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SpannerMonkey(smce)

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Everything posted by SpannerMonkey(smce)

  1. Doubt it, It's been decided that while i love my FX they may not be for everyone, to address this a gui option is being considered to allow switching between the original and anything i or others may make in the future @panzer1b I'm no FX wizard for sure and if you'd like to get something together as you described we can give a test , i have no clue regarding animated texture strips, as the original used, mine are purely emitter based, Yeah so get something together and if it works we can work it in as an option. Have to say though i think mine look very respectable regardless of the viewing distance and with 10 ship and aircraft scenarios not having any real noticeable effect on frame rate i think it's all good
  2. Now i saw those arrive during pre and wondered what they were for. Thanks will come in very handy for BD FPS
  3. Yes please, and a first person camera too, I've already started adding corridors etc to all the large ships upper works, but it would be brilliant to be able to move around them as a Kerbal, and i really don't mind making detailed 3 floor IVA's if the little guys can use them.
  4. Hey, clearing out all those homeless projects, good idea, we must all accumulate stuff like that in the same way as odd socks i know I've got tons of them and odd socks .
  5. Hi, just gone through how to for modders, seems fairly simple if you already have properly made hangars, however it seems that it's focused more toward a single part approach, in that a hangar is one individual part. In the Large Boat Parts Pack the hangars typically use all the below deck space, so that the hangar extends from the extreme after end all the way through each section, forming an open passable space in excess of 50 mtrs long in most cases with multiple entrance and exit points. This obviously gives me a huge space to play with but does present a conversion issue, i cant see a way, without adding extra dividing colliders ;to meet the cfg requirement of an enclosed space within one part , any ideas ? For reference below image of a good example of multipart ship hangar this one is spread over 3 hull sections. all doorways have proper doors and colliders, currently retracted. ( the actual carrier is set up the same way but several times larger)
  6. Hi, yes the mini hellfire will track to target selection, it is however quite fiddly to use, KIS attachment methods not being ideal but with a bit of practice it's bearable.
  7. hi all, bit quiet around here lately, but the long nights are drawing in up here in the frozen north so I'm hoping for a little more interaction than has been visible of late. SO if you browse through the weapon threads you may have noticed that I'm a member of the BDAc maintenance team, as well as messing around with my own little mods. It's a nice position to be in as although my coding skills have improved considerably over the summer, certain members of the team are top flight pros' who do it for a living, this means for the first time, somebody other than BD understands his code, it's certainly not the easiest to read. This understanding means that i can now ask a straight question and get a straight answer, and in turn i found out exactly how far we can push BDAc before it breaks. It's from this interaction that the new CIWS turrets became a real thing, and opened the door to other potential avenues to be explored. Whats the point of all this rambling, well Boomsticks is about to go to V1, it's been WIP forever and really it's not, it's a work that constantly progresses for sure,, but WIP conveys the impression that in some way it's inferior or faulty buggy in some way, which it's simply not. I'm confident enough in the mod and my ability to now move the whole thing upstairs to releases, and just likely move the whole thread, there' s too much here for it to disappear. That said I'll likely do the Squad and just carry on as before developing and improving, so 1.1 will be a thing, and new stuff will turn up. AS for the when. It's ready to go today, we're just finalising that last of the irritations with BDAc and have made large strides forward of late, I say i am involved, but these things happen as fast as they happen, everyone has lives,except me, so have to split time between life and boom, I'd imagine it wont be much longer . Having a play with some ideas as some much needed RnR, it's nice occasionally just to make stuff i want, that doesn't have a particular home. It occurred to me that for a space game, we've limited ourselves terribly in the more scifi end of things, all people want is earth bound terrestrial examples kerbalised, it seems as though the unusual or just odd either never gets made or does and disappears into mod oblivion. I think after Boomsticks and all the other weapon mods i now maintain I've earned the right to do some odd stuff just for giggles and to see if it can be done. With all that in mind, I present the SecuBot 16, fully equipped, with 2 x 8 20x120mm Gatling, IR camera and tracking , smoke CM and built in WM for independent stand alone use, each unit can be launched as a probe and will stand happily on their own two feet, not needing a base or such for support. Operating in guard mod one unit correctly placed can remove most threats, with a pitch range of 90deg and a slew of 120 gives a massive area of cover. Testing gradually got silly with 8 AI controlled aircraft destroyed in one session by one SecuBot, makes it very successful in my book. The unit itself presents a very small footprint in stand alone making a very difficult thing to hit, while the platforms stability helps to make the return fire considerably more accurate than anything incoming. There's a little demo video I posted on the BDAc thread, before i had the final details down, and the disarm is now fully powered down as shown in the pic below.
  8. Get the latest vessel mover when it's released, we ship types have been at it and you'll find it fantastic to use with some ship specific features, I may never go back to KK for launching...... And as i haven't posted a pic to keep you all entertained while you wait, for a few days , the shape of things to come.... All of the ships are active and crewed with engines running, no Airpark, 1.2 it can be done by the brave and the cheaters (that'll be us for the foreseeable future btw) Below 28ms diverging gun fight 1.2 dev testing
  9. Those ships that do load and the window does not go away, they are corrupted vessel files, i don't know how it happens, but can happen when you have mod trouble. Regardless, this problem is way bigger than should be discussed in a mods thread, I'd advise taking it to the modded installs trouble shooting where time can be spent without hogging someone elses pages. MM 272 is only for 1.2 it will NOT work in 1.1.3 at all
  10. Right sorry guys it keeps getting pushed off the pile by bigger and fiercer mods, i will strive (all hail the kraken) to get the IVA at least crew worthy this weekend, i haven't even flown it since 1.2 full dropped. Its been a little hectic.. so yeah you are not forgotten and niether is our Eagle ( so all us old enough to know better can drown in nostalgia)
  11. Now you didn't install the latest version of module manager did you ~? as that was for 1.2 But otherwise there is no reason why the 1.1.3 MM in the GameData folder will not work, it works for everybody else. Besides which that's not how module manager works, it puts a patch where the cfg tells it to and thats it, if there is a patch that goes with the MM in the downloaded mod, that patch will work no matter where MM is located (as long as it is in GameData and you did not delete all the patches too)
  12. Again a short while later, I cant find anything amiss with the second pod, all triggers and colliders function as they should, but them they usually do for me, lols. anyway, regardless as that little pod is so yukky i added some new hatches to the sides so that the door positions are much clearer. I'm going to bash around with the rest of the mod and see if everything is totally cool, and will likely push the revised pod tomorrow. I'll likely make something else to replace that pod, once the list of mods that i have yet to release shrinks, I've never really liked it
  13. My personal choice with this is to..like the ModuleManager just have one in the GameData folder, but one anywhere in GameData folders will work fine. And dont worry about being a dumbass we all started somewhere, and mod hygiene is learned with experience Toggle on unbreakable joints, 1.2's ship kraken is subtle compared to 1.1.3 but still with us. Rigid connection on is also good for your drives etc And on reflection I'd rather have the real KJR than squads interpretation of it thanks, in this case the mod wins hands down
  14. I think somebody should really take a look at some blender basics tutorials , i cant tell you either as I use 3ds , but really some tutorials that you can bookmark will serve you well. A little tale for you a this point, regarding a long time internet buddy of mine.. Ever since I've known him he's wanted to be a modder, back in the days when teamviewer was free, i spent hours showing him all those little things. like setting units, basic low poly modelling, texturing , all kinds of stuff, but he would not and still will never look at a tutorial or read the instructions. He grabbed me on steam the other day to go through the whole thing again... it's years, no really, i have to admit i got a little growly and said hang on a minute, i skipped off to my 3ds archive and did a quick search, so it turns out that in the time I've had 3ds 2012 installed I've made to finished 600 models ( there's many many more if you count all the abandoned, gone wrong not turned out as expected) , how.. fkn tutoorials, hours of reading and i mean hours, hours of searching the net for the answer in some way that the dummy which sits on my shoulders can understand. In this whole time he's made nothing, fantasized a lot, planned great things, but.... nothin.... not one thing, if anything he's less able now than he was two years ago, and all because he wont read the instructions on the box. So i told him this, he went quiet and logged off , perhaps i was harsh,but i was truthful Struggling when all the answers are there is my definition of insanity. Tutorials never become useless even years after a bookmarked tutorial was first looked at i still have favorites i visit time and again, seriously you can't do and remember it all unless you're a genius which, i am not
  15. Only one way to find out for sure I've been a little quiet here of late mainly due to the mod chaos that is still raining down around us modding types, so it's going to be a week I reckon before i can sit down for an afternoon and smash up someone elses ships The 1.1.3 install is safe but it may become tricky to find all the mods, so in some cases i may need either working links or a zipped copy. . The time when this challenge moves up to 1.2 :{ will come upon us soon enough, though i know already that in some ways we are likely to come unstuck. In order to make it less of an issue, perhaps those more militant of you could knock up some monsters for 1.2 that i can test and get a feel for the way it's going to be
  16. 1.1.3.1260 // the ship killer kraken rip
  17. Well straight away the exploding ships are easily explained 1.1.3.1260 is your KSP version and comes with a boat hating physics glitch. Next you have a serious module manager issue caused i believe by having at least a dozen versions of module manger installed, delete all the old ones as you need ONE, the latest one for 1.1.3 and just leave it in the GameData folder as a naked DLL and you will be fine. You have a similar amount of Mini AVC dlls you only need one of those too, delete all the oldest ones. In fact I'd go so far as to say that's the most broken game I've seen in ages, clear up all those extra dlls as mentioned re run the game and lets have another log. although it's so horrible that I'd like to see a purge, some of those mods are not playing nice at all, but due to the main issue it's difficult to tell whats causing what
  18. I can see no reason why the portrait stats would mess it up, it would be difficult as the spaces folder which contains the internals for both airship pods is also missing from the download, very odd? There was a hatch issue , apparently the hatch wont work if it's contacting the ground, and the slope was causing an issue so I've re positioned the hatches for easier access. All zipped up and pushed up the line, Hopefully @JewelShisen or @dunclaw can get it on the releases asap(practical) As for exiting the pod, if you click around the marked door area the gui for eva will show.
  19. You've obviously got bigger problems than just ships exploding, large ships now need unbreakable joints to be switched on from the cheat menu, but as for the rest a zipped and linked log file would help and provide a quicker solution than just guessing
  20. Not a clue it was all working yesterday , I shall check the download Are you getting any screen messages at all, as you should if there is a hatch or other access problem? A short time later, ok, there seems to be an issue with the hatch collider, i can EVA fine and mouse select is fine, but am not seeing a board toggle, either i messed up or the slope of the cabin is for some reason blocking the activation, there were no issues that i'm aware of with it in 1.1.3 so it's a 1.2 thing, just checking the unity stuff and will push the fix ASAP
  21. set your scale in blender to meters and 1 unit = 1 meter and make it the right size to start with, don't mess around in the cfg's until you have the scale thing sorted. , and if you really need to check scale get the .mu importer and export some stock parts for ref until you get the feel for it -0.625m (tiny) -1.25m (Small) -2.5m (Medium) -3.75m Height is not really defined, generally if it's a real life part, scale it down to 64% And a prop engine, are you sure, not the easiest thing to do even for experienced mod makers, (it's not that hard either but you need to follow the rules especially if using the prop rotator from FS, IMO the animate throttle module is now better)
  22. I'll work out the tripping point over the weekend, and push comes to shove i know a man who does these in his sleep
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