Cdodders Posted July 3, 2017 Share Posted July 3, 2017 A little bug report on the new update (Awesome btw) Part descriptions and names such as on structural parts are slightly off... Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 3, 2017 Author Share Posted July 3, 2017 1 hour ago, SpannerMonkey(smce) said: The mod also now contains EN_US localization this is shared across the whole SM group of mods and only one copy of SM_Industries is ever required . Find the link for the SM_Industries Dictionary below the 1.3 download link below. YOU DO NEED IT. Failure to not install the dictionary will result in part titles and part description being rendered as #autoloc xxxx , it's not a bug. Due to the localization this mod is no longer backwardly compatible 17 minutes ago, Cdodders said: Part descriptions and names such as on structural parts are slightly off... Have you installed according to the rather lengthy release post? https://github.com/SpannerMonkey/SMIndustries/files/1119854/SM_Industries.zip Link to comment Share on other sites More sharing options...
Cdodders Posted July 3, 2017 Share Posted July 3, 2017 12 minutes ago, SpannerMonkey(smce) said: Have you installed according to the rather lengthy release post? https://github.com/SpannerMonkey/SMIndustries/files/1119854/SM_Industries.zip I did not, thanks for pointing it out Link to comment Share on other sites More sharing options...
XOC2008 Posted July 3, 2017 Share Posted July 3, 2017 (edited) 47 minutes ago, Cdodders said: A little bug report on the new update (Awesome btw) Part descriptions and names such as on structural parts are slightly off... Did you download and install the SM Industries file as well? It includes all the localization definitions which should fix that. Edit: Spanner beat me to it. Edited July 3, 2017 by XOC2008 Link to comment Share on other sites More sharing options...
jrf Posted July 3, 2017 Share Posted July 3, 2017 Where are the prebuilt boats included with this mod located. I would love to use them and I could not find them when I downloaded the mod. Amazing mod though thanks so much for updating it and adding new parts to make the mod even better. Link to comment Share on other sites More sharing options...
XOC2008 Posted July 4, 2017 Share Posted July 4, 2017 1 hour ago, jrf said: Where are the prebuilt boats included with this mod located. I would love to use them and I could not find them when I downloaded the mod. Amazing mod though thanks so much for updating it and adding new parts to make the mod even better. There are none. Yet. Though if @SpannerMonkey(smce) wants, I'll throw a few together and put them up on KerbalX in a few days. Most of the pictures you've seen are snaps that us testers have taken, and some during and after Spanner's own testing. Link to comment Share on other sites More sharing options...
gomker Posted July 4, 2017 Share Posted July 4, 2017 So many things I'll be uploading some craft to KerbalX as well Link to comment Share on other sites More sharing options...
Cdodders Posted July 4, 2017 Share Posted July 4, 2017 Would it be possible to add tweakscale to the ship and weapon parts? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 4, 2017 Author Share Posted July 4, 2017 1 minute ago, Cdodders said: Would it be possible to add tweakscale to the ship and weapon parts? it's already done via a rather large MM patch Link to comment Share on other sites More sharing options...
XOC2008 Posted July 4, 2017 Share Posted July 4, 2017 And if there's a part that seems to be missing tweakscale you either have something installed incorrectly or it was accidentally missed and with 200 some odd parts it's easy to miss the odd part here or there. But if you go into the MM patch you can always add in the missing part. Link to comment Share on other sites More sharing options...
Cdodders Posted July 5, 2017 Share Posted July 5, 2017 13 hours ago, SpannerMonkey(smce) said: it's already done via a rather large MM patch 12 hours ago, XOC2008 said: And if there's a part that seems to be missing tweakscale you either have something installed incorrectly or it was accidentally missed and with 200 some odd parts it's easy to miss the odd part here or there. But if you go into the MM patch you can always add in the missing part. Ah right, I was wanting to play around with the CK and T45 parts, didnt notice any rescale options, Ill have another look Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 5, 2017 Author Share Posted July 5, 2017 (edited) 2 hours ago, Cdodders said: Ah right, I was wanting to play around with the CK and T45 parts, didnt notice any rescale options, Ill have another look They all have tweakscale here , and the release is exactly the same as the copy I'm currently running. I can also confirm that there are a total of 17 tweakscale modules applied to the Type 45 parts plus those for ancillary items such as Radar and antenna Spoiler Edited July 5, 2017 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
XOC2008 Posted July 5, 2017 Share Posted July 5, 2017 (edited) For those that have asked for prebuilt examples: https://kerbalx.com/XOC2008/T45-Basic https://kerbalx.com/XOC2008/CK-Basic-with-VLS https://kerbalx.com/XOC2008/CK-Basic https://kerbalx.com/XOC2008/Dallesque-Basic https://kerbalx.com/XOC2008/Omahesque-basic https://kerbalx.com/XOC2008/LCAC-Basic Edited July 5, 2017 by XOC2008 Link to comment Share on other sites More sharing options...
Cdodders Posted July 5, 2017 Share Posted July 5, 2017 Ok noticed the tweakscale bar, is it possible to scale the weapons themselves? Turrets and missiles etc? Link to comment Share on other sites More sharing options...
XOC2008 Posted July 5, 2017 Share Posted July 5, 2017 52 minutes ago, Cdodders said: Ok noticed the tweakscale bar, is it possible to scale the weapons themselves? Turrets and missiles etc? There's no tweakscale patch for the weapons themselves. I tweak my own weapons, but I tend to like my stuff real scale vs Kerbal scale, so I add my own modules when there are none. Link to comment Share on other sites More sharing options...
Cdodders Posted July 5, 2017 Share Posted July 5, 2017 30 minutes ago, XOC2008 said: There's no tweakscale patch for the weapons themselves. I tweak my own weapons, but I tend to like my stuff real scale vs Kerbal scale, so I add my own modules when there are none. Ah right, I remember seeing something, I think on the BDAC thread, about weapon tweakscale. Cant remember or find what though Link to comment Share on other sites More sharing options...
XOC2008 Posted July 5, 2017 Share Posted July 5, 2017 Just now, Cdodders said: Ah right, I remember seeing something, I think on the BDAC thread, about weapon tweakscale. Cant remember or find what though The problem with tweakscaling, for example, a missile, is that you change the weight when you make it larger or smaller. So if you double the size of a missile, you've doubled its weight, but not the thrust, nor have you adjusted the aerodynamics to compensate for the size. I do a lot of scale work in my game for real scale weapons, very little of it has to do with tweakscale, and a lot has to do with adjusting model scale through the configs, and adjusting aero, weight etc. So just be warned that tweakscale will HEAVILY affect weapon performance. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 7, 2017 Author Share Posted July 7, 2017 Evening all just a little warning ahead of time that due to intensive and extensive behind the scenes activity, the goalposts are moving a little too quickly, and there is a danger that things if left will get badly out of sync. So sometime in the next few days there will very likely need to be another update, not a big one ,but an important one for a lot of the very new very on the edge of whats possible things. Torpedoes etc and such like . and a new thing or two. Link to comment Share on other sites More sharing options...
colfighter Posted July 8, 2017 Share Posted July 8, 2017 How come the name of every part installed as "autolock...." Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 8, 2017 Author Share Posted July 8, 2017 2 minutes ago, colfighter said: How come the name of every part installed as "autolock...." On 03/07/2017 at 6:05 PM, SpannerMonkey(smce) said: The mod also now contains EN_US localization this is shared across the whole SM group of mods and only one copy of SM_Industries is ever required . Find the link for the SM_Industries Dictionary below the 1.3 download link below. YOU DO NEED IT. Failure to not install the dictionary will result in part titles and part description being rendered as #autoloc xxxx , it's not a bug. Due to the localization this mod is no longer backwardly compatible Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 10, 2017 Author Share Posted July 10, 2017 In order to counter some recent comments regarding the efficacy (if ever there was a perfect word) of certain SM BDAc developments, a little demo of one of the systems currently in dev Self explanatory? efficacious ? I'd say so Link to comment Share on other sites More sharing options...
Swordmaster Posted July 13, 2017 Share Posted July 13, 2017 (edited) May be stupid question, but is anyone else having issues placing missile(s) inside of the VLS hulls for the sub? I cannot seem to get anything to attach to the actual VLS node, am I just missing something? EDIT: Still literally cannot get any missile to actually click to the node I want it to, pretty much have to give up on VLS subs until I figure out what I'm doing wrong. EDIT 2: ...probably should have considered using ALT to place... Edited July 13, 2017 by Swordmaster Solution found Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 13, 2017 Author Share Posted July 13, 2017 6 hours ago, Swordmaster said: having issues placing missile(s) HI. due to the confined nature of the vls any missile that has surface attach still enabled with show a distinct tendency to stick anywhere except it's proper location. To successfully attach a missile surface attach must be disabled, I think it fairly certain that most users of SMM et al use a mod that provides advanced editor functions to do this , I favor Editor Extensions Redux but there are others. I advise all users to save loaded VLS and missile launchers as sub assemblies, even I'll agree that the filling of missile bays in particular is no fun and borders on the tedious with a good dollop of frustration thrown in. Link to comment Share on other sites More sharing options...
AtomicBlastPony Posted July 14, 2017 Share Posted July 14, 2017 (edited) I'm playing the 1.2.2 version. This part of SternGearType1.cfg and ZDriveNozzle.cfg kinda makes it impossible to play: MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = LiquidFuel rate = 45.5 DrawGauge = True } OUTPUT_RESOURCE { name = ElectricCharge rate = 50.5 DrawGauge = True } } I removed it myself, but how the hell did that find its way into the final release? It's clearly a development thing! Edited July 14, 2017 by AtomicBlastPony Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 14, 2017 Author Share Posted July 14, 2017 (edited) 6 hours ago, AtomicBlastPony said: I'm playing the 1.2.2 version. This part of SternGearType1.cfg and ZDriveNozzle.cfg kinda makes it impossible to play: MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = LiquidFuel rate = 45.5 DrawGauge = True } OUTPUT_RESOURCE { name = ElectricCharge rate = 50.5 DrawGauge = True } } I removed it myself, but how the hell did that find its way into the final release? It's clearly a development thing! Whats the problem you have with that, doesn't do any harm, not pretty , but not really an issue Also not present in 1.3 versions Also worth mentioning, is that in this mod there are 247 individual part cfgs (310 .mu files which is more than the amount of parts supplied in base game) , and some of those cfgs' have 8 cfg's within in them, combine that with another 800 cfg's and you have an idea of the amount of work it takes to get the whole SMI lot released, Given that a professional company like Squad is still chasing bugs in the core game after all these, years, i don't think one cooky module out of several thousand in the mod could be considered in anyway game breaking. Edited July 14, 2017 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
Recommended Posts