bad and should be banned right now, if I screw up I don't want an easy out, surely it's better to think about what you are doing than just nail it and hope for the best. The terrain ahead can be read, there is a pattern believe it of not in how one feature leads into another , if you find it you can walk a stage fairly painlessly , for example stage 1 is either instant doom or a walk in the park depending on which way you go. -
The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
just for fun i pulled them all out , every rover that has been tested and failed , turns out i can have a race all of my own, must get out the BTG. Foreground is the version that will start on the 1st and the most rearward is mk1 , obviously this doesn't account for all the hundreds of minor tweaks. Quite interesting to see how much bigger than mk1 the mk7 RKMK3 Dakar5YoY3 has become, and i didn't even notice, last job is to reduce the fuel down to the minimum i need to make the longest stage ,. might even remove a juno as i never run full on 4 anyway, that way lies certain destruction... Cheers ( ps @DoctorDavinci see stock intakes texture swapped as described earlier all via mm patch) -
He re KK statics and launch sites all you need is a correctly named and referenced transform at the point you wish the vessel to spawn, hang on i'll grab an image from unity....Do not place it under the pad unless there is room for a ship to spawn without contacting any geometry or colliders PS and once you have it working and placed you will need to make it a launch site using the KK in game editor
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The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
exactly the same way but make sure you re export the dds as DXT3 or 5 , OR even better copy the texture switch module from the helmet to the part you want to texture reference the texture path (as per the example) and you can have BOTH instead Or even better use MM to put the module there, so no editing of stock files, always good inmy book. -
The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
simply open the default png texture, the red one, in whatever you use, then paste your chosen skin into it, then re export under the same name, done -
The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
You need KIS as mentioned, open the craft seat inventory, right click, and drag the helmet from the menu into any one of the slots, make sure you have a cmd seat as an option as it will not work in stock IVA, launch craft, disembark kerbal and open inventory, select helmet and the equip button will place it firmly on the kerbs noggin, re embark craft and drive like a maniac PS just updated the race decals to the new race flag/decal so redownload the SM Racing modlet if you want it, will auto switch to new version on load, no need to replace decals flags tec -
The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
Give, i see something else when i look at that, in fact give now !! -
Hi I was having similar problems and it wasn't until I read your post that i twigged what was happening, although I'm no coder i believe it is because quickstart skips too quickly through the loading sequence for EVE to load any extraneous textures, rather than uninstalling I found that simply disabling quickstart from the loading screen lets the clouds and FX spawn correctly, QS is simply too useful in dev to remove it , I can just load without when i want pretty pictures. Cheers
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The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
Delivery system sorted , Airships in particular the LedZep I did for HL Airships currently getting trialed after major refit. Caries the 4t that my truck now weighs quite easily, the hardest part was connecting the thing up ( note to self make cargo ramp/elevator) -
The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
Ps if you've already grabbed the helmet but would like some racing decals featuring the DAKAR flag please re download , and if there's any you'd like just send me a 250x160 png and I'll add it -
Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Head up for all competitors for a limited time DAKAR goodies are available to all competitors please see the link below for details