SpannerMonkey(smce) Posted May 5, 2017 Author Share Posted May 5, 2017 2 hours ago, Keilroy said: Or could you add any or the MAZ missile erector trucks or any other TEL'S ? There are two very long term projects, relating, but given what I can do with BDA etc, you'll have to believe me when i say they are likely the most tricky things to get right I've done to date. Especially if it needs to be fully functional which like everything in the mod has to be. IF i add anymore vehicles and the items you mentioned feature as OEM or an option there's a better than even chance that some may arrive, and ultimately it hinges on how much info and decent ref's I find, as some things are not very well documented and research takes a good while, 2 hours ago, EnderTheMimi said: Thank to every one who is working on these mods and keep up the good work lads Cheers it's appreciated and in the true tradition of SM you can look but you can't touch a quick demo of what can be built very easily, and all of the vehicles can be mixed and matched and as XOC kindly illustrated look bleepin fantastic Spoiler Link to comment Share on other sites More sharing options...
Keilroy Posted May 5, 2017 Share Posted May 5, 2017 1 hour ago, SpannerMonkey(smce) said: There are two very long term projects, relating, but given what I can do with BDA etc, you'll have to believe me when i say they are likely the most tricky things to get right I've done to date. Especially if it needs to be fully functional which like everything in the mod has to be. IF i add anymore vehicles and the items you mentioned feature as OEM or an option there's a better than even chance that some may arrive, and ultimately it hinges on how much info and decent ref's I find, as some things are not very well documented and research takes a good while, Cheers it's appreciated and in the true tradition of SM you can look but you can't touch a quick demo of what can be built very easily, and all of the vehicles can be mixed and matched and as XOC kindly illustrated look bleepin fantastic Reveal hidden contents So again when can we get our hands on the vehicles your building. Even if it's unfinished and buggy as hell I'd love to use them. Or are you not planning on releasing sm afv until it's finished? Link to comment Share on other sites More sharing options...
EnderTheMimi Posted May 5, 2017 Share Posted May 5, 2017 (edited) On 5/5/2017 at 8:52 PM, SpannerMonkey(smce) said: Cheers it's appreciated and in the true tradition of SM you can look but you can't touch a quick demo of what can be built very easily, and all of the vehicles can be mixed and matched and as XOC kindly illustrated look bleepin fantastic Reveal hidden contents Mimi is exited to "touch" the new mod Edited May 12, 2017 by EnderTheMimi Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 5, 2017 Author Share Posted May 5, 2017 18 minutes ago, Keilroy said: So again when It's very dependent on how things go in the world of Kerbal and BDA I haven't actually mentioned it here but on the SM Marine thread, that I'm not going to be doing the 1.29 shuffle. And until all the correct I's are dotted and T's are crossed for the mods 158 parts. which should start this weekend . I really can't justify these days knowingly putting buggy, troublesome, glitchy stuff out. It looks crap and really causes no end of grief to me and the user. Which is why pretty much nothing is released until the testers, at least two of them pronounce it good. In case you're wondering without exception the testers are all players who have shown a more than casual interest in how my mods developed and contributed good, sensible ideas based on the known boundaries or at least what may be possible. ( at the beginning of the year afv's was 3 neglected tanks and junk with no real home, most of whats present is purely due to them asking if it could be ) (and I still have no clue what to do with the airborne afv's ) SO I can't really for sure say, when, I know when I'd like it to be, it doesn't need to be finished, It took 3 years to turn Boomsticks into SM Armory, so there's no rush to finish, but it does need to be as far as possible ready to play. so in the words of Squad SOON Seems like a good time as I have your attention to mention dependencies!!! that is things you will need installed to get the best out of SM AFV's . I've avoided this forever but there's just too many things that fit in the mod that can't without the other plugins. So for the cranes, all of them, and all similar parts forks grabs etc are all without exception powered by Infernal Robotics . The winches require KAS and KAS parts connect to them as per a normal KAS winch The texture switch on most vehicles is done via firespitter and module manager, so if you don't have firespitter installed it simply will not apply the patch And it goes without saying, the latest BDA version you can get as my military modding evolves as fast or slowly as BDA does, and some things will simply not function as expected in earlier versions Cheers Link to comment Share on other sites More sharing options...
"Landed.at.Jool" Posted May 5, 2017 Share Posted May 5, 2017 OMG SPANNER STOP TEASING US WITH PICTURES OF A MOD I WANT SO MUCH BUT DONT KNOW HOW TO MAAAAAAKE *SOB!* Link to comment Share on other sites More sharing options...
ccoel Posted May 5, 2017 Share Posted May 5, 2017 OMG I NEED THIS MOD FREAKING NOW!!!!!! Link to comment Share on other sites More sharing options...
"Landed.at.Jool" Posted May 6, 2017 Share Posted May 6, 2017 I have a question though. The chassis in this new mod... Is it one or multiple pieces? Does it contain tracks? Is the armour OP? Enlighten us.... Link to comment Share on other sites More sharing options...
XOC2008 Posted May 6, 2017 Share Posted May 6, 2017 (edited) 5 hours ago, "Landed.at.Jool" said: I have a question though. The chassis in this new mod... Is it one or multiple pieces? Does it contain tracks? Is the armour OP? Enlighten us.... Most hulls are one piece, then a one piece turret. Tracks are from kerbal foundries but have a texture @SpannerMonkey(smce)made to look more natural. In the case of the M1A2, the armor pieces are separate, one left and one right. In the case of the HEMTTs, there are 2 versions. One is a full cab/chassis/bed in one piece. The other has separate parts to build it how you want. Edited May 6, 2017 by XOC2008 Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 6, 2017 Author Share Posted May 6, 2017 5 hours ago, "Landed.at.Jool" said: I have a question though As XOC has already filled in some of the gaps, i wont repeat. I will add stuff though, The M1 has removable add on armor skirts, the bradley also has variants of skirt armor, these will fit the other vehicles too. The cage armor is fairly generic and seems quite happy to fit anything, the plate armor can be scaled, and while not truly as happy anywhere as the cage it will protect anything under it . Most of the turrets include working smoke dischargers and a working target scope with pan and tilt The hulls themselves all come with a basic IVA for two to 4 Kerbs and some also carry a small coax gun. The later vehicles derive EC power from Internal APU's the tracks use a lot of EC, so you have to start the engine before you can move, no EC no move no defense which does mean that the tanks also carry fuel as well as ammo . All air intakes etc are already in place, in it's simplest form all tank will work with 4 parts, hull turret and 2x tracks. The hulls are fully equipped with the BDA controls and no weapon manager is needed, any gun fitted will fall under control of internal WM. Anti air vehicles air also equipped with radar. There are wheels for the trucks in large and small and dual for the trailers, and spares for them, there's a good variety of greeble stuff too, extra fuel tanks, steps, Jerry cans, camo packs, tool sets, exhaust stacks, air intakes , bumpers, a coupe of 5th wheels, And of course the IR powered robot arm, and the bridge placing set and the IR bridge , there is a purely animated bridge but it can only be placed and picked up from one side. I don't think there's anything OP about the mod at all , I'd say it's very restrained really, there are a couple of real nasties in the anti air department but only because they are in reality and as weapon mods go i reckon the balance is good A KAS winch that looks like it belongs on a truck Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 11, 2017 Author Share Posted May 11, 2017 (edited) Hi all, Pleased to announce that SM AFVs beta is here, finally I have enough good info to release this test version. The purpose of the Beta is simply play testing and perhaps finding the bugs we all missed. There are a couple of known issue to tell you about. The Brad turret, the missile deploy phase is critical, a bad AI setting choice can cause the missile to be fired before the missile launcher has properly deployed , which causes the missile to veer off it's intended course and on occasion can destroy the turret. The Shiika turret has a built in radar with an animated deployment, the AI will trigger the radar regardless of the deploy position, which simply results in the folded radar rotating and clipping through the turret,it does not harm, but does look bad. The hammerhead AT missile which fits on the KUB launcher can encounter clearance issues if mounted to far back, in this case it is safe , unless the missile is visible clipping into the launcher, to disable the clearance check In BDA settings SO a run down of the major parts,anything marked with kit is 1 folder containing all the parts to that vehicle, and this list does not include the many deco items, such as jerry cans and similar SM AFV's major parts list as of May 11 2017 8x8 comprising 1 complete Hemitt truck less wheels and 15 individual parts to construct your own AFvalpha3rev16_1 A large single part fantasy tank less tracks, with large IVA, dual barreled tank turrets, cameras, crew hatches, and cargo hold engine space AFVarmorPanels 5 differently sized and shaped BDA Armor panels. Tweakscale fitted AFVcraneParts This is the bridge laying arm unit and is powered by InfernalRobotics, Consisting of an upper and lower arm AFVutilityARM A Robot Arm style crane ,powered by InfernalRobotics, comprising 5 main parts and two styles of tool holder AmmoBox As yet standard military style ammo box. To become universal ammo using tank content switcher AnimBridgeSecB The bridge for the bridge layer. In two formats, animated and IR. Due to engine limitations the animated bridge can only be picked up and placed from one end not both. The IR version can be picked up either end ArtilleryTurret G6 style 155mm Artillery turret BDFPS Contains two Kerbal FPS rocket launchers, effective against small vehicles, an appropriate helmet, and a Kerb held smoke grenade CM . Needs KIS BradleyIFV The fully activated Bradley turret with working TOW launcher and Gun turret , smoke CM and camera system, hull with IVA and four parts of self assemble BDA Armor Challenger2XTurret A reworked version of the NED challenger with smoke CM and camera ChallengerHullX A reworked version of the NED challenger hull, with IVA and mounted coaxial gun CoDTankHull and Turret A game inspired tank with large caliber dual cannon turretEland90 Kit A small armored car carrying a cannon turret FV510 warrior Small IFV hull and turret, IVA, Smoke,Camera G6SMA Wheeled tractor unit for the G6 style artillery turret GenericTurret Allows for the surface mount of any gun and resembles a turret, to enable rotation use IR parts, this turret does not rotate HDtractorTrailer Kit A large vehicle transporter style truck and trailer kit. With an open and closed cab option, works with other truck parts HRV1 Kit Heavy recovery vehicle complete with IR crane, use with KAS winches and equipment Humvee Kit Humvee with grenade turret KUB2K12 Kit Missile transporter launcher Hull launcher and missiles Missile3M9 and HammerheadAT Leopard2A6 Kit Tank hull and turret, all the usuall equipment M1SM1 Tusk Kit Tank Hull turret and removable BDA Armor skirts, all features present M113 Armored personel carrier, with room for 8 Kerbs in the rear on cmd seats M577SMRevE The Aliens APC MilitaryWheel Military style vehicle wheels in single and dual trailer type MilSpecDieselAPU A KerbalFoundries powered APU styled as a turbocharged diesel, and used for providing power for those vehicles not already fitted with an APU system (many are) MissileErektor kit A vertical animated missile launcher assembly for carrying the large included scud style missile, this missile is capable of following a ballistic trajectory to hit target at test max of 37KM OShCab Kit A kit of many varied truck parts to build many different trucks, include 2 cabs with IVA's RecoveryBullBar A truck style bumper with a calw function, great for towing broken vehicles RecoveryKlawTest A large recovery claw in testing ShilkaZSU Kit Tank hull and very efficient air defense turret, with built in radar SmartTruckBed A universal truck bed with six layout and cover options using a mesh switch StrikB Small APC in three hull formats T80turret although not a kit there are two hulls available for this turret T90turret Tank turret fits T80 hull and others TunguskaAAMT Evil anti air tank turret, fully activated, fires missiles, 2 included 9M120ATmissile 57E6BGM and quad cannon M577 wheel wheel for aliens apc WInchPack2Kas The KAS truck winch, a winch that does not look like something you would send into space WInchPaxkBasic Not really a winch but a way to add extra adjustable ballast when lifting with the HRV crane The link which for now is in thread only, later when it is fully released it will be on SpaceDock Link Edited May 25, 2017 by SpannerMonkey(smce) updted link Link to comment Share on other sites More sharing options...
XOC2008 Posted May 12, 2017 Share Posted May 12, 2017 So happy to see this finally getting a test release! Glad to have helped shape this. You've done an excellent job making these. Link to comment Share on other sites More sharing options...
EnderTheMimi Posted May 12, 2017 Share Posted May 12, 2017 AHHH finally . Dammn dis look's good even it's still in beta But there 2 things that i noticed : Leopard shots go slow when u shoot low and the Shilka makes too much smoke when it shoot the ground. Plus the game crashed for me when i first installed the mod which got fixed after i removed NED OST and SM armory . Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 12, 2017 Author Share Posted May 12, 2017 (edited) 49 minutes ago, EnderTheMimi said: AHHH finally . Hi . I'll deal with things in order of importance 1 The alleged crash caused by SM NED , in the entire development of the mod, the contents never caused a crash, I find it highly suspect that it should as if by magic, just because it was uploaded, start to cause crashes. The mod has been tested on 8 very different machines and 2 laptops and not a single crash. With that in mind I have a very real suspicion that you did in fact install both mods incorrectly, ALL SM mods use the MODEL node method and as such should the mod be installed incorrectly, it could very well cause a crash. For SM_AFVs the filepath should be KSP/GameData/SM_AFVs , and for NED it should be KSP/GameData/NED For OST it should be KSP/GameData/OldSchoolTurrets , if it's anything else it is wrong. And that is about the max of support I'm willing to give given the nature of your bug report. For future ref please see the how to get support link in my signature and at least attempt to supply the information as described there. 2 Leopard shots, not been able to detect any slowdown of shots on two different installs of KSP, with very different mod sets 3 Shiika, and yet when used correctly , for shooting down aircraft and attacking light armored vehicles, it works just fine, FX are a very subjective thing, and the test group found no issue with them, so I think that will stay just as it is I have to ask why are you shooting the ground? Edited May 12, 2017 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
EnderTheMimi Posted May 12, 2017 Share Posted May 12, 2017 (edited) 21 hours ago, SpannerMonkey(smce) said: Hi . I'll deal with things in order of importance 1 The alleged crash caused by SM NED , in the entire development of the mod, the contents never caused a crash, I find it highly suspect that it should as if by magic, just because it was uploaded, start to cause crashes. The mod has been tested on 8 very different machines and 2 laptops and not a single crash. With that in mind I have a very real suspicion that you did in fact install both mods incorrectly, ALL SM mods use the MODEL node method and as such should the mod be installed incorrectly, it could very well cause a crash. For SM_AFVs the filepath should be KSP/GameData/SM_AFVs , and for NED it should be KSP/GameData/NED For OST it should be KSP/GameData/OldSchoolTurrets , if it's anything else it is wrong. And that is about the max of support I'm willing to give given the nature of your bug report. For future ref please see the how to get support link in my signature and at least attempt to supply the information as described there. 2 Leopard shots, not been able to detect any slowdown of shots on two different installs of KSP, with very different mod sets 3 Shiika, and yet when used correctly , for shooting down aircraft and attacking light armored vehicles, it works just fine, FX are a very subjective thing, and the test group found no issue with them, so I think that will stay just as it is I have to ask why are you shooting the ground? 1 I think the crash could have being caused by other mods (the GameData folder is full xD) TOO MUCH MODS I DUNNO WHO DID IT 2 HMM. i think my eyes are damaged , but i try to record that if this toaster laptop can handle it ...NOPE 3 Well who doesn't want to lunch his Shilka from a plane and shoot a plane the chasing him and ending up side down in the mountains . Edited May 13, 2017 by EnderTheMimi Link to comment Share on other sites More sharing options...
EmberTech Posted May 12, 2017 Share Posted May 12, 2017 IT'S FINALLY HERE YESS Link to comment Share on other sites More sharing options...
XOC2008 Posted May 12, 2017 Share Posted May 12, 2017 7 hours ago, EnderTheMimi said: 1 I think the crash could have being caused by other mods (the GameData folder is full xD) 2 HMM. i think my eyes are damaged , but i try to record that if this toaster laptop can handle it ... 3 Well who doesn't want to lunch his Shilka from a plane and shoot a plane the chasing him and ending up side down in the mountains . 1. Other mods and possible incorrect installation as @SpannerMonkey(smce)said. 2. As one of the testers I've never experienced a slowdown of shots from the Leopard, and I've had these bits for quite some time now, putting them through their paces. 3. I don't want to launch my Shilka from a plane and shoot a chase plane and end upside down in the mountains. I'd rather position my SPAAGs strategically around on the ground and let them shoot at aircraft they detect on radar. Anything else is just uncivilized! Link to comment Share on other sites More sharing options...
EnderTheMimi Posted May 13, 2017 Share Posted May 13, 2017 12 hours ago, XOC2008 said: Anything else is just uncivilized! But if die will shooting a plane from the sky using SPAAG you will place your name in history of Kerbin !! Link to comment Share on other sites More sharing options...
XOC2008 Posted May 13, 2017 Share Posted May 13, 2017 1 hour ago, EnderTheMimi said: But if die will shooting a plane from the sky using SPAAG you will place your name in history of Kerbin !! That's fine but if you aren't using it as intended then you can't really call it a bug. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 13, 2017 Author Share Posted May 13, 2017 1 hour ago, EnderTheMimi said: you will place your name in history of Kerbin !! I doubt that, though it's more than likely however that you'd feature on Kerbin TV's version of "great engineering blunders" or perhaps "the science of stupid" And more seriously improper use will indeed produce undesirable effects, and it is my wish that these undesirable effects continue to cause inconvenience and destruction, as over time, this may encourage you to explore the real potential of the supplied parts. Link to comment Share on other sites More sharing options...
EnderTheMimi Posted May 13, 2017 Share Posted May 13, 2017 (edited) 5 hours ago, XOC2008 said: That's fine but if you aren't using it as intended then you can't really call it a bug. Sounds fair . 5 hours ago, SpannerMonkey(smce) said: I doubt that, though it's more than likely however that you'd feature on Kerbin TV's version of "great engineering blunders" or perhaps "the science of stupid" And more seriously improper use will indeed produce undesirable effects, and it is my wish that these undesirable effects continue to cause inconvenience and destruction, as over time, this may encourage you to explore the real potential of the supplied parts. Well , at least i will see my self in the TV. And as long as theres guns in KSP ,u will never see me using them properly !!! Edited May 13, 2017 by EnderTheMimi Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 14, 2017 Author Share Posted May 14, 2017 (edited) Hi all little fixes for AFV's available below LINK Changelog Fix copypaste errors parts in wrong categories Remove OX from jerry cans Tweak colors on some deco parts Added parabolic locking radar, the missing part for the AA @EnderTheMimi The reason for all the smoke in your image is that you are firing 800 explosive rounds per minute at the ground which results in surprisingly enough 800 explosions, which in turn results in a lot of smoke. I wouldn't have expected any other behavior ps the almost Ferdinand made me chuckle Edited May 25, 2017 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
EnderTheMimi Posted May 14, 2017 Share Posted May 14, 2017 1 hour ago, SpannerMonkey(smce) said: you are firing 800 explosive rounds per minute Ahh that why, i was thinking that they were API-T and the smoke was a bug. Oh well , thanks for the information . (i dunno if its jagdpather or ferdinand or a hetzer, but atleast it bounces shots (explodes of over heating)) Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 18, 2017 Author Share Posted May 18, 2017 (edited) HI all, little tweaks for SM AFV's , mainly to solve the chaos caused by having several dozen irons in too few fires. This small update deals mainly with armor and bullet values, and paves the way for some other improvements. Apologies to those who suffered the phantom shell syndrome, this update should fix that issue LINK PS almost forgot, there's this Edited May 25, 2017 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
Lvdovicvs Posted May 23, 2017 Share Posted May 23, 2017 Now there's the need for a M270 MLRS chasis. Link to comment Share on other sites More sharing options...
XOC2008 Posted May 23, 2017 Share Posted May 23, 2017 24 minutes ago, Lvdovicvs said: Now there's the need for a M270 MLRS chasis. Especially since there is an MLRS launcher in.. uh.. NKD I think. Link to comment Share on other sites More sharing options...
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