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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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Sadly KSP isn't suitable for such effects, we've tried all kinds of things in dev, and among the things we discovered is that things like extra FX will slow down even the monster PC's that some of the team run, and bring smaller low powered devices to a standstill, the effect is so pronounced that we even had to turn down all the bullet FX and ricochets, something you'd imagine as being pretty trouble free, in order to allow for all levels of player and machine to enjoy the mod . One thing you can be certain of is that we'll not build in exclusions and , certain team members have performance OCD and performance is unlikely ever to be sacrificed for visual fluff .
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Hi, sadly if it doesn't load that statement is incorrect. One misplaced punctuation mark or missing bracket will stop a part loading. What is actually wrong should be in the KSP.log, search for the part name, does it exist? if it does, is it all loading? are there any texture errors? check the file path , make sure all the assets are in place. That said with such limited information nobody except you can fix it right now
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- ksp mod making
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Hi, decided to check out your issue, in general and also those specific items , after many runs and becoming certain that there is no problem I recorded the video below , regardless of altitude, angle of approach , number of targets the results are as i'd expect , and despite actually being slightly OP in some areas ( range for one) the CIWS performs very like the real thing as regards effectiveness at particular ranges. TLDR; No issue found
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Hi, Have you read the BDA instruction manual that can be found in the in game KSpedia ? Problems with guard mode and other systems can be resolved by understanding how it all works. HEKV is designed only to work in space in conjunction with a good radar system. Please also read the first post of this thread which explains the procedure for reporting bugs , as posting "X doesnt work" does not help us understand your problem
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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
Only just discovering that KK is not working fine at all , please refer to the numerous postings above -
The rocket sound is hardcoded and cannot at this time be changed (see here ) The max ROF needs to be set in the launcher cfg if you want it slower than the default ripple speed. MODULE { name = RocketLauncher shortName = S-8KOM rocketType = S-8KOMRocket rocketMass = 0.009 rocketModelPath = BDArmory/Parts/s-8Launcher/s-8Rocket/model thrust = 5.49 thrustTime = 1 blastRadius = 12 blastForce = 6 rippleRPM = 1000 //<<<<<<<<<<<<<<<<<<<<<< This } The projectile/bullet fired by the guns is also hardcoded, there is no bullet model as such
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Yes exactly that . KSP/Gamedata/LShipPartsRequired KSP/Gamedata/LShipPartsModern KSP/Gamedata/SM_Industries
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Nope because there is only a facility for BDA to decouple fwd or laterally > However even though that is not a major hurdle, the added complication presented by having that node on the front will result in an inordinate amount of complaints that ' my torpedo launched wrong' or 'your torpedoes always blow up my ship' . SO it's unlikely to happen, however you are free to abuse the cfgs as you chose
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Update for SM Armory SM AFV's Missiles And Launchers and SM Marine
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SM Marine KSP 1.4.X BDA 1.2.X Only Version 0.9.9.3 KSP 14 Fix Sub part texture switch Fix string error on certain part names Fix missing texture patch on TB1 Reposition srf attach nodes on CK upper works To prevent confusion , SM Industries is included and must also be installed for full function of all SM mods New Full size marine mod incoming .............. watch this space
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SM Armory for KSP 1.4.X and BDA 1.2. onwards ONLY v0.99.99.93 Version 0.99.99.93 KSP1.4x Further tuning and upgrades Only one addition this time around, and only included due to numerous requests. This item is regularly used to push the boundaries of both KSP and BDA . At present it's self contained and can be easily removed. Ready to use and easily capable of shelling the VAB from KSC Island Airfield GusFS fires 80mm 7000kg shell to ranges in excess of 30 KM To prevent confusion , SM Industries is included and must also be installed for full function of all SM mods _____________________________________________________________________________________________________________________________________________________________________________________ SMI Missiles and Launchers V0.02.0 KSP 1.4.X BDA 1.2.X ONLY V0.02.0 Requires a clean install do not overwrite Rectify issues with FX and sounds on torpedoes, breaking dependency on other SM group mods, specifically SM Marine and SM Armory Does not remove requirement for SM Industries Further missile tuning and upgrades To prevent confusion , SM Industries is included and must also be installed for full function of all SM mods Special thanks to @TheKurgan For his invaluable assistance and far to many hours spent individually tuning every single missile in the SM group
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SM AFV's KSP 1.4.X BDA 1.2.X Only T90 and 17 NEW Tank Tracks Version 0.9.14.00 T90 Hull and turret Reactive Armor 4 X Box section DIY tanks chassis and custom armor M163 VADS Tank Tracks 17 sets of custom tracks For military , stupidity and heavy haulage purposes NOTE tracks will require KSPWheel HERE Goliath Micro Tanks
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Hi , it will in most cases require a module manager patch, which is the low impact solution OR a HitpointTracker module to be added to the parts cfg . A module manager patch looks like this @PART[coolpart]:NEEDS[BDArmory]:FINAL { %MODULE[HitpointTracker] { ArmorThickness = xxxx maxHitPoints = xxxx ExplodeMode = Never } } and an in part module looks like this MODULE[HitpointTracker] { ArmorThickness = yyyy maxHitPoints = zzzz ExplodeMode = Never }
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Game Version Compatible With Listed Mods
SpannerMonkey(smce) replied to theroundcow's topic in KSP1 Mods Discussions
Hi the only twi mods you'd have trouble with from your list are NKD and to some extent Kerbinside. NKD has not been properly fixed or working since well before 1.3.1 possibly 1.2 and the last service for Kerbinside was in 1.2, although Kerbinside is currently being overhauled, there is no sign of NKD coming back to life. All of the other mods on your list are part of my regular game build and have been for a longtime, and all except those mentioned gave good service in 1.3.1 Link for Kerbal Konstructs 1.3.1 , and if this one doesn't work there's 73 other releases on the gihub https://github.com/GER-Space/Kerbal-Konstructs/releases/download/1.3.9.8/Kerbal-Konstructs-1.3.9.8.zip -
Hi, I and others would very much like to see a picture of that aircraft in the SPH with the COM COL and COT displayed.
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ClayAddons (Phase I) [Temporary Dead]
SpannerMonkey(smce) replied to Mathrilord's topic in KSP1 Mods Discussions
Hi that's an impressive list of wants, and an even more impressive amount of required parts, even if they are "procedural" . I hope you've prepared your nearest and dearest to be ignored for the next six months. I have to ask, as I've seen a lot of great ideas come and go in my time here, do you have modding experience? I'm not talking messing around in cfg's here, but actual part and code creation? As you'll need them both, even if you find others willing to pitch in, some proof of concept from you must be required, many dreamers pass through addon discussions , and your project has a certain dreamy quality about it . Regardless I wish you luck in your adventure -
Issue with ModuleManager
SpannerMonkey(smce) replied to Exilationz's topic in KSP1 Technical Support (PC, modded installs)
Hi do you have the latest version of Module manager? Do you only have one copy? Module manager itself is one of the most trouble free mods on the planet, and problems with it are usually related to incorrect or bad installs, or patch problems. Check you only have one copy, many mods bundle it, especially if ckan distributed. This one version of Module manager needs to live in the gamedata folder, just the raw dll. A zipped copy of your ksp.log would be far more helpful in diagnosing yopur issue than a screenshot.- 1 reply
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Hi the oddness in scaling , I'm pretty convinced now was false observation, 16 sets in and things are a lot clearer and more predictable, and for that matter a whole lot easier to do. The only remaining oddness being the suspension stiffness or lack of it, it very much seems that the larger i make the tracks the lower I have to set the spring rate in order to avoid the ground pounding effect, I think it's just a matter of setting the right balance on the wheel collider settings, but I'm still not familiar enough to get i in the ballpark at first go . SO yeah all going well, and moving into the wild and wonderful unscaled btw
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Hi please read the huge red text that is prominently displayed right at the top of the first post , and also to be found throughout the thread . Please note the following mods also require the installation of SM Industries SM Armory, SMI Missiles and Launchers, SM OST and T , SM AFV's Failure to install SM Industries will result in names and descriptions being displayed incorrectly and other related features will not work (Now included updated for each download)
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HI, the voxelisation error is not a physics bug it relates directly to FAR, though why you'd bother with FAR if you're a space adventurer is a mystery. I'll dispute your " all mods are at the good version and dependencies too." as there's clearly a problem with remotech not loading properly. 29 copies of mini AVC aren't doing you any favors either. There seems to be an issue with contract configurator. and an issue with StationScience. I could go on looking and probably find a lot more problems in that epic sized output log but after half an hour I'm pretty convinced that your game is not healthy. As for debugging your issue, a lot of it is on you, the faulty plugins need to be sorted, as it's obvious from the log that they form some essential part of your game, rather than something hardly used. Remove all but one of the stupid miniAVC dlls and see how it goes , though i doubt that having had all theses errors , probably for some time, that , that particular save is worth bothering with
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HI in a similar vein, re unguided missiles, as far as this mod maker is concerned I'll defer to the white sands definition and therefore you're asking for rockets and rocket pods http://www.wsmr.army.mil/PAO/wuaws/Pages/Rocketsandmissiles.aspx As for the other thing, yes , and many of your needs could be catered for by mods developed alongside BDA,s development Such as SM Armory and it's associated mods, SM AFV's SM Old school Turrets and tanks, and SM Missiles (and the rest of the extensive destruction family) and launchers all packaged conveniently in one thread