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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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Hi, well all i can say is that's the first time I've seen that since pre release and I've been moving ships around all day using vessel mover, are you using KJR? It is still a recommended mod for these parts. Thank you so much for the clear and concise bug report though, the information you supplied will be invaluable
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Hmm i know, just having a little trouble switching the FX all to U5 emitters , the results are not quite the same as i was getting in U4 and the best idea is I'll likely to just use stock smoke in the next update until i get it set up right. Nicely busy looking ship buddy, have a ship builders cookie also pretty cool shadow on the island in the background, two cookies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
SpannerMonkey(smce) replied to AlphaAsh's topic in KSP1 Mod Releases
Agreed, as a big user and builder of ships, I'd say there are far too few places that accommodate ships or boats, as having just placed a dozen more water launch buoys around Kerbin i can say there are definitely some good places for harbor and fueling facilities . Yes it does work, as far as i can tell, so far everything checks out, launched from a load of different sites, some of the spawn points seem a bit kooky(technical term) so before committing a new build to an un visited launch site, send a probe, check out where you'll land, as i say some of them may be not quite be in the position you expect or remember, of course this all swings on how accurate my memory of them is . SO yeah it works in 1.2.1 using the latest release of Kerbal Konstructs And some pictorial evidence- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
SpannerMonkey(smce) replied to AlphaAsh's topic in KSP1 Mod Releases
Hi as the packs here consist of purely models there should be no issue using them with the latest incarnation of Kerbal Konstructs. From a performance point of view some of the models could do with a tweak here and there but it's unlikely that many users would even notice the difference edit In fact ill create a new install and throw the lot in, and report back , after all whats one more build of KSP when i already have ten- 2,488 replies
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That i don't know, though I'd say not, granted the vernor uses rocket fuel, but by the same token an engine can be powered by dust if it has a mass that can be calculated, and by looking at an exported version you can't really tell as the transforms end up being rotated incorrectly. That though is a matter of minutes to test if you know the names of the transforms in the model, just swap a normal small engine cfg onto a vernor , if they are the same transform rotation the engine will work, if they aren't it won't
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@MeCripp The big problem you'll have here is that the RCS transform and the thrustTransform point in completely different directions, RCS has plus Y pointing in the direction of thrust and thrustTransform has plus Z pointing in direction of thrust, you may be able to tweak it via an offset in the cfg but I'm not aware of one that will do what you need.
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Hi that looks more like a model problem than anything else, perhaps the origin of those faces is not centered as they should be, leading to the parts springing to the true origin once launched. If it only happens using those mod parts then it certainly is a model problem, if though it effects other parts and crafts then i have no clue, in 4 years playing and modding KSP I've never seen anything like it before.
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Sadly only similar in the way a compact car is similar to a Ferrari , they're both cars. You probably have yet to experience how much better than a stock wheel, KF wheels are/were, so you can be forgiven for making such a comparison. KF wheels, designed by a former motorsport engineer compared to wheels designed by games designers = no comparison
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Hi that's the best suggestion so far and something I'll definitely consider, though it gives the impression that i don't care about them and that couldn't be further from the truth, so maybe enough support to keep them trouble free ( mind you after all this time there are no issues) but that's it, certainly no dedicated thread.
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Yes, as you probably know KK has a new maintainer. It's stable reliable and I've repopulated my statics with no problems whatsoever, there's no difference between making statics in 1.2.1 and any other version, all the same rules still apply.. Good to see you working on this again
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Hi, as you've discovered wing commander is great for aircraft but not so good for anything else, that though is by design, it was always meant to be an aircraft AI . Here's a link to the last version of Burn Together from the BDAc team, compiled for 1.2 so it may or may not work in 1.2.1 https://github.com/PapaJoesSoup/BurnTogether/releases/download/0.0.7.2/BurnTogether.0.0.7.2_09152016.zip... I have no idea if it'll work for ships, never tried. I do know that the game starts to tank when you've half a dozen ships in one scene and goes to flick book animation when you get to around 8 ships. but that of course depends massively on part count, and typically my builds get up to around 200+ parts. For fleet combat i usually set up team A as defenders, so not underway/moving and team B will start just out of range about 4kmish as this is the point the the planets curvature drops the opponent out of LOS , I set team B individually moving on a course diagonal to the defenders at about 8/10ms . bump the guard mode range to about 5km, switch on guard mode for the lot and sit bit and watch the chaos unfold. I see one huge snag with actually controlling the whole fleet at once and that being the phantom force that converts the rudders lift force into speed, i can envision that it would be too easy to lose control of the whole fleet and once the leader starts to veer the rest of the fleet will likely fall foul of the phantom force. If you do manage to get some decent results do share though as it's something I'm definitely considering working toward, and the more info i get the easier it will be to work out the best way forward. Cheers
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[1.4.5] HullBreach - Making things Sink
SpannerMonkey(smce) replied to gomker's topic in KSP1 Mod Releases
Hi. I'll take a look at NAS, maybe it's something we can teak with a MM patch. Water has no effect on heating that I've noticed, and I've sunk a lot of ships -
[1.4.5] HullBreach - Making things Sink
SpannerMonkey(smce) replied to gomker's topic in KSP1 Mod Releases
Hi yes it's all heat triggered the LBP now uses a sanity patch to place the values for heat and damage at high but acceptable levels, a breach is simulated when the temperature of the part gets above 50% of it's max value, It is very likely that the shells from NAS have a much higher heat output than the torpedoes. if in fact the torpedoes have a heat output at all. It's completely in the hands of NAS how they balance their products, they i believe use real world values for the shells as it their right , though ideally to work best with LBP they should be considerably less, somewhere around 65% works well -
Hi neither of you are missing anything, all the static models are a part of a large (50ish parts) collection of statics I've made and am still making to enliven my versions of KSP. They aren't, and never have been, made available for download, two main reasons, i really don't want to have to maintain another thread (it's the part of the whole modding thing i least enjoy) which is also why the water launch buoy is just linked here and in LBP, and secondly because although i let my testers have them, i don't have to meet any user requirements, deal with any bug reports or complaints that part A should be more like X. i add new parts, take parts away and modify parts without having to worry if user Z will moan because the texture isn't absolutely perfect. no download = no users = no hassle. I do get a lot of questions about them though , this thread has a few, but as yet nobody's been able to convince me that releasing them would be a good thing . Sorry guys
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HI, those parts are either from the LBP mod or SM Marine, there are no others. All of the available bridge parts for LBP are contained within the parts required folder
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I can say, with the benefit of having tried, that this is not possible with U5 wheel colliders, I could make dual and quad wheel axles right up to and including KSP 1.0.5. and have things like built in landing gear etc I have likely tried every possible hierarchy since 1.1 and it simply does not and will not work. Even though the modules themselves lead you to believe it should, with an entry for module position in the cfg. Which is why the heavy landing gear makes me laugh. all those visible wheels are just decoration, there's still only one wheel collider
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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
Nice one, great to see this get a new thread rather than tagged onto the end of the original. All you need now is some pretty pictures for the first post to demonstrate how cool this mod is . In the meantime i'll stick some of mine in a spoiler And most of all thanks for taking this on, -
Hi your problem is that you have either inverted faces or inverted UV's can't tell you which you have but it's one of those, and as you've noticed it only shows in game not in unity. The only way to fix it is to do so at blender level, Not a blender user but I'd presume that if you select the whole object the flipped faces will highlight in a slightly different shade than properly facing normals/faces
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Hi, I can quite confidently say that 99.9% of weapons mods will work just fine with BDAc's latest update for KSP 1.2.1 and I'd expect that MalFunc will be good ( i know the launch tubes are good as I've used them constantly since adding the mountings to LBP) . There's a slight issue with the FX in that older build weapons made with previous unity versions may have the FX look a little woolly compared to previous versions, but that's it really, everything else is as it was or improved The construction and methods for Turrets, guns and missiles are untouched and will not require cfg changes or remaking
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Show off your awesome KSP pictures!
SpannerMonkey(smce) replied to NuclearWarfare's topic in KSP Fan Works
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I'd be quite happy to use that value, like many things back then, that was likely a recycled cfg so the values were never balanced for those panels, so I can do that. It's likely a bug, the models are a good couple of years old now and if i recall right, imported through U3, so they could do with a look at properly anyway, can't see anything odd in the cfg at least, so as a wild guess it's likely the ancient shaders playing up. I'll see what i can do And thanks for the info, much appreciated,
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Hi, if you've taken a look at the BD FPS stuff you'll find grenade launchers there, but, really all they are is reconfigured cannons, and low powered ones at that, and with very peculiar shell paths, these paths, the result of very low shell speed, are the main limitation to making larger aircraft mountable versions. I don't see it working for aircraft at all well, could be wrong, but it wouldn't be half as versatile or as useful as any other radial mounted weapon. Those reservations aside, any other type in radial form is very doable.
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Hi, While i have announced possibly breaking changes in thread, I've deliberately avoided changes that can break things, however in an ideal world the next update would break everything, as I am not happy having multiples of the same textures spread throughout the mod there's no need for it, and it's wasteful . You are probably just unlucky having used all the parts that have new versions and a such are sharing textures , and so the folder path has changed even though the part is still there The only way to guarantee that nothing will break because of an update is to abandon the mod and no longer update it. Sadly you can't have it both ways , you either want things improved or you don't, if you don't want the improvements simply don't update As for not being able to rebuild, why not, what stops you from having another build and rebuilding the broken ships? then importing them back to your RP game, Also some of the problems you describe would have been alleviated by following the nominated installation procedure Water was dropped from LBP as the CRP has a definition the conflicts with the values we had been using, the only resources present now are fuel, EC, BallastWater for trimming and Seawater used by the HullBreach mod. BallastWater is also used for the bow thrusters, any resource with mass can be used as a propellant I would counter this with, for the love of all that is holy please at least read the latest posts before updating, nobody forced the update upon you, apart from you. Hi no idea what part you are talking about, the only parts you see in screenshots that are not in LBP are those parts from SM Marine and all those parts are available. A quick look back through the screenshots I've posted recently shows nothing missing for the current release. Also please note that many of the ships i build are very high part count and occasionally feature in dev items which make them unsuitable for sharing . At this time the selection of parts for WW2 craft is very limited, any of the WW2 ship screenshots you've seen are results of other players builds and ingenuity. Aside from the two cruiser parts I've not made or released or even touched any WW2 parts The only missiles that currently fit can be found in Boomsticks, the vette VLS was a proof of concept and although it remains. it was decided a while ago that it was too small to be useful and in all likelihood will either be removed or disabled, possibly becoming a simple cargo space in later versions.