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Everything posted by SpannerMonkey(smce)
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Imbedding a chute in my part
SpannerMonkey(smce) replied to lextacy's topic in KSP1 Modelling and Texturing Discussion
Hiya, just so you're clear, the cap/ cap.obj is just the bit that pops off when the chute is deployed and covers the aperture through which the chute deploys , the canopy/ canopy.obj is the bit that slows you down and the case/ main_model.obj is where the chute is stored. These are 3 individual parts yet part of the same model, when you export from blender simply drag the cap and canopy to be a child of the case, then export 1 dae/fbx. In unity create an empty game object and drop your imported model onto it so that becomes a child of the game object, now click on the case under the game object and expand it, now simply drag the canopy and cap from being a child of case to being a child not grandchild of parent The hierarchy should end up something like below, this doesn't use armatures or bones and uses the same basic method as stock chutes, in that the deployment is controlled by simply scaling the object back to 1 or whatever size you want, to do it this way you need to have scaled your chute in blender before export, these particular chutes are scaled down to 0.01 prior to export from the modelling app, In unity when animating to semi deploy you simply animate the scale half way back to normal and for fully deploy you scale from half deploy/scale to full deploy/scale, easy peasy There are a couple of hidden parts here but they have nothing to do with the chute function and serve only as decoration. all functional parts are shown, this example has in the end two nested GameObjects simply because it was a little too large in game and rather than scaling all the parts and ending up all gappy, i add another GO drop all the parts on that and then scale the GO, leaving the main parent GO always at scale 1 -
[Airships in 1.12.3] HooliganLabs Mods
SpannerMonkey(smce) replied to JewelShisen's topic in KSP1 Mod Releases
I'm going to port my parts over to unity 5 and as a result I'll be redoing all the nodes and adding a lot more using the NODE method of defined transforms, I'll be doing this over the next couple of weeks and will push the update parts as soon as I'm done -
Bring back the Airships mod? (Answered)
SpannerMonkey(smce) replied to Hooligan Labs's topic in KSP1 Mods Discussions
The hooligan labs mod is alive and well has new models and updated Suprised that you didn't contact him directly, especially if you are who you claim to be. -
It would be a mistake to just count folders, as there are many that share textures, but if you count every single mu it's 136 parts( though i really don't know right now what you have and haven't got, I'll have to download my own mod to make sure)), needless to say there are some easy ones to deal with such as the structural panels etc which already have an established value and i see no reason not to adopt it for all, the same can be said of all the small structurals like rails and stairs, no point making it more complicated than it needs to be , unless there is
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Yup and can be pretty much expanded to any boat or stock parts, just needs a bit of time to work out the appropriate values for the patches
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You'd need to be a bit careful here, most of the infini fuel in SMM comes from generators that needs to be started, and the fuel amount is set in the hull for best balance, LBP stuff the fuel acts mostly as ballast and reworking the values for all those parts based on empty tanks could be time consuming. How the hell do you even price something like a hull? as a large fuel tank maybe, but whereas a fuel tank can be used for many craft, the hull is a hull and therefore nowhere near as useful so should it be cheaper? My only reservation concerns the amount of parts that would need to be balanced as it's no exactly a small mod these days, unless you just start with core parts like hulls engine and command pods and gradually work through the rest
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Hi, career is not something I've been interested in playing although i did enjoy a science career for a bit, I have no objections though as it's only minor tweaks to make it happen, I'd imagine most of it be available early career as it's all basic stuff nothing late game or technical, perhaps there could be though..
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Hi this is one of the problems i ran into when i took over the LBP and we started on the road to sinking ships, most parts have 0 buoyancy at a minimum, this sadly does not mean they sink, it means they are neutrally buoyant and at some point that neutral buoyancy takes effect and the part pauses in the water column, to get parts to sink reliably took a little bit of code and cfg trickery and assigning a negative buoyancy value to everything not a hull part While we went for as much as possible being destroyed things like weapons and rails cant be done so easily so after an LBP scenario in which a vessel is destroyed and sunk you often find an outline of the ship on the sea bed made from those parts that are not crushed and the turrets etc , we aimed as i say for as little remaining as possible as recovering 200 plus bits of debris is not fun! , but it would just be a patch tweak to disable the crushing and then you would have visitable and recoverable wrecks, technically you could recover ship sunk with HullBreach(the sinking mod) by just pumping out the sea water once the integrity is restored by cooling.
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Dodge Charger R/T 1969 v4.0
SpannerMonkey(smce) replied to Azimech's topic in KSP1 The Spacecraft Exchange
Yes there was quite a lot of praying involved tried some minor mods myself and rapidly discovered that messing with a car built from ctrl surfaces when you have no clue is inviting disaster, it went from fairly predictable to" omg 'am gonna die " pretty quickly. -
Dodge Charger R/T 1969 v4.0
SpannerMonkey(smce) replied to Azimech's topic in KSP1 The Spacecraft Exchange
Hi got to say this is my all;l time favourite craft download, and i use it a little too much Decided to give the Dakar a go at least a stage or two, and considering it's no off roader the time for stage one was pretty good i reckon, probably a touch slow after the poor landing off the ridge in the background i'll be downloading the updated version for sure -
The snag with the adjustable landing gear is the nature of the part, it's a hybrid of proc parts code, FSwheel and KerbalFoundries code, the wheel collider used is Baha's interpretation of FSwheel none of which will work in 1.2.x. Then even if you get the model to a point at which it wont simply explode at launch none of the code it uses will work so that all needs to be re written. I've taken the units apart as part of identifying the issues and without doubt they have the longest and most complex hierarchy i have ever seen, and I've built in previous versions some stupidly complex suspensions and they don't even come close, and without some insight as to what any part actually does and why it's a case of making little steps and reverse engineering the whole thing from scratch, it has been mentioned that it would probably be easier to start from scratch than even attempt to fix the original.
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Agreed aside from the challenge of getting a sub to work there's nothing down there to see or do, there are no undersea contracts that I'm aware of or any reason to go there at all. There's nothing to stop anyone creating underwater objects for Kerbal Konstructs, it's just as easy placing things underwater as it is on other planets, I've experimented with a ship wreck or two and the odd reef, but it's such a small percentage of players who'd visit I have to ask is it worth the effort. The limited functionality kills it apart from being something to look at, however cool an underwater feature looked it's still just ornamental, you can't use any static for anything apart from launching from and trust me launching from underwater is a kraken invite of the first order. caves and such are no problem and fairly easy but time consuming , and will be useless unless Kerbals get a scuba mod too and while we're at it, a mod to keep the water out of structures would make an undersea base something worth spending time on
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Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Hi, ill be using the races mod if you still are intending to, it works fine and gives a real indication of and improvement when testing designs rather than the guesstimate of the F3 window and as for time to complete a section it's exact, clock starts when you cross the line and stops when you cross the finish,. no ambiguity. It's such a tiny mod that it's a negligible impact on a 1GB gamedata folder I've swapped back to stock wheels as my mod ones while OK at moderate speed have problems with terrain seams at higher speeds, and higher speeds are definitely needed. Re the install of races, put the save in saves, put the Races folder in GameData and the same with the RaceTracks folder, i did not put it in the races folder , i have access to both tracks, the stock one that comes with the mod and the Dakar stages -
Hi all, i believe i have something that the classic battleship builders will enjoy, actually everybody ,really a very useful set of parts for building superstructures that clip together in dozens of different ways, 16 parts in total . inside
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[Airships in 1.12.3] HooliganLabs Mods
SpannerMonkey(smce) replied to JewelShisen's topic in KSP1 Mod Releases
A lot if not most of the original envelopes have dodgy or no colliders at all, they all need exporting and re importing through an updated unity. It's something i can do if you'd like. -
BDAc Challenges: You're Surrounded
SpannerMonkey(smce) replied to DoctorDavinci's topic in KSP1 Challenges & Mission ideas
Hi, whatever works is allowed, if you can control 5 you can use them. I used 4 , 3 drones and cmd , don't think it'd have been any harder or easier with another one so how many did you do in 1 mission? difficult to tell from the video as you have a couple of launch sequences. -
Hi , I use either Vessel mover from BDAc or KerbalKonstructs launch selector, both of which are linked in the OP under useful mods
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Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
I've already run the first leg with your wonderful charger, and as long as you read the terrain right it's no problem, definitely worth a shot in something less low rider AS for mods V stock , agreed it could be argued that any modder would just overpower everything and walk away with it, and in some challenges that would indeed pay off, in this case though I don't think it would be a sure thing, I for one would not want to crest some of those ridges at 30 plus ms. Re my entry I don't feel that it's in anyway OP, it uses stock size 0 nodes, uses no autostrut horribleness, and the wheel speed is comparable to stock, fair enough the design and suspension setting are in no way stock, but a wheel collider is just a wheel collider, and it's not even using the KSPWheels versions. and to back up the not so OP statement , I've just ripped off both front wheels within sight of the stage 1 checkpoint rofl. -
Hi, if you are using the correct version for 1.1.3 it should be ok but 1.2 versions do have some specific balance changes that will negatively affect 1.1.3 performance, as for the problem, try removing all the oxidiser, and any ballast , and then launch and see what happens. Show some screenshots, does the vessel just sink or come apart?. 1.1.3 was horrible for ships and water craft in general and i for one am pleased at it's passing. Are you sure it's simply not overweight? it is possible to overload the hulls especially when using NAS fullsized turrets
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Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Another definite strategy to avoid is charging through the mountains in the dark, some of those drop offs on the backside of the mountains come up on you fast Got the save no problems and ran a few sections, calendar stages works fine for me and holds true to the real event, Re the timezone and the issues presented by Doc , i don't see you have much choice with that one as there are players from all over. .and it's a busy time for a lot of folks. I'd rather have it spread out than have no competition at all, I have the time anyway so it's no biggy either way For the record my entry is a hybrid LF/EC max speed around 30ms, The ec being provided by a large but not OP alternator, needs to run for at least 10-15 mins per stage to keep full charge, the alternator is powered by a custom V16 (cos i can ) 1 large and two small batteries will last ten mins or so without charge so not a full stage. . 56 parts total 9 of which are stock -
[1.2.x] Structural Tubing
SpannerMonkey(smce) replied to DrunkenKerbalnaut's topic in KSP1 Mod Releases
I trust you'll be entering? seems like an ideal venue to demonstrate the product Ill be running a mix of parts from this mod and other dev projects, 56 parts only 5 stock- 103 replies
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[1.2.x] Structural Tubing
SpannerMonkey(smce) replied to DrunkenKerbalnaut's topic in KSP1 Mod Releases
It is likely to be sarbians DebugStuff- 103 replies
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Mission idea: Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Hiya, as mods are allowed i believe the workshop chaps would be interested in taking part in this event, they've been building and breaking rovers for a while now and reckon they'll do fine. It also seems very opportune with some decent rover parts around, I hope the rules will encourage and accept prototypes, as the workshop crew come out in a rash if you mention stock. As for the actual event, How will it be done? just a timed event with some way of proving you and rover reached points A to F? . Yes it appeals the more i think about the more i like it -
BDAc Challenges: You're Surrounded
SpannerMonkey(smce) replied to DoctorDavinci's topic in KSP1 Challenges & Mission ideas
Yup indeed you do, and thats the secret menace of this challenge, you cover a lot of ground, throw in a good bit of avoidance and you get low on fuel pretty damn quick, for the two before the mountain top i was down to half throttle to make sure i had enough juice for the climb back up and back to KSC , and if the landing had been on the island instead the chaps would be swimming home again -
Medieval Weapons Pack for KIS
SpannerMonkey(smce) replied to Jeb-head-mug kerman's topic in KSP1 Mod Releases
Now that kerbals cannot be harmed by BDA weapons i suppose clubs, pointy sticks and rocks is the next best thing