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[1.4.X] SM Armory Group. See Note First post Ref BDA 1.2.2.2


SpannerMonkey(smce)

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Great mods! I was wondering if the SM AFV's have compatibility issues with the JSI/RPM mods. The game kept crashing even when I tried to install them both in a clean install.

KSP ver 1.3.1

Latest DL for both the JSI and SM AFV

Attaching the output.txt

 

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Edit: Nevermind, I downloaded and installed another copy of RPM, it works now

Edited by reedhashlock
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  On 12/2/2017 at 12:42 AM, Hs.Panda said:

is there any particular tread/wheel pack that you use for the SM_AFVs?

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It comes with a modified version of the Kerbalfoundries caterpillar tracks for use with the AFV's, the original Kerbalfoundries continued thread can be found Here. Glad to help.

Edited by DirtyVenomSteam
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I like your mods, but it would be great if they are more sorted especially if you have every SM Mod installed. Huge mess.

Btw, is it know that the armory radars etc. not work? I can't lock anything

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  On 12/2/2017 at 11:05 AM, LTRyan said:

if you have every SM Mod installed. Huge mess.

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How would you suggest arranging and categorizing over 1000 parts without burying the stock categories completely.

  On 12/2/2017 at 11:05 AM, LTRyan said:

radars etc. not work? I can't lock anything

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All the radar have a specific purpose and range of operation, most of the AFV radar are set for ground use and volume search, with the exception of those on the anti air turrets,   SM Armory and Marine have radar for both air and surface detection.  There is no backward compatibility for Radar as this point, meaning that from this version on you will not have any radar function if installed in an older version of KSP, with an older version of BDA. 

 

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Well you almost made some categories. SMA and SMM, would be nice to sort all this.

I got latest version of BDA and KSP, still not every radar is functional. Also I have in tech 3 ~100 props of the same type, i assume it was a ship part

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  On 12/2/2017 at 2:51 PM, LTRyan said:

tech 3 ~100 props of the same type

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I have no idea this means?    I dont have 100 of any one part,  if thats the case i'd suggest that there's something amiss with the install, this is very likely if you've recently merged a new copy with an older version. 

Re radar I'll investigate the issues.

 

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  On 12/2/2017 at 2:41 AM, DirtyVenomSteam said:

It comes with a modified version of the Kerbalfoundries caterpillar tracks for use with the AFV's, the original Kerbalfoundries continued thread can be found Here. Glad to help.

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WOW! i feel dumb, i didn't realize that once unpacked there was a subfolder called "game data" with the actual mods in the sub folder, and just had the "sm armory" master folder in my KSP game data, i fixed it and it's got A LOT more parts now xD ...no wonder i wasn't seeing much of anything

 

edit: ok, new problem, i built a humvee in the SPH try driving it but every time i try to steer it flips over(even when only going like 20 M/s), i've tried adjusting the springs on the tires with no luck? i'm using the military style vehicle S and just slapping them onto the humvee?

Edited by Hs.Panda
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  On 12/3/2017 at 3:06 AM, Hs.Panda said:

WOW! i feel dumb, i didn't realize that once unpacked there was a subfolder called "game data" with the actual mods in the sub folder, and just had the "sm armory" master folder in my KSP game data, i fixed it and it's got A LOT more parts now xD ...no wonder i wasn't seeing much of anything

 

edit: ok, new problem, i built a humvee in the SPH try driving it but every time i try to steer it flips over(even when only going like 20 M/s), i've tried adjusting the springs on the tires with no luck? i'm using the military style vehicle S and just slapping them onto the humvee?

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That should work just fine. Make sure you have the up to date version of KSPWheel by the guys doing KerbalFoundries. You should be able to see an anti-roll slider as well but I may be mistaken. Also make sure they are rotated the correct direction.

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  • 2 weeks later...
  On 12/12/2017 at 6:04 PM, Thegamer211 said:

don't think this is intended mod behavior

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Checked and while still ugly thats not what it does here. No idea what version you are running or how you've installed, but the last time i saw that happen was when someone had installed a version from before KSP 1

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  On 12/14/2017 at 7:28 PM, SpannerMonkey(smce) said:

Checked and while still ugly thats not what it does here. No idea what version you are running or how you've installed, but the last time i saw that happen was when someone had installed a version from before KSP 1

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I am running KSP 1.3.0 and the SM armory version made for 1.3.0.

I tested the mod using a stock install (with only the necessary dependencies) and I got the same results.

jGZ9KOc.png

Here's my gamedata folder.

oNX20Mj.png

Did I miss any necessary mods by chance?

Here is my output log file.

EDIT: I have tried the 1.3.1 version you have linked but nothing changed.

KSP.log

 

Edited by Thegamer211
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Hi sadly your out put log contains no info regarding what is really happening in game,  If you could replicate the problem  and send me a copy of your KSP>log it'd be considerably more useful to me.    It seems though that you have all the mods you need for this to fully function. 

I would suggest that you obtain the latest SMA release and completely delete the copy you already have.  I have my doubts that that copy is correct, the behavior demonstrated seems to be transform inversion, and the only way that can possible happen is, by somebody messing with cfg values ,  or at an outside chance  the merging of two slightly different versions.  As with all my mods I would advise against merging new downloads with previous versions, a loy can and does change within a mod over time and most of it goes unseen by the user, however this relies completely on a clean rather than merged version of the mod.

_________________________________________________________________________________________________________________________________________________________________

PSA and heads up to all supporters and user of SM Armory  and it's related family.

You may be aware of the current BDA damage overhaul beta.  If not you should check it out.   This new version of BDA changes a LOT of the things  in a weapon cfg and moves things around quite considerably.  ALL mod development is currently focused on making SMI work fully and correctly within the new BDA framework.  This has brought about substantial changes in the file structure within the mod  family in order to make things easier to manage.

UNDER NO CIRCUMSTANCES should any subsequent version of SMA be merged or mixed with a previous version, if this doesn't break things immediately it will result in multiples of the same item appearing throughout the editor menu.

This brings many benefits for the future as well as increased organization.  In the editor you will find  ALL the Missiles and launchers in their own category,  all the turrets and guns together, there is an exception to this however, that being that all the Tank parts also have their own category in which you'll find all the tank parts  turrets hulls and when appropriate extra armor for the same .  SM OST old school tanks ( pre1950)  and NED will also be found in this category.   For clarity, because simply there are so many parts I've also moved the Truck parts  and deco greeble items to their own category too. 

As a spin off of all this sorting out  there's a new mod ,  SMI Missiles and Launchers,  which includes many previously unseen or only glimpsed in screenshot items. Including some very serious missiles indeed, and a wide variety of launchers from tiny Anti air types to giant ICBM silos. So plenty of fun to come.

Beta versions of everything will be available shortly .

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  On 12/22/2017 at 4:54 AM, [INDO]dimas_1502 said:

no CKAN?

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Nope.  Non of my mods are difficult to install, and I'd prefer that users understand what they are installing, Having visited and read the mods thread and become aware of any issues, or things that  a user should know . Non of which comes from clicking a download button on the next shiny thing you see.

It seems to me that for many ckan can cause as much trouble as it saves.  Simply keeping this huge family of mods going is pretty much full time (good job i dont have a life) and another layer of hassle or admin is something i really don't want or need.

So no, sorry. I''ll not be listing any of the SMI mods of CKAN any time soon , and if you see them there. it had nothing to do with me.

 

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  On 8/18/2017 at 5:58 PM, SpannerMonkey(smce) said:

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 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 for KSP 1.3 Updates

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

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Hi SpannerMonkey(smce) sorry for the post i made 5 months ago about me just being a complete idiot and not reading the instructions that where easily provided and mentioned multiple times in the thread. At first i took you're comment quite harsh as i thought that you didnt care about the people that uses you're mods, But after being bummed out for a while i realised that i actully was a complete morron for not reading the instructions that was clearly given to me. But after all i want you to know that you're mods is amazing and youve done a very good job on it. And i all i want is for you to keep up the good work. (sorry if my grammer is a bit off, English isn't my native langauge)   

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Seems the cruise missiles are not "cruising"?

Tried launch both the v1 and v2 rockets and they dont seem to be target locking correctly, they'll launch and fly in what ever direction i point them in but with no guidance and will travel in an arch with gravity pulling them down, they seem to travel from launch to crash roughly 3km, (or straight up and then straight down if i launch vertically) ive tried gps targetting targets further then 3km, and closer then 3km, but they dont target.

Other cruise missiles ive used from bdac seem to work fine

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Oh jeez, Matthew wondered with the mental voice of an advertiser, as his FPS counter reached a milestone of 2why can't have simple, single-piece ground targets to bomb the living crap out of with my slick new fighters? Then, he saw...

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  On 12/25/2017 at 10:00 PM, Hs.Panda said:

Tried launch both the v1 and v2 rockets and they dont seem to be target locking correctly

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Aren't those GPS guided ballistic missiles?

I believe they are. Use a drone or a plane with a targeting cam, to mark a target. "send GPS"  make sure it's your current GPS target and try it again. Both worked on my end.

Ah ok, the V1 is a GPS guided cruise missile, the V2 is Ballistic.

 

 

Edited by TheKurgan
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  On 12/29/2017 at 4:17 AM, TheKurgan said:

Aren't those GPS guided ballistic missiles?

I believe they are. Use a drone or a plane with a targeting cam, to mark a target. "send GPS"  make sure it's your current GPS target and try it again. Both worked on my end.

Ah ok, the V1 is a GPS guided cruise missile, the V2 is Ballistic.

 

 

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I'll retest, i did also just update to the newest bdac so that might have fixed it.

 

Hey SP, is there any chance of making maybe a modular version of the UD4 belly turret, i'd like to make a few bomber side, tail and roof turrets, like on the b-25 and the b-17,

Ud4 is nice, but wanting like a machinegun, not a cannon

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