SpannerMonkey(smce) Posted June 17, 2018 Author Share Posted June 17, 2018 49 minutes ago, DirtyVenomSteam said: r missed the download link in the OP, or just kind of forgot where it is. https://forum.kerbalspaceprogram.com/index.php?/topic/133074-143-sm-armory-sm-afvs-smi-ml-sm-ostnt/&do=findComment&comment=3374219 That should get you going Link to comment Share on other sites More sharing options...
DirtyVenomSteam Posted June 17, 2018 Share Posted June 17, 2018 (edited) 2 hours ago, SpannerMonkey(smce) said: That should get you going Thanks! Y'should probably ad it to the OP at some point, all that's in the OP that has to relate to OSTnT is the OST thing that's still built to work in (I think) 1.2.2, alongside the Sherman hull and turret. Edited June 17, 2018 by DirtyVenomSteam Link to comment Share on other sites More sharing options...
Dimas152 Posted June 18, 2018 Share Posted June 18, 2018 the KV-2 turret seems bugged, when i fire it it just rapidfires, depleting all the ammos in seconds without firing any projectiles Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 19, 2018 Author Share Posted June 19, 2018 (edited) 20 hours ago, [INDO]dimas_1502 said: the KV-2 turret seems bugged, when i fire it it just rapidfires, depleting all the ammos in seconds without firing any projectiles HI, thanks for the report yes it's bugged, checked and fixed, and while i was there , i resolved some other OST issues . Update incoming Edited June 19, 2018 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 25, 2018 Author Share Posted June 25, 2018 Hi, some things to look at. Link to comment Share on other sites More sharing options...
Dimas152 Posted June 28, 2018 Share Posted June 28, 2018 On 6/25/2018 at 10:43 AM, SpannerMonkey(smce) said: finally a better T-90 Link to comment Share on other sites More sharing options...
XOC2008 Posted June 28, 2018 Share Posted June 28, 2018 14 minutes ago, [INDO]dimas_1502 said: finally a better T-90 With a brand new 125mm shell to boot. :D Link to comment Share on other sites More sharing options...
Skyer Posted July 4, 2018 Share Posted July 4, 2018 Why do all missiles from SMI Missile expansion have such odd names?PS. Yes I'm playing KSP again, long time no see Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 4, 2018 Author Share Posted July 4, 2018 (edited) On 7/4/2018 at 11:46 AM, Skyer said: Why do all missiles from SMI Missile expansion have such odd names? Hi please read the huge red text that is prominently displayed right at the top of the first post , and also to be found throughout the thread . Please note the following mods also require the installation of SM Industries SM Armory, SMI Missiles and Launchers, SM OST and T , SM AFV's Failure to install SM Industries will result in names and descriptions being displayed incorrectly and other related features will not work (Now included updated for each download) Edited August 16, 2018 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 12, 2018 Author Share Posted July 12, 2018 (edited) SM AFV's KSP 1.4.X BDA 1.2.X Only T90 and 17 NEW Tank Tracks Version 0.9.14.00 T90 Hull and turret Reactive Armor 4 X Box section DIY tanks chassis and custom armor M163 VADS Tank Tracks 17 sets of custom tracks For military , stupidity and heavy haulage purposes NOTE tracks will require KSPWheel HERE Goliath Micro Tanks Spoiler Edited July 12, 2018 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 12, 2018 Author Share Posted July 12, 2018 (edited) SM Armory for KSP 1.4.X and BDA 1.2. onwards ONLY v0.99.99.93 Version 0.99.99.93 KSP1.4x Further tuning and upgrades Only one addition this time around, and only included due to numerous requests. This item is regularly used to push the boundaries of both KSP and BDA . At present it's self contained and can be easily removed. Ready to use and easily capable of shelling the VAB from KSC Island Airfield GusFS fires 80mm 7000kg shell to ranges in excess of 30 KM To prevent confusion , SM Industries is included and must also be installed for full function of all SM mods _____________________________________________________________________________________________________________________________________________________________________________________ SMI Missiles and Launchers V0.02.0 KSP 1.4.X BDA 1.2.X ONLY V0.02.0 Requires a clean install do not overwrite Rectify issues with FX and sounds on torpedoes, breaking dependency on other SM group mods, specifically SM Marine and SM Armory Does not remove requirement for SM Industries Further missile tuning and upgrades To prevent confusion , SM Industries is included and must also be installed for full function of all SM mods Special thanks to @TheKurgan For his invaluable assistance and far to many hours spent individually tuning every single missile in the SM group Edited July 12, 2018 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
Cdodders Posted July 13, 2018 Share Posted July 13, 2018 Quick question, will it be possible to have backwards launching torpedoes, as was done on some MTBs? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 13, 2018 Author Share Posted July 13, 2018 43 minutes ago, Cdodders said: Quick question, will it be possible to have backwards launching torpedoes, as was done on some MTBs? Turn the torpedo tube around to face backwards and load as per normal. Link to comment Share on other sites More sharing options...
Cdodders Posted July 13, 2018 Share Posted July 13, 2018 3 minutes ago, SpannerMonkey(smce) said: Turn the torpedo tube around to face backwards and load as per normal. I mean as the launch is backwards, but the torpedo is facing forward and will start going forwards once it hits the water Link to comment Share on other sites More sharing options...
XOC2008 Posted July 13, 2018 Share Posted July 13, 2018 I was gonna suggest that ship to Spanner but I realized that the slide-out launch might be more trouble than it's worth. At best you might be able to do that now with setting your decouple speed to zero and it should slip backwards as you move forward. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 13, 2018 Author Share Posted July 13, 2018 (edited) 9 minutes ago, Cdodders said: I mean as the launch is backwards, but the torpedo is facing forward and will start going forwards once it hits the water Nope because there is only a facility for BDA to decouple fwd or laterally > However even though that is not a major hurdle, the added complication presented by having that node on the front will result in an inordinate amount of complaints that ' my torpedo launched wrong' or 'your torpedoes always blow up my ship' . SO it's unlikely to happen, however you are free to abuse the cfgs as you chose Edited July 13, 2018 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
TheKurgan Posted July 13, 2018 Share Posted July 13, 2018 (edited) 17 hours ago, Cdodders said: I mean as the launch is backwards, but the torpedo is facing forward and will start going forwards once it hits the water This can be done, I did it with a certain bomb... a HUGE bomb... the mother bomb... look in spoiler Ensure first that this line exists decoupleForward = true Then Just change the decoupleSpeed = 10 to decoupleSpeed = -15 (or something... you will need to test) and make sure you give it enough drop time to hit the water... or bad stuff will happen. Or use this patch: @PART[NameOfTorpedo]:NEEDS[BDArmory] { %MODULE[MissileLauncher] { %dropTime = 3 %decoupleForward = true %decoupleSpeed = -15 } } Spoiler Edited July 13, 2018 by TheKurgan Link to comment Share on other sites More sharing options...
Violet_Wyvern Posted July 18, 2018 Share Posted July 18, 2018 The KV-1's Turret was a little bit too big, Need some adjustment.... Link to comment Share on other sites More sharing options...
LuciferZ25 Posted July 19, 2018 Share Posted July 19, 2018 Hey Spanner; I've posted it in BdAc but I want it to be super fast. Can we have a script or something that can spawn military vehicles with engine on randomly like a military expedition? The weapon manager Ai is good enough to handle it I think. Something like SM_Adventures pack? Link to comment Share on other sites More sharing options...
Titanis Industries Posted July 20, 2018 Share Posted July 20, 2018 On 7/18/2018 at 4:41 AM, Violet_Wyvern said: The KV-1's Turret was a little bit too big, Need some adjustment.... Hey there. Had the same problem and came up with a solution. If you go into the turret's .cfg file (accessible through notepad), there should be a value called "rescale factor". Simply change that value from 1 to 0.8 and you should be good to go. Also, nice flag design. Link to comment Share on other sites More sharing options...
Kerbal Gamer Posted July 31, 2018 Share Posted July 31, 2018 I am having problems with the tracks and other wheels. They do not move or provide movement. I have downloaded kerbal foundries. Is there a fix? Link to comment Share on other sites More sharing options...
XOC2008 Posted July 31, 2018 Share Posted July 31, 2018 (edited) 5 hours ago, Kerbal Gamer said: I am having problems with the tracks and other wheels. They do not move or provide movement. I have downloaded kerbal foundries. Is there a fix? Make sure you have some kind of engine or apu and enough EC, as well as the KSPWheel plugin associated with kerbal foundries. Edited August 1, 2018 by XOC2008 Link to comment Share on other sites More sharing options...
Kerbal Gamer Posted July 31, 2018 Share Posted July 31, 2018 (edited) 4 minutes ago, XOC2008 said: Make sure you have some kind of engine or apu and enough EC, as well as the KSPWheel plugin associated with kernel foundries. Yep I do have EC. I turned on the engines, and the wheels don't respond. Actually brakes work. Edited July 31, 2018 by Kerbal Gamer Link to comment Share on other sites More sharing options...
XOC2008 Posted August 1, 2018 Share Posted August 1, 2018 5 hours ago, Kerbal Gamer said: Yep I do have EC. I turned on the engines, and the wheels don't respond. Actually brakes work. And you can confirm you have the latest KSPWheel? I think you're going to need to provide a KSP.log and more information. KSP version, etc etc. Link to comment Share on other sites More sharing options...
Kerbal Gamer Posted August 1, 2018 Share Posted August 1, 2018 (edited) 16 hours ago, XOC2008 said: And you can confirm you have the latest KSPWheel? I think you're going to need to provide a KSP.log and more information. KSP version, etc etc. I fixed it by uninstalling and reinstalling KSP and redownloading kerbal foundries. Can I also ask why the IVA has red text saying external view? And will the turrets be able to hold kerbals in the future. Great work on the tracks btw. Edited August 1, 2018 by Kerbal Gamer Link to comment Share on other sites More sharing options...
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