SpannerMonkey(smce) Posted August 7, 2017 Author Share Posted August 7, 2017 15 hours ago, DarkOwl57 said: I was running one engin should work fine with one engine though it's vital to get it properly on the center line, otherwise i suspect it'll be spinning everywhere. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 7, 2017 Author Share Posted August 7, 2017 Hi all, couple of new things that need a decision, and it's one i can't really make, the question, to release or not to release, and if release, standalone, or part of SMM? Downsides to standalone, more mod folders, downside to added to SMM not everyone wants X and it makes the mod even bigger . First a rather large modular Multi Purpose vessel, inspired by the test team and the Blue Marlin. The second item is a sailing ship of all things, in two flavors trader and pirate, all mast sails, rig parts and decks are individual parts. So what do they look like? images below, take a look, opinions on releasing and how welcome. Also to be considered is that I'm also quite happy to keep them as dev toys, And the sailing ships Link to comment Share on other sites More sharing options...
Jebediah26 Posted August 19, 2017 Share Posted August 19, 2017 What mod did you use for the guns and harpoon launcher on the type 45? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 19, 2017 Author Share Posted August 19, 2017 5 hours ago, Jebediah26 said: What mod did you use for the guns and harpoon launcher on the type 45? Hi all the equipment used in screenshots comes from one or other of my mods, 90% of the weaponry comes from Link to comment Share on other sites More sharing options...
Jebediah26 Posted August 19, 2017 Share Posted August 19, 2017 4 hours ago, SpannerMonkey(smce) said: Hi all the equipment used in screenshots comes from one or other of my mods, 90% of the weaponry comes from Thank you Link to comment Share on other sites More sharing options...
Puggonaut Posted August 23, 2017 Share Posted August 23, 2017 (edited) Good News Sorted out a way to launch the sub without cheating . Bad News Ok its in the water , how do I sink the thing ? Stop it sinking ? Oh and resurface it ? Killed god knows how many Kerbals trying to work it out Do I have to click on each compartment indvidually ? Its doing me head in lol Edited August 23, 2017 by Puggonaut 2 Dyslexic when Drunk Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 23, 2017 Author Share Posted August 23, 2017 2 minutes ago, Puggonaut said: Sorted out a way to launch the sub without cheatin Hi vessel mover or kerbal konstructs water launch methods are not cheating. The game provides no way to launch a water craft otherwise. 4 minutes ago, Puggonaut said: how do I sink the the thing Sinking is easy First start engines, start fuel pumps , start oxy generator then, Simply select a tank , any one, do note there are fast fill pumps and slow fill pumps, the gui indicates which is which. using right click select flood tanks, when vessel has submerged until deck is almost awash, select stop , make sure all is good, ( this step will not be required when you have used it a few tiimes) now select a slow fill pump and select trim down, once deck has submerged you will find that any fwd motion in combination with trim or dive planes will cause the sub to dive, with practice however all the subs can achieve neutral buoyancy and hang motionless below the surface. Disclaimer obviously i have not tested every single possible way there is to assemble all of these parts , and how the sub responds depends on how the sub is built or scaled If you leave any fill pump switched on and all the tanks are filled the sub will sink to the bottom. In simple terms anything marked pump in will add ballast .. anything marked pump out will remove it. I suggest enabling advanced tweakables as fine attitude control can be achieved using those options , though if advanced tweakables is also cheating perhaps this is the wrong mod for you. Link to comment Share on other sites More sharing options...
Puggonaut Posted August 23, 2017 Share Posted August 23, 2017 51 minutes ago, SpannerMonkey(smce) said: Hi vessel mover or kerbal konstructs water launch methods are not cheating. The game provides no way to launch a water craft otherwise. Sinking is easy First start engines, start fuel pumps , start oxy generator then, Simply select a tank , any one, do note there are fast fill pumps and slow fill pumps, the gui indicates which is which. using right click select flood tanks, when vessel has submerged until deck is almost awash, select stop , make sure all is good, ( this step will not be required when you have used it a few tiimes) now select a slow fill pump and select trim down, once deck has submerged you will find that any fwd motion in combination with trim or dive planes will cause the sub to dive, with practice however all the subs can achieve neutral buoyancy and hang motionless below the surface. Disclaimer obviously i have not tested every single possible way there is to assemble all of these parts , and how the sub responds depends on how the sub is built or scaled If you leave any fill pump switched on and all the tanks are filled the sub will sink to the bottom. In simple terms anything marked pump in will add ballast .. anything marked pump out will remove it. I suggest enabling advanced tweakables as fine attitude control can be achieved using those options , though if advanced tweakables is also cheating perhaps this is the wrong mod for you. Thanks for the quick Reply appreciate it . One other Question GUI ??? Sub is one i found on this thread prebuilt no scaling or anything just as it came form KerbalX . Installed the Mod an followed the instructions and have all the other stuff recomended . KSP Ver 1.3 Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 23, 2017 Author Share Posted August 23, 2017 Hi again GUI= right click menu = PAW = Part Action window Hi the subs uploaded to kerbal X can all achieve neutral buoyancy fairly easily in an un altered state Depending on missiles and torpedoes loaded you can occasionally find the sub a tiny bit tail heavy, to counter act this right click one of the fwd tanks and pin it , then right click the subs drive section and pin that too, and close the supply to the BallastWater, click the little x at the end of the resource volume scale, Now using the advanced tweakables pump out some ballast from the aft tank to the fwd tank Push comes to shove i'll do a little demo video to clear any issues up Practice makes perfect and most people seem to get the feel for them pretty quickly, if it's all too much perhaps try the minsub first , that uses the same systems as the bigger subs but far fewer of them, this will give you a chance to get used to all the windows etc before diving in to one of the bigger ones Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 26, 2017 Author Share Posted August 26, 2017 Hi all, It's been a bit quiet on the screenshot front of late, we have however not been very quiet at all, between us the Team and I have pulled together another lumpy update. Includes many things and unexpectedly a few more new craft, of which the purpose and design of a couple of them will only be revealed with time I'll be shortly announcing a beta mode phase for a new mod pack, a collection of weaponry specifically designed to deal with ship to ship and ship sub combat, a lot of which is very different to things currently around. interested parties (those capable of providing constructive reports and logs etc) get in touch or watch this or SMA for details Cheers Link to comment Share on other sites More sharing options...
KyuubisSlave Posted August 28, 2017 Share Posted August 28, 2017 Any other download links? space dock is down :[ Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 28, 2017 Author Share Posted August 28, 2017 27 minutes ago, KyuubisSlave said: Any other download links? space dock is down :[ You're in luck i still have a copy of that version untouched. https://www.dropbox.com/s/3p8s4d2b01i785c/SM_Marine-v0.9.7.5.zip?dl=0 Link to comment Share on other sites More sharing options...
Floorpancake Posted August 30, 2017 Share Posted August 30, 2017 I am having trouble with the Aster missiles. The Aster 15s get stuck in the VLS launchers most of the time and the Aster 30s won't fire from a hotkey linking it to the weapon manager's "Fire missile" command. I could get the Aster 30s to fire by right clicking them individually, but they won't lock on. Also, what torpedo/missile goes in the mk32 launcher? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 30, 2017 Author Share Posted August 30, 2017 19 minutes ago, Floorpancake said: I am having trouble Hi with the Aster missiles and VLS units in general never use surface attach, that being the only time i've ever encountered an issue with them. Have you simply tried the WM select and fire missile via mouse key press, that being the only method I use. As failing to do this will result in the VLS not opening properly, leading to missile collisions. Regarding correct weapon for MK32 Spearfish, Sting ray, MK99, and while you can launch missiles from it, I do not, so for a missile anything that fits pretty much, same rules apply though, don't use surface attach only attach by end nodes. Using Torpedoes and missiles without end nodes is not recommended or supported. Also worth a mention clipping of VLS units will result in missiles failing to launch and exploding within the launcher And just to check that something is not aims I ran a quick test myself , results below, do note that the type45 VLS should be snap attached by the bottom node, not to be surface attached Spoiler Link to comment Share on other sites More sharing options...
Floorpancake Posted August 30, 2017 Share Posted August 30, 2017 (edited) 10 hours ago, SpannerMonkey(smce) said: Hi with the Aster missiles and VLS units in general never use surface attach, that being the only time i've ever encountered an issue with them. Have you simply tried the WM select and fire missile via mouse key press, that being the only method I use. As failing to do this will result in the VLS not opening properly, leading to missile collisions. Regarding correct weapon for MK32 Spearfish, Sting ray, MK99, and while you can launch missiles from it, I do not, so for a missile anything that fits pretty much, same rules apply though, don't use surface attach only attach by end nodes. Using Torpedoes and missiles without end nodes is not recommended or supported. Also worth a mention clipping of VLS units will result in missiles failing to launch and exploding within the launcher And just to check that something is not aims I ran a quick test myself , results below, do note that the type45 VLS should be snap attached by the bottom node, not to be surface attached Reveal hidden contents The only way I got the missiles firing is by attaching it to a stock radial attachment point to a large ship parts destroyer hull. but the whole VLS launcher is raised. This will let the Aster 15 missiles fire, but the aster 30 missiles won't bother launching unless right clicked. In the Actions menu I set 1 to the Weapon manager "fire missile" selection. This lets me fire Aster 15s but not aster 30s. EDIT: I tried the "Hold left mouse button" and it shoots the Aster 15 missiles, but still not the aster 30s. I do have many other mods. Would you like a mod list? EDIT: Added screenshot of what I mean. Edited August 30, 2017 by Snark Fixed some formatting problems for you ;-) Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 30, 2017 Author Share Posted August 30, 2017 3 hours ago, Floorpancake said: Would you like a mod list? No but I'd very much like to see a copy of your KSP .log in zipped downloadable form It's quite important as nobody else has reported an issue, my test worked fine. Do note that there are only two hulls that the Type 45 fits, and you have just one of them. Unlike some mods, all of SMI gets tinkered with constantly so is subject to pretty much continual testing, so obvious issues like yours get dealt with, usually long before you get to see it, which makes the problem you're having quite mysterious. Link to comment Share on other sites More sharing options...
william2002730 Posted September 4, 2017 Share Posted September 4, 2017 (edited) Hi, SpannerMonkey(smce), I REALLY REALLY love your mod! Great parts, mechanisms, and everything! However, I do think I'm doing something wrong, as all parts have some weird names, like #autoLOC_SMIndustries_1000500, and the descriptions are basically the same, all weird codes. Is this meant to happen? Please help! Seen as below. I just dragged the [SM-Marine folder] from the [SM_Marine 0.9.7.5 folder] into my [gameData folder] (without the [SM_Industries folder]). Also, can you share some ships you made? Without the weaponary, please? Thank you and keep up the great work! Edited September 4, 2017 by william2002730 Link to comment Share on other sites More sharing options...
XOC2008 Posted September 4, 2017 Share Posted September 4, 2017 12 minutes ago, william2002730 said: Hi, SpannerMonkey(smce), I REALLY REALLY love your mod! Great parts, mechanisms, and everything! However, I do think I'm doing something wrong, as all parts have some weird names, like #autoLOC_SMIndustries_1000500, and the descriptions are basically the same, all weird codes. Is this meant to happen? Please help! Seen as below. I just dragged the [SM-Marine folder] from the [SM_Marine 0.9.7.5 folder] into my [gameData folder] (without the [SM_Industries folder]). Also, can you share some ships you made? Without the weaponary, please? Thank you and keep up the great work! You obviously did not read the instructions, which stated you needed to download and install the localization file as well, which will fix these problems. As for ships, there are some bare-bones ships and subs to be found on KerbalX: https://kerbalx.com/XOC2008/craft Link to comment Share on other sites More sharing options...
Bottle Rocketeer 500 Posted September 4, 2017 Share Posted September 4, 2017 @SpannerMonkey(smce) Why does the link "github source and dl" link to a repo called "HLAirships"? Link to comment Share on other sites More sharing options...
william2002730 Posted September 4, 2017 Share Posted September 4, 2017 (edited) 9 hours ago, XOC2008 said: You obviously did not read the instructions, which stated you needed to download and install the localization file as well, which will fix these problems. As for ships, there are some bare-bones ships and subs to be found on KerbalX: https://kerbalx.com/XOC2008/craft Wait so where exactly are the instructions, I must have missed them. Thank you so much! Edited September 4, 2017 by william2002730 Link to comment Share on other sites More sharing options...
XOC2008 Posted September 5, 2017 Share Posted September 5, 2017 On 7/3/2017 at 0:05 PM, SpannerMonkey(smce) said: Finally the huge 1.3 Update is here ... 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 Special thanks to @gomker for the donkey work in creating methods to make localizing 300 parts feasible, and producing the SM_Industries localization dictionary @XOC2008 for tireless testing and tweaking, tuning , and all the test team for morale boosting and generally keeping the wheels on the wagon, when i was ready to jump. ( in short without these guys it would never have been) ... SM MARINE For KSP 1.3 SM_Industries. Required download 18 minutes ago, william2002730 said: Wait so where exactly are the instructions, I must have missed them. Thank you so much! On the first page in the edited OP as well as his July 3rd update where he made it clear that the localization was required. Link to comment Share on other sites More sharing options...
william2002730 Posted September 5, 2017 Share Posted September 5, 2017 (edited) 4 hours ago, XOC2008 said: On the first page in the edited OP as well as his July 3rd update where he made it clear that the localization was required. Sorry to ask again, but where do I put the SM_Industries.cfg file? Edited September 5, 2017 by william2002730 Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 5, 2017 Author Share Posted September 5, 2017 4 hours ago, william2002730 said: Sorry to ask again, but where do I put the SM_Industries.cfg file? place the whole SM Industries folder into GameData, do not remove anything from it and do not place any other items within it. SM Industries contains the dictionary for 6 of my current mods and projects. Next update will include custom SMM part category and SM Paint shop whole craft color switching in one click. This will require that the mod is installed correctly . failure to follow installation instructions will now just not result in funny strings, many parts will simply not show up in editor 9 hours ago, Bottle Rocketeer 500 said: @SpannerMonkey(smce) Why does the link "github source and dl" link to a repo called "HLAirships"? That link related to AIrpark mentioned directly above it not SMM. AS the released SMM contains no code there is no source code. Link to comment Share on other sites More sharing options...
Bottle Rocketeer 500 Posted September 5, 2017 Share Posted September 5, 2017 2 hours ago, SpannerMonkey(smce) said: That link related to AIrpark mentioned directly above it not SMM. How, all it gives you is just a bunch of airship parts? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 5, 2017 Author Share Posted September 5, 2017 1 minute ago, Bottle Rocketeer 500 said: How, At the time of post creation Airpark was combined with HLA and not standalone. Link removed Link to comment Share on other sites More sharing options...
Recommended Posts