-
Posts
3,689 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
-
Hi all , just a quick note, there seems to be a problem with the hatches on some if not all of the cockpits, the problem being they don't work, this means I'll have to export the models, redo all the hatches and re import them again. I'll try to get it done asap. Cheers
-
This one's next! Yes it's a necro by the necromodder just letting any still interested parties know, that I am presently attempting to contact the owner with a view to making this mod, part of the weapons family i maintain. The license allows me to just go ahead but I like to have some coms before diving in. . right I'll put the lights out when i leave. Cheers all
-
Hey , while i wholeheartedly approve of such madness, i have to ask two questions, can the AI fly it/them. i know it CAN fly some pretty odd things so it wouldn't suprise me. So if it can, can it actually fight two of those monsters? And what happens when the two howitzers fire at the same time, unless you've hacked the recoil i should imagine nothing good.
-
Gentlemen thank you for your patience, and as I can't find anything more to mess with,and releasing it is the quickest way to find bugs . It's Here https://www.dropbox.com/s/d827ffz0049lejm/SM_Stryke113.zip?dl=0 A reborn Stryker Aerospace and Armory, still featuring the same old things, this version works in 1.1.2. 1.1.3 and if you can live with pink tracer 1.2 as well. Mostly memory saving and a few minor tweaks, I've played with everything but only scratched the surface, so it's all up to you, if you find an issue, a coherent bug report would be appreciated. This re release comes grouped together, both Stryker Aerospace and Stryker Armory are contained within the SM_Stryker folder, this is so that the agencies facility works correctly and you can search for parts from Stryker Aerospace via the manufacturers tab You can delete either of the Stryker folders without causing any issues, unless you build a craft using parts that you subsequently delete. So should you just want the cockpits you can delete the Armory folder and if you just want the weapons delete the Werospace folder. The cockpits have been tested functional with the version correct RPM, and are still supplying more information than it's healthy to know. I will be starting a new thread for this project In order to properly maintain the OP , with up to date info etc. I will also very shortly once a few of you have rep0rted back , upload the mod to SpaceDock as well as maintaining an emergency link . (pics delayed) https://www.dropbox.com/s/d827ffz0049lejm/SM_Stryke113.zip?dl=0 Licence: CC - BY - SA
-
Oh yes world of RNG I know it well, or did... I'll have a play and see how it'd work in this context
-
[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
SpannerMonkey(smce) replied to Eskandare's topic in KSP1 Mod Releases
phantom forces, i get this all the time, good news is that it's much reduced in 1.2 if you manage to launch a ship in the first place. -
HI bit lost with your description but, it sounds to me that you have not set the layer of the hatch possibly or clicked is trigger in the mesh collider inspector view . The hatch collider itself needs to be on the part triggers layer which is layer 21. Then when you mouse over the collider it should show the crew hatch message.
-
Show off your drawings! (and other artworks!)
SpannerMonkey(smce) replied to NSEP's topic in The Lounge
Hi all, some very nice art work here, My daughter was kind enough to scan some of my larger sketches as my ancient a4 just cant cope. -
Hi all DG progress update. Sea trials are going well, she's still; much too light, but the hull displays some very interesting characteristics. Too early to say for sure but she appears to properly climb onto the plane, with the bow barely skimming the surface. The reduced underwater volume of the planing part also helps with turning, allowing the stern to skid around, so the the turning circle appears a lot tighter than a similar sized standard medium hull.
-
Hi all while 1.2 and my ships are still disagreeing, i took the chance to make a completely new hull. Very close scaled replica of DG10 the Zumwalt, It's just about to go on it's first multi part sea trials, the one part version which i launched in order to make sure that the hangar, which goes full length of the ship less the bow, had it's deck above water. passed with flying colors and was very maneuverable even at 50ms plus, with non of the rolling i was expecting. There's load of other details, but for now I'll leave you with some pictures, as with this headache, the pics will likely make more sense than I One little thing, unlike every other hull in LBP this one is not really modular, yes it's in parts, but the very unique shape precludes modularity somewhat, and the fact that it is not flat bottomed , the hull changes shape from wave piercing at the bow to planing at the stern and these shape changes take place across the full hull length and width, so sections only fit neatly against the part that they are supposed to fit against This will be in the next update Imgur Album Link
-
Hi, happy new thread Thanks for fixing this up, it's been sorely missed. With an eye to the future, if you could find a way to extend the types of chute, so that varied models or designs could be chosen, I'd be more than happy to convert all the other SM Chutes to VNG parts and make them available through this mod. I stil haven't had a chance to test it, just finishing off the unity work on another project, will be sure to report back though. Cheers
-
Hi yes of course, thanks for mentioning it, I've just added an emergency link the the OP, and should you be too exhausted to scroll up https://www.dropbox.com/s/qchvm4q4015qhhn/SM_Marine0-8-5-097.zip?dl=0
-
Put a spawn point in the model for KerbalKonstructs = no more commuting
-
Anything from 4.2 to 5.4 works in varying degrees, in that you can't make asset bundles for ksp in older unity versions and they lack the latest shaders etc but some of the newer versions have been quite troublesome when it comes to the KSP mod making habits we've all developed.
-
On consideration and 1.2 violence I retract my previous comment and completely support any altitude adjustment facility and or speed of placing, Closer the better to the intended landing spot would be very desirable.
-
[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
SpannerMonkey(smce) replied to Eskandare's topic in KSP1 Mod Releases
Hi, still not got to try out the carrier between 1,2 episodes of destruction, Looking forward to it though Here's a fresh and shiny link to the spawn buoy, at least this ones on the first page. https://www.dropbox.com/s/jx5duzrsq4f32sq/ChannelMarkerGreen.zip?dl=0 . Has fully functional KK spawn point ( if placing yourself, do not place any deeper than the lighter green line on the body of the buoy) -
Hi, if you are staying on 1.1.3 for a while it's good, If you want to switch to 1.2 it's not so good, must admit to being a little distracted but I'll make a 1.1.3 version available , next time it's daylight
-
Hi all, just a little update on 1.2 and LBP, aside from little tweaks, all part dev has stopped, why? this is why That there is with auto strutting on and EVERYTHING strutted, and even worse I've dived into the settings (and I'd never normally do that) and altered the splashdown damage modifier to allow for higher impacts without destruction, so I can't launch to runway as the moment a ship loads it destroys the runway and usually a good bit of itself, and vessel mover and KK's launch facility produce the results above. So far I'm getting a 1 in 10 success rate so nine occurrences of the above, to every one ship i can actually test something on. As it stands, this newly applied physics easing is nowhere near strong enough and I've found no way to turn it up, in fact for our purposes it's practically useless. KJR we miss you!! So my advice is if you want to still have fun with ships don't go anywhere near 1.2 not while it's actually worse than 1.1.3.
-
Hi , I'm not sure about the latest Pre versions but in 1.1.3 there was no way to get the chute toggle, and in fact connecting the chute via KIS turned out to be something that the game didn't like. By now you've likely discovered that the chute will be operational if you can keep the gui open, which is an issue if you just need an emergency bailout. I seriously beat this thing till I was sick of it, spoke to everyone including Ferram and the Kis guys and in the end Squad. I got nowhere. As the chute was attached by a mod (KIS) that mod has an effect on the chute toggle, in previous versions you could see that the collider around the chute appears to be flickering on and off, and I reckon that is the root of the trouble. If you can't click the collider you cant activate the chute. Take a look in my chute thread and it may stop you just repeating what i went through. and hopefully you ca get further with it than I. Good luck
-
Hi infernal robotics is the ONLY way to do this, as you cannot attach a part to an animated part and have the attached part move with the animation. This is because when you attach a part to another part you are effectively attaching it to the part root not the animation. As for how how do it with IR, simply place a piston under the turret or weapon of choice. for the cargo bay you'd just need to set it up with action groups