keithcarla Posted July 24, 2017 Share Posted July 24, 2017 1 minute ago, XOC2008 said: Can you post a screenshot? I'm not sure I know what turrets those are. Are you using Kerbal Joint Reinforcement? @XOC2008the largest turret use on IJN Yamato and USS Missouri. I tried KJR to weld them together, but after the first shoot the turret just got stuck and can't change pitch and yaw. really strange. If I don't use KJR, turret shake like a India pancake! Link to comment Share on other sites More sharing options...
XOC2008 Posted July 24, 2017 Share Posted July 24, 2017 1 minute ago, keithcarla said: @XOC2008the largest turret use on IJN Yamato and USS Missouri. I tried KJR to weld them together, but after the first shoot the turret just got stuck and can't change pitch and yaw. really strange. If I don't use KJR, turret shake like a India pancake! Those aren't SM weapons, those are NAS weapons. You need to go here for that: Link to comment Share on other sites More sharing options...
keithcarla Posted July 24, 2017 Share Posted July 24, 2017 3 minutes ago, XOC2008 said: Those aren't SM weapons, those are NAS weapons. You need to go here for that: Thanks. There are too many mods that I can't recognize which one is which. Link to comment Share on other sites More sharing options...
XOC2008 Posted July 24, 2017 Share Posted July 24, 2017 Just now, keithcarla said: Thanks. There are too many mods that I can't recognize which one is which. No problem. There are a lot but there are never too many! Hope you get the problem figured out! Link to comment Share on other sites More sharing options...
DirtyVenomSteam Posted July 31, 2017 Share Posted July 31, 2017 Question, are the Sherman and Tiger hulls/turrets released yet, or are they still indev? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 31, 2017 Author Share Posted July 31, 2017 2 minutes ago, DirtyVenomSteam said: Question, are the Sherman and Tiger hulls/turrets released yet, or are they still indev? Not long now the release candidate is with the testers now. Also newly added and will be included , IS122, PZ4 KVseries hull. ,almost enough for a fight still a couple more to come. but this'll be the tank line up for the 1.3 Beta, plus all the old turrets upgraded. Spoiler Link to comment Share on other sites More sharing options...
DirtyVenomSteam Posted August 1, 2017 Share Posted August 1, 2017 (edited) 6 hours ago, SpannerMonkey(smce) said: Hide contents Can hardly wait to crush ruskie and american tanks with Glorious german vehicles. Also, any chance of a tutorial on how to add texture changes in the .cfg files? I made an alternate tex for the Abrams hull and turret, but, it doesn't seem to have anything for the textures in the .cfg file. Edited August 1, 2017 by DirtyVenomSteam Texture question-yness Link to comment Share on other sites More sharing options...
Vonnmillard Posted August 10, 2017 Share Posted August 10, 2017 On 2/28/2016 at 6:43 AM, SpannerMonkey(smce) said: Latest Update 0.99.03.07 replaces 88's in two formats New missiles and launchers, Ammo and bullet type upgrade and overhaul, hundreds of fixes and improvements EN US LOCALIZATION Requires further download for proper function SM Armory SMAFV's SM Marine and LBP share a common dictionary Failure to install dictionary will result in part names and titles being displayed as autolc### it's not a bug and I will laugh at the next person who fails to read the instructions SM Armory 1.3 SM Industries Required download The original BDA expansion contains over 100 items to enhance your military might from 7.7mm WW1 machine guns to modern CIWS systems , WW2 field guns to 152mmAGS turrets there's a weapon for every eventuality With SMA now containing 100 parts it's time to go for V1 and full release,SM Armory is also to my mind complete and as such very little will be added, however my intention is to make extra packs to add on if the user wishes, rather than forcing and increasingly large download This version includes the impossibles, things that were thought impossible to create with BDA. These turrets ALL designed for CIWS use feature rapid fire cannons and AA missile rails. Also as usual are loads of normal turrets some based on fantasy , some on reality, but wherever the inspiration came from I've attempted to make them relevant to the Kerbal world. With notable and deliberate exceptions everything here is appropriately powered for Kerbal Kombat. I've also spent a good amount of time making sure that they work with SM Marine and The Large Boat Parts as i find that's the situation in which most of these will be used Some of the latest additions Current Items that made release, constantly subject to testing and response Hide contents SM Armory 122 Beta contents 17thC_Cannon 30mmRotaryCannon88Flak38-17 removed broken 105DerpGun 105DualTurret 105SingleTurret 1902FR75 1904RU76 AGSturretBase high/low APCDualCannon APCDualGatling APCSingle ArmorPanels 1x2 1x3 1x4 ASCMtd cluster missile ASMsmSL2 anti ship missile AthenaTkd cluster missile BellyTurret BushmasterMK46 BushMasterRadial30 DG10K155 AGS Dual110Turret EuryaleCIWSAA combined missile rails and cannon ExtRadomeRadarUnit FlakTurret GB4inNavalGun GoalKeeperBDAcMK16X combined missile rails and cannon GOCG75_revA GunCarriageWheel GunshipChainGun GustavX2 H12RocketTurret H70pod HadesRocketTurret HeavyFieldGun HMG HumveeGun HvyGunCarriageWheel IBArty16 KaypalmTurret KG5_14inch LargeClusterMK2B very large cluster bomb LargeRadome LewisMG twin LewisMG single Lewis Ammo drum LittleBoy M2TurretedHMG M50FixedAero MAC30RevBCIWS MagCannon SciFi Mg914-2Gunpod MK110-57A MK21057MMex Mortar_A PaK44L55 PredCam QF525NavalTurret Quad50 RadarBarScanner Radial30gatling RadomeRadarUnit RailGunturret RapidFireAA3HD RGM84Harpoon RGMLauncher Fixed RGMLauncherTurret single30ball SkudK ICBM capable SkudKBcm ICBM capable large cluster missile SM_MK9Gren SMSPhalanx SolidStateAntiMissileTurret StreamlinedAero TankChainGun ThemisCIWSAA combined missile rails and cannon TurboLaserTurret SciFi UBoat105 UniversalAmmoBox UC18_CDC V1Rocket V2Launcher V2Launcher Turret V2Rocket ICBM capable X10LaserCannon SciFi X32ABL_SM XM301P Notes On installation you will notice that the mod contains an extras folder. In this folder you will find the Secubots security robot turrets, A weapon probe for connecting to turrets for standalone use, meant for use with the field guns, the pirate ship cannon and the 88. Also included is a filter extensions addition simply unzip and merge with filter extensions to get advanced sorting of SMM products Links to original Boomsticks post Reveal hidden contents http://forum.kerbalspaceprogram.com/threads/94830 And to the thread created by LORDPrometheus, to whom special thanks go to for keeping the mod alive in my prolonged absence http://forum.kerbalspaceprogram.com/index.php?/topic/122396 -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here now SM AFVs Tanks and trucks Gives you parts to build Tanks and trucks AFV Utility arm assembly ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SM Old School Turrets and Tanks A relaunch and update of OST now with Tiger hull and ShermanM4 turret and Hull Reveal hidden contents BoomsticksLegacy Reveal hidden contents BoomsticksRev3 0.94.09.7 FINAL UPDATE Version 0.94.09.7 09/0716 update Rectify issues with attachment nodes on missiles rebuild missile launcher with correct nodes Harpoon missile tuning Rectify turret tracking mismatch Small texture changes and minor adjustments Version 0.93.26.6 26/0616 update Added Hades UG 122mm rocket turret Added Fixed missile launcher for Harpoon type missiles Added turreted missile launcher for Harpoon style missiles Added harpoon missile Added V2 rocket Added V1 Doodlebug Added V1/V2 launcher added V2 launcher base Added Dual gustav ship turret Added Combat Drone Core pod Added ASM anti ship missile (designed to work with the VLS parts from the LBP) Added small cluster missile Added X wing laser cannon Changed fire effects on larger guns Version 0.92.30.4 30/04/16 update Added AGS 155 turret Added AGS type railgun turret Added dual 105 turret Added turret mounting plinth for AGS style guns Version 0.91.10.4 10/4/16 13:33:0 update fixed ammo issue on KGV turret applied tweakscale mm cfg thanks to V8Jester removed troublesome characters from part names Boomsticks is currently under License: All Rights Reserved Old School Turrets and Never Enough Dakka With the uploading to SpaceDock or NED and OST I have decided to roll all the support and development into one thread, this should enable me to hear of and fix any issues ASAP. Although there will be little further development on these two packs( unless requested) I will continue to improve both function and appearance on all items, and of course I'll keep them working I have received some interesting other items in the assets i received from the original author PrototypeTheta and this will also make an appearance shortly THE NED REDUX RELEASE Works in 1.22 Old School Turrets Redux release Works in 122 Album link Note concerning issues. There is now a git repository for SMA in order to access and provide a hard record of any issues that occur, as the modlist grows the more i find i'm forgetting and it makes sense to do something proper for a change . You can find the issues reporting pagehttps://github.com/SpannerMonkey/SM_Armory/issues at the following location Thanks as always to @gomker @V8jester @XOC2008 and occasionally @colmo for testing bug hunting and sanity preservation Hi all yes the button is new, i don't ever expect anyone to bother, you are certainly not obliged in any way, I was asked by several people this week, if there was a donation button in order to show their appreciation, the wife saw the requests, and after a some discussion i have given in and added a donation facility About the SM AFV's mod, will you be planning to add the Hull of the Original and Modernized M60A3s? For the Modernized M60A3 hull, I meant the one used for the Modernized M60A3s like this: and the M60-2000, same but with the M1 Abrams's Turret Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 10, 2017 Author Share Posted August 10, 2017 Hi did you really need to quote the whole first post? As for additions, I do not intend to add multiple hulls for the same vehicle type, the M60 additions can easily be dealt with using greebles, I'm working on an M60 version but will not be adding 1950's tanks to AFV's( whatever upgrade they have) it's more likely to end up in in SM OST and T. The M60 2000 uses an upgraded M60 turret not an Abrams turret, as can be seen from the profile in the pic above. Link to comment Share on other sites More sharing options...
XOC2008 Posted August 10, 2017 Share Posted August 10, 2017 37 minutes ago, SpannerMonkey(smce) said: Hi did you really need to quote the whole first post? As for additions, I do not intend to add multiple hulls for the same vehicle type, the M60 additions can easily be dealt with using greebles, I'm working on an M60 version but will not be adding 1950's tanks to AFV's( whatever upgrade they have) it's more likely to end up in in SM OST and T. The M60 2000 uses an upgraded M60 turret not an Abrams turret, as can be seen from the profile in the pic above. @SpannerMonkey(smce) To be fair, the M60-2000 is not the one in that picture, and wiki reference says it does use an Abrams turret and gun. But this can be done easily with the BDA turret or the SMA M1 turret. I echo (and had prior requested) the M60 hull, and knowing you, you will have greebles and armor pieces to make it 'modernized' so I'm not worried. Link to comment Share on other sites More sharing options...
GreenBoy02 Posted August 18, 2017 Share Posted August 18, 2017 (edited) On 2016-02-27 at 11:43 PM, SpannerMonkey(smce) said: EN US LOCALIZATION Requires further download for proper function SM Armory SMAFV's SM Marine and LBP share a common dictionary Failure to install dictionary will result in part names and titles being displayed as autolc### it's not a bug and I will laugh at the next person who fails to read the instructions What do you mean by this? sorry i dont really understand how to fix the autolc#### because i dont understand this instructions. Sorry for the inconvenience Edited August 18, 2017 by GreenBoy02 Never mind i figured it out by the way love your mods! Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 18, 2017 Author Share Posted August 18, 2017 (edited) On 8/18/2017 at 2:27 PM, GreenBoy02 said: What do you mean by this? sorry i dont really understand how to fix the autolc#### because i dont understand this instructions. Sorry for the inconvenience ALL new updates contain EN-US localization, that is there is a complete English dictionary of all part names and part descriptions. Completing this was a mammoth task and needed to be done in order to keep pace with things in KSP . If you do not install this dictionary every name and every description will consist of something like "#autoLOC_SMIndustries_7000000 //= ProjectPlutoSS". The fix is simple, install the SM Industries included folder and dictionary In future every download will include a copy of this folder, as it has proved too difficult for people to find and/or follow the links, no matter how many times they are posted. The current SM Industries complete dictionary and spoiler list has changed considerably since the last version and a whole new batch of downloads is due. There is just this one extra folder that contains an entry for 80% of the mods I currently run and maintain. It is not a massive download by any means. (27.4kb) This below is the last version that went out with the releases and without knowing , when or what you installed this would be the best option right now. may contain spoilers. SM Industries As noted above all future downloads will include the SM_I folder. Only one copy of this folder is required per KSP installation. The folder contains a text file Always use the newest version if you have downloaded more than one. The correct installation path for SM_Industries is KSP/GameData/SM_Industries Edited August 16, 2018 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
Guest Posted August 20, 2017 Share Posted August 20, 2017 (edited) I just finished making the tank turrets in the Old School Turrets mod compatible with the BDA armor and bullet system. I'm going to test soon. If it works, would you like me to give you the files? Btw, I changed all the tank turrets to ballistic, since when a tanks bullet lands somewhere, it doesn't make that big of an explosion. Edited August 20, 2017 by Murican_Jeb Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 20, 2017 Author Share Posted August 20, 2017 7 minutes ago, Murican_Jeb said: I just finished making the tank turrets in the Old School Turrets mod compatible with the BDA armor and bullet system. I'm going to test soon. If it works, would you like me to give you the files? Btw, I changed all the tank turrets to ballistic, since when a tanks bullet lands somewhere, it doesn't make that big of an explosion. HI as OST is about to be phased out and replaced by SM OST and T there's little point ( this is not news i announced it over a month ago) , and as mentioned elsewhere once the latest bullet and armor overhaul is complete all turrets that want to use the new system will require re balancing and tuning so as to perform within accepted parameters. I've no objection to people tweaking and tuning, but to save you a lot of wasted time, it may pay to let me know what you're up to, especially if you'd like to contribute in some way, as you have no absolutely no idea what I'm actually doing and to what. Link to comment Share on other sites More sharing options...
Guest Posted August 20, 2017 Share Posted August 20, 2017 Just now, SpannerMonkey(smce) said: it may pay to let me know what you're up to do you mean what I do in-game? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 20, 2017 Author Share Posted August 20, 2017 Just now, Murican_Jeb said: do you mean what I do in-game? Nope I mean if you are working on converting or changing one of my mods, as you have done, it would have saved you hours of messing around unless you just made up all the new numbers, and still will because unless for your own curiosity you want to test what you have done, it's unlikely that your numbers will be the figures I finally settle at. Simply because you are testing and getting results from a defective system. No sense can or should be made from any weapon balance info until the system is working correctly. I've already mentioned this to you in regards something else, you don't seem to grasp what I'm saying though. Link to comment Share on other sites More sharing options...
Guest Posted August 20, 2017 Share Posted August 20, 2017 @SpannerMonkey(smce) Nope, unless you count what I already did. But I'll still just test it when I have time. Link to comment Share on other sites More sharing options...
Guest Posted August 20, 2017 Share Posted August 20, 2017 How come there is an FPS backpack in the SM AFV mod? I know that there are rocket launchers you can use for your kerbals, but why does it have the FPS ammo resource. There are no guns in this mod using this resource. Btw, could you actually make some guns for kerbals? I know kerbal vs vechile combat is crazy, but it has been done before. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 20, 2017 Author Share Posted August 20, 2017 1 minute ago, Murican_Jeb said: Btw, could you actually make some guns for kerbals? I The mod containing all my kerbal weapons still works , the links in the sig, just that now kerbals are projectile or blast proof there is little point further developing the mod Link to comment Share on other sites More sharing options...
Guest Posted August 20, 2017 Share Posted August 20, 2017 6 minutes ago, SpannerMonkey(smce) said: just that now kerbals are projectile or blast proof there is little point further developing the mod Actually, I found out when you aim for the helmet of the kerbal (If your kerbal has one) then the kerbal will die. So if we can somehow get the guard mode to aim at the helmet, we could actually bring FPS back. Even if it doesn't work, it gets us 1 step closer to what we should do. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 8, 2017 Author Share Posted September 8, 2017 Afternoon all, just a little note to mention that finally the Beta of SM OSTandT will soon be available, i finally had enough stuff everywhere else in order to be able to dedicate some time to finishing the extra wants. This is the final line up of full tanks for the beta, there are of course variation of turret for some, and the smaller hulls will suit many other tanks turrets from the original OST selection, so this is just the base sample, as it comes paint still tacky ( note. all turrets are separate, all hulls have a standard fitment at least a weapon manager, and a KSP APU that supplies all the vehicles power needs, All vehicles have a fuel capacity, and a small EC storage, most also have other BDA module additions depending on period and vehicle tech level, for example the LolTraktor has 1 gun, WM, and APU, whereas the M60 has max of 3 guns, WM, RWR, WC, EcGen etc, . Before anyone asks , No there's not enough EC storage or power from EcGen to power any of the tanks without the engine running. ) Link to comment Share on other sites More sharing options...
SVS Posted September 26, 2017 Share Posted September 26, 2017 Is it possible to get Items to rotate along with the turrent? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 26, 2017 Author Share Posted September 26, 2017 18 minutes ago, SVS said: Is it possible to get Items to rotate along with the turrent? Hi, not at this point, the best you can do is set up a node directly over the yaw pivot and attach parts there, while not perfect it does sort of allow a secondary gun to be fitted as below Link to comment Share on other sites More sharing options...
Zuranamee Posted September 28, 2017 Share Posted September 28, 2017 Moving the request here for a quad .50 mount to put 4 M2s on a 360 degree turret base, with either a small and very short range locking radar, or a camera based targetting system Link to comment Share on other sites More sharing options...
XOC2008 Posted September 28, 2017 Share Posted September 28, 2017 32 minutes ago, Zuranamee said: Moving the request here for a quad .50 mount to put 4 M2s on a 360 degree turret base, with either a small and very short range locking radar, or a camera based targetting system Are you asking for a quad .50 turret or a turret to manually put 4 .50's on? The only way you'll get the latter with the way KSP/Unity works is to use IR, since each weapon is basically the turret. And the only way to accomplish the former would be a full quad .50 turret. Link to comment Share on other sites More sharing options...
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