DirtyVenomSteam

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About DirtyVenomSteam

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  1. Invoking the lord and savior himself, Spanner. Don't anger him, lest he cast a curse upon these lands.
  2. That's what I've been trying to do, looking at the structure of BDAC's own turrets and copying them, has still lead to a failure as far as it goes, as for modders, I haven't been able to get into contact with any.
  3. Asking again just for the sake of not being buried, plus I really do want to get into adding more weapons to BDA and the problem from last time persists; I need some help with a custom part, the model loads in fine, but the actual BDArmory stuff doesn't seems to work, I've got the aiming, muzzle and fire transforms set up with empties in Blender with Z-Forwards, they're named properly, both in .CFG and Blender, but for some reason it doesn't seem to work, the aimpoint stays where the vehicle spawns, and doesn't show a convergence indicator in the VAB/SPH. If possible, could I get some updated, official documentation as to how to create custom turrets? As the tutorial I followed was quite old. (It's the one by PrometheusRising, posted way back in 2015.)
  4. Not sure if this is where to ask for this, but I need some help with a custom part, the model loads in fine, but the actual BDArmory stuff doesn't seems to work, I've got the aiming, muzzle and fire transforms set up with empties in Blender with Z-Forwards, they're named properly, both in .CFG and Blender, but for some reason it doesn't seem to work, the aimpoint stays where the vehicle spawns, and doesn't show a convergence indicator in the VAB/SPH.
  5. Are there any plans for some kind of video-tutorial to bring weapons from Blender to KSP? I've been meaning to make weapons, but, I can't find any good, up to date documentation.
  6. Sincere apologies for the bump, but, I've good news, and bad news. Good news; Most parts are functional in 1.6.x Bad news; The parts that don't work are the radial-attach parts, in my testing, the rest seem to work, the aforementioned throw a "Exception: NullreferenceException: ObjectReference not set to an instance of an object" I've attempted to fix the nullreferenceexception through .cfg edits and recompiles of the models, but, that's yielded no results thusfar. Looking forward to when an official/semi-official fix is out, it'll be nice to screw around with this again at some point, although I know it's a low likelihood that it'll be possible to do so with Fengist having, for the mostpart, left the KSP/KSP Modding scene.
  7. Is there any chance of a "Stock" 7.62mm Minigun in the future? I've tried making my own by just copying and editing the vulcan's part file, but, I couldn't math the relative size out, and even when I did, it ended up not working.
  8. Just tested, mod is 1.6 compatible, although there may be some issues I haven't run into yet.
  9. You guys remember the old InfiniteDice combat mod?

    Part of me wonders what the license on it was, and if it's possible for anybody else to maintain it, because in my opinion, it was a bit better than BDArmory, at least in terms of going in-depth with part damage, considering there  could be fires started from incendiary ammunition.

    1. Xd the great

      Xd the great

      yes you can probably do so WITH THE PERMISSION ON THE MOD MAKER ONLY, they have the following licence: CC BY-NC-ND 4.0

  10. By the way, I'm unaware if you're taking requests/suggestions for new parts, but a rounded wingtip much like the one that exists in the original Procedural wings (Maybe with less squishing when trying to make a shorter one) would most likely go a long way.