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Everything posted by SpannerMonkey(smce)
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Whats required for making addons?
SpannerMonkey(smce) replied to nascarlaser1's topic in KSP1 Mods Discussions
Hi, first and foremost one of the most essential things for creating a mod is the ability of the mod maker to search on their own initiative for answers to questions. Most mod makers have probably spent many hundreds of hours trawling the forum and the internet in general to find the info they require, and in the ever moving worlds of mods, it's likely that that search will never stop. All the answers you need will be found the same way . here's a clue -
I have to agree somewhat, 1.1.x was/is horrible for numerous reasons. 1.2's no picnic for some either \0 Lets let the console players have some gripe time though , they haven't even got a forum section to call their own (smells like, lets not allow feedback, then other mugs will buy in too), is there another forum for console users? Us long term users have gone on record as being unhappy elsewhere, and often.
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I don't get involved with this kind of thing very often, i have to say that i find the whole treatment of the console players decidedly poor and certainly not what I've come to expect from Squad in my time playing KSP. You are absolutely correct, fit for purpose is an essential prerequisite of any product offered for sale within the UK, fit for purpose means that the product or whatever it is, does exactly what it says on the tin, no more, no less. If it implied in the sales and promotion literature that KSP console version was a full working game and not an in development product, then the purchasers have every right under UK consumer law to request a full refund, and don't think that just because Squad or their affiliates are a company based in the US \ Mexico. that in some way they are immune from this condition, they are not. Example a short time ago i purchased a product from a business based solely in the US, it wasn't budget by any means, and fully and in great detail represented itself as a complete package, upon delivery and first use it became apparent that this product. far from being the wonder tool it was supposed to be , was a mishmash of stolen ideas and half completed functions, in short it was to use the British parlance a pile of crap. So after calming my enraged wife ( it was a not insubstantial sum to waste) and investigating, i discovered that i was not alone, I also discovered that as I had purchased the item via a credit card that I actually had some teeth. Contacting the credit card company initially by phone and then in writing to provide evidence of the contract etc ultimately resulted in them fully recovering my investment and that of several others. Why? all because it was not, under UK definition, fit for purpose . Now i don't know for sure how KSP for consoles was represented to it's customers in the UK, but i reckon that if any of them paid by credit card that under UK law they would stand a very good chance of getting a refund. That's certainly one solid way to express dissatisfaction and one that will be felt in the pocket and reputation of the companies involved For clarity i state i have no interest either way i don't own a console, never have , likely never will, wrecked hands make those controllers torture devices, I just think that the whole thing stinks and does remind us that despite our familiarity with Squad, KSP, etc they're still just a company who wants to make cash above all else, and to my mind there's no difference between a burglar and a company that picks your pocket by less obvious means. It all swings around how the product was described and represented , i too bought the very early KSP, i did so knowing that it was in development and as such much like the damnable steam early access, is just as likely to fall flat on its face as to succeed, i purchased it knowing that, so my expectation matched the product, yes it's a dev version, it may be a buggy mess, it may work half the time, doesn't matter it's what i bought into, and the consumer rights i have are adjusted per case, so whatever happens with KSP the original purchase contract still stands today, and i can't do a thing if tomorrow Squad vanishes and KSP degenerates into a mass bugfest. On the opposing side" the other customer", who bought what was represented as a fully working product, has every right to expect that indeed it does work, exactly as stated. and every right to protest, and claim a refund if it is not so. Surely you can see the sense in this? (likely to be the most unpopular post I've ever made)
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
SpannerMonkey(smce) replied to ferram4's topic in KSP1 Mod Releases
Hi several days later and returning to report all is well, with KJR and multi thousand tonne ships. Not had one failure with KJR, even when the phantom forces rip the ship out of the water with considerable force, it still manages to keep the bulk of the craft intact One small issue but easily avoidable and likely beyond spec but thought it worth a mention, I use quick start, for obvious dev reasons, and as such i can switch straight to the last active vessel used. In this one instance the stock Kraken is quicker on the draw than KJR and manages to destroy the ship on scene load, seemingly before KJR starts. I understand that it's probably to do with when the KJR code can start to work it's magic, and decidedly edge case so not looking for a fix. Just picked up the latest dev version and will continue trying to break it , thanks again for the update.- 2,647 replies
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Bloody great fun, all from google found info , did one from Cat 3208 turbo, hope you have tolerant neighbors or ones you hate, (outrageously loud when run in the garden, didn't sound half that bad in the shipyard rofls) and if you hate them try a pulse jet (easier to make but harder to start) , and if it doesnt make you giggle like a lunatic you aint right .
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Hey, feeling your pain, the moving, wobbly goalposts aren't much fun right now i know. Ah fun yes i remember that wasn't that 76? Anyway before you run screaming into the night, tis the season for it, those wheel direction indicators you had on one of the KF releases, are/were they a code thing or a unity wrinkle/tag you'd discovered?, could really do with some for removing/solving an irritating recurring mod issue, that is an indicator that displays in the VAB SPH but not once launched. Cheers, my advice, go get your hands dirty it'll make you feel better, hit some stuff with hammers etc, and much good luck
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[Airships in 1.12.3] HooliganLabs Mods
SpannerMonkey(smce) replied to JewelShisen's topic in KSP1 Mod Releases
Hi sorry i never replied, i totally get where you're coming from and it makes perfect sense. Not my way, but hey be glad I'm not the majority, so I'll tweak them if that's the way they are used. Cheers -
Hi ALL of those parts are ARR so while you can use them for your own enjoyment you are not, under forum rules allowed to re distribute them in any form and that includes the link, there's also an issue as Fengist has permission to use the linked items. SO while i appreciate the thought, i can't even download them and stay within forum rules. sorry. Edit. just curious as quoted posts are usually included for relevance, that quote doesn't seem to have any
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[Airships in 1.12.3] HooliganLabs Mods
SpannerMonkey(smce) replied to JewelShisen's topic in KSP1 Mod Releases
HL uses an autopitch facility, which I've abused quite extensively and it seems to hold up under even totally noobish ballast/trim configurations, lift being balanced across all envelopes as required -
Yeah my fault, sorry for the confusion, i was doing some editing in preparation for release and spacedock insists on sending emails to let you know.. (i will not make the same mistake again) So although (technically) they will work in 1.2, BDAc is not yet updated, so although you can use the current parts as listed on spacedock, the download does not advance a version of contain the new parts all of which will be released when BDAc is released
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Vanilla vs De-modded
SpannerMonkey(smce) replied to Daveroski's topic in KSP1 Suggestions & Development Discussion
Very true you certainly can't load a modded save in a stock game without issues. and doing so would not produce a stock game, so included to be removed are any saves made with a modded game. I'd like to bet this situation would never arise though, with a bug found in a modded game still being present in a new stock save, that said mods do push the game harder than the designers intended, so while the bug may still be there you would not be able to trigger it, such is the world of edge case bugs -
Vanilla vs De-modded
SpannerMonkey(smce) replied to Daveroski's topic in KSP1 Suggestions & Development Discussion
Clearing out all your mods and any trace is as simple as deleting ALL the mods and the MM cfg cache files, and then deleting all the ships that have mod parts fitted, as trying to load those produces errors that would not be seen in a completely stock game. It's been a long time since mods rewrote physical cfg's or values , it's all done with MM these days. -
Hi as mentioned Laythe no longer takes any part in development or direction, but remains as founder and original creator as per our agreement. Regarding tail hooks, i could give you one today, it i also possible to rig up arrestor gears using the IR slides and struts, while not wildly effective it does work. A more permanent and user friendly plugin based system is being worked on but as yet is far from reliable or in a totally kerbal way safe to use
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You're not wrong, probably one of the anticipated and wanted updates around. As you say though at least in 1.2 wheel can overlap and do naughty things with wheels so our meant to have tracks things aren't completely dead as in 1.1.3
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An issue that i am unable to track to a specific mod
SpannerMonkey(smce) replied to Ferigad's topic in KSP1 Mods Discussions
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[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
SpannerMonkey(smce) replied to Eskandare's topic in KSP1 Mod Releases
There is a dev version of KJR available and it works very well so much better than stock, not touched the cheat menu since I installed the dev KJR -
Instant debris removal
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mods Discussions
Thanks I'll check that out -
An old topic i know, I'm creating quite a mess at present and the manual debris removal is driving me nuts, I know i can set a persistent debris of zero, but i need to see what remains after the action stops. so i can adjust other systems, change values etc. So is there an instant removal button I've missed after all these years? or perhaps a plugin that will give me a stock toolbar button with a trash can graphic or similar, that will remove debris with one press?
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@gomker @XOC2008 all hangar spaces now converted. MM cfg for needs. works without. Testing last. expect packages this evening
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apologies didn't realize it was specifically a fairing bug thread, as the title infers bugs
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I reported this to the pre release bugtracker 10minutes after 1.2 pre was released and still no fix. The steps and gaps are at the points that the destructible sections of the runway are joined to the next
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[Airships in 1.12.3] HooliganLabs Mods
SpannerMonkey(smce) replied to JewelShisen's topic in KSP1 Mod Releases
That would be great i know that there's call for more variety and with the hangar mod , it will be possible with larger Airships to transport base components, rovers and other craft all over without problems. Quite looking forward to what you come up with -
[Airships in 1.12.3] HooliganLabs Mods
SpannerMonkey(smce) replied to JewelShisen's topic in KSP1 Mod Releases
The thing in that image is that those rocket parts are meant to attach via the top node and vertical, if you do that with a rocket pod on something built in the SPH then the nav ball will be 90deg out as the IVA is set for vertical mounting, if however you attached it as you show the nav ball will be correct. Rocket parts are always arranged to attach vertically in the VAB and horizontally in the SPH And after running a quick check i will as in the image below, say that if you connected the pod to a proper facing node which is the orientation the game expects btw , in this pos once again the nav ball will be correct. I don't know what engines you attach as there are no node attached radial engines i can find, the nodes arrived in dev and never left, due to the aforementioned mounting of engines it's always better to srf attach a pair anyway. That mount if we are ref'lng the one shown in the image is actually a very poor way to mount the engines anyway, as a pair they are too close together which is terrible for stability and gives the engines no leverage over the hull and contributes to slow and vague steering, i always use a pair of pylons or wing panels myself anything else just doesn't cut it for me. All that mount is used for these days is science equip and depending on usage landing gear