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panzer1b

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  1. ok, here is a list of what im working on this current moment: *adding sound *adding multicolored tracers *adding different caliber shells and casings (as a prelude to the heavier guns that will be eventually added) *adding ammunition resource useage *adding turrets which for now are going to be controlled by arrow keys ( i may or may not release a turret with the bugfix, depending on whether i can get the code to work flawlessly) *fixing lack of science unlocked in guns aside from the mg13 (i forgot to do this, sorry, but most of us are human (or well programmed to think we are human )), before i release a small patch update to fix these problems, i will likely add my own science branch, but i still need to look at other mods to figure out how to do this, if you guys know of a good example mod to see how this is done, i will download it and see how they coded the new branches (as the mods i have now use default science already coded into the game) * rewriting code from scratch as DYJ's code, while readable, is way messier then im used to working with, i very much prefer nicely commented and organized code when given the choice, and its not that much work to do this (actually its already done) * and finally making casing ejection work right (there is a bug that i fixed which made casings persistent and not delete themselves like bullets would, this is fixed now, so shell ejection SHOULD work properly, also considering giving casings collisions, at itd be at the least interesting to have casings rolling down the side of a tank ect), also not going to be enabled on all weapons (since some are either using caseless ammo, are energy weapons, ect also, the old mod will be INCOMPATIBLE WITH THE BUGFIX, so you will need to use one or the other, deleting the old mod entirely, as too many things have changed in the bugfix or should i say new release, to make old one still work. as a side though, most of my guns are futuristic in general, as i just like the look of sci-fi stuff, now whether they use earth tech or not to work is up to you guys to decide, all weapons function for now as either kinetic projectiles (effectively the same as if you were to launch a ibeam at a enemy at some velocity except different bullet weights and kinetic energies), explosive weapons (not yet implemented but the larger guns are planned to create a shockwave on collision, basically creating forces on nearby parts, or deletion weapons (which basically force delete the collided part, and usually add a small explosive force to surrounding parts (similar to the sunbeam laser, except without any heating involved, also similar to the romfarer lazor guided missiles, which also appear to force delete parts within a certain radius of detonation along with creating forces to surrounding parts)
  2. how do i change the title? i do not see any obvious options to change it? im also working on the sound code, so there WILL BE SOUNDS! i just have to figure out how to code this properly (as the sound code for the minigun is a looping sound, which cannot be used properly for my application), and i just havent figured out how to code it properly to work PER SHOT instead of whenever trigger is pressed if anyone is willing to help me with this, if i dont figure out how to get it working by the end of today myself, ill use your ideas for it
  3. eventually i will make all this stuff lets just take it one step at a time, im just one guy, so unless we decide to get a team together im not sure how much i can do alone im already working on making different levels of lethality with my weapons (just try the 37 vs the 13mm and you will see, the 13 just knocks stuff around, the 37 actually blows em apart) also, structural panels right now are your armor, anything with a high breaking tolerance is by defenition resiliant to bullets as the bullets act as if a kinetic object struck the target, basically different levels of velocity and bullet mass determine lethality im also working on a completely new code as the way the bullets interact right now is a bit odd for me (they push stuff way too much and dont seem to obey the laws of inertia, and a few other weird effects) anyways, its just my alpha release, all these features will be done eventually, i will add specialized armor plating (which will be heavy but resilient against all but the biggest caliber guns) and im also working on tech tree integration, its not done yet, as this is a relatively new feature, and i also want to make enough weapons to make this worthwhile (im working on a WW1 style mg now, to make a good starting point for KMP, and all better guns require researching, more and more science to get to the deadlier ones, and ofc there will be different branches, which i plan to have a very high entry cost, say very expensive to get your 1st guided missile, but not that much to increase to a slightly better version or missile)
  4. ok since apparently alot of people want a minigun in my pack, i will add one to the pack do you guys think a turret mounted minigun for my point-defense turrets (once they get implemented) would be a good idea? does a Phalanx CIWS sound like a good idea? I can make something like one of these 9it has a minigun, automated lockon targeting of incoming missiles, and well looks cool) as i cant justify that rate of fire for a normal weapon (the point-defense guns would be defensive and allow locking onto targets at close range, similar to the current naval minigun, unsure what its called, to shoot down missiles) itd probably be unbalanced if i make it realistic and useable as a standard weapon (DYJ's minigun isnt firing ANYWHERE near real life, even a three barreled minigun will fire way way faster then that, his minigun based on my calculations fires at 750 rounds per minute, nowhere near the 3000 or so rpm minimum for a average minigun, my 13mm machine gun fires about 750 rpm). and as for sounds, i will do my best to make them realistic (so if i make the minigun, it will sound more or less like a actual recording of one) im also working on making a single sound to play per shot (so i can have tweakeable rates of fire and not make the thing out of sync) i could use some help with coding sounds, and anyone who is willing to step in and help me with this would be greatly appreciated (i have enough sound files for my needs, but i cant code them to work the way i need) i will probably start up a company in the proper thread, so once its up there anyone willing to help me out with this or any other way, is welcome to join AKS Technologies
  5. Well finally released and in ALPHA stage! http://www./download/pcynnaidmycykl8/AKSWeaponsPackV2_ALPHA.zip Original code by DYJ Modified and improved my panzer1b 3D modeling by panzer1b and special thanks to Romfarer for his lazor mod which made my guided missile possible I will upload this later to spaceport, but for now enjoy. Hopefully there aren't too many bugs left (i had a few issues come up so a few features had to be disabled temporarily, as i really wanted to get this released at least in a preliminary stage). A few features that were suppose to be in didn't make it, but at least i managed to make the general mod work without any obvious issues. Currently complete and included in this pack: Mg-13 13mm heavy machine gun *animated belt feed Mk-20 20mm gunpod Mk-30 30mm gunpod Mk-23®z dual 23mm gunpod FlaK-X/37 37mm dual purpose ground-air mounteable cannon RD-3 guided missile (uses Romfarer's DLL to operate, i did not include it here, so you need the Lazor mod for it to actually spawn in and work) I had a few issues with my X-6 missile's 3d model bugging out, so it did not make alpha release, but will be back in beta. I will use this as the main thread regarding my weapons pack. Here are a few pics of what i have now, all is subject to change, especially the not so great skins which i am definitely going to make more detailed and better in the beta and final releases. But the models for these 3 gunpods are pretty much going to stay more or less as is. http://imgur.com/a/LLqaE#0 A few eventually planned features that will not make 1st release but are going to be in this mod: * heavy caliber guns, eg howitzers and something to use on your gigantic warships and tanks * turreted guns which will have traverse and elevation controlled via keypad (now you need the robotics packs to make makeshift turrets) * lockon point defense turrets (will have very short ranges, but be designed to lock on and fire on missiles or debris) * tech tree integration with different weapon branches (eg heavy caliber tank guns, small caliber lightweight aircraft mounted guns, missiles, defensive technology, ect) * limited ammo * ammo extensions allowing one to bring extra ammo in a similar way to fuel * ammo production parts, allowing one to convert fuels, materials, ect, perhaps even electricity into ammunition And these are potential features i may or may not include but have thought about: * laser based weaponry * radar guidance for missiles that is subject to being jammed (mostly for multiplayer implementation) Finally, ive reconsidered my original stance and will take requests of specific weapons if enough people want them. LISCENSE: Please do not redistribute my 3d models without my permission and do not redistribute any code based on this mod without permission of both me and DYJ. Otherwise feel free to tinker with it as much as you like for personal use, just ask before releasing anything based on it.
  6. will do once its in alpha, ive decided to not wait till its 100% done, so itll have just a few guns and missiles (if romfarer doesnt mind since they are temporarily using romfarer.dll plugin) in initial package
  7. im not making it a WW1 gun specifically per say but there will be a exposed single low caliber machine gun that may or may not look like a WW1 gun (prolly 13mm or something like that as 8mm or less is gonna be useless given the KSP engine limits, less energy then so so and it becomes non lethal at all....), which should sortof fit WW1 style (it will be belt fed as i cant get a drum to animate properly (i did make a belt fed one though with animated links moving during firing). and im still trying to recode sound, to make them fire 1 sound per shot instead of looping we have now (not that looping is bad, but it requires specific sounds for every individual gun, which id rather not be forced to make), so hopefully ill have maybee 3 different sound effects for a low caliber mg, autocannon, and tank gun, im not making every single cannon have different sound as its overkill. and for anyone who would like a historical weapon included in this pack, please provide me with the 3d model for it (it can be from the internet or wherever, as long as im freely allowed to use it according to author's liscense). I have no plans to make historical weaponry (since KSP isnt exactly using any parts that are based on real life replicas and i dont really feel like being super focused on copying a real life object, easier to make something purely custom which looks good). only reason the gunpod in this pictures is based on a mg151/20 from WW2 is cause i had the model file on my machine already, all i did was tweak the back section to make it flat and support connecting to a node there if one doesnt want to mount it radially. All my other models are going to be more or less made up (except a friend of mine really wanted me to make a mig21's dual 23 gunpod, so i do plan on having that as the only other semi reality based cannon in this pack). Anyone who wants real life models, please provide a link to a already done 3d model, or make one yourself (i will credit anyone who helps add to this package).
  8. i am planning on this, just not in 1st release im gonna make my gunpod pack (if i can do it soon there will be a missile launcher pod as well), then eventually ill add tank guns i have a few models sitting around from the old days (used to mod this really old WW2 RTS a few years back, so i have plenty of turret and gun meshes to choose from, thats actually where i got the gunpod mesh, i just modded it with a shell ejector slot and changed teh back a bit) i will add tank guns and artillery eventually, its just not gonna be done right now, i can only do so much at a time (although if i can get it done soon i will add one surprise gun into this pack i wasnt planning on, one for tanks and heavy ships) all in all, ill defenetely add turrets or at least tank guns to this eventually, possibly use romfarer's sunbeam turret as a base plugin (you get a turret, ill just need to slow it down alot to balance it and possibly remove autoaim, or leave it in?), its just not gonna happen immediately, if you have a specific turret in mind i can try to model it, but i prefer working low poly (so its unlikely ill make anything super detailed), less work to manipulate models, and run smoother in game.
  9. here are a few pics of the mod im close to done with, still a few bugs and a few things im working on like animated ammunition belts, but more or less the idea is here, gunpods for those who want something a bit more conventional...... i have 4 different types almost done, this is the only one sofar that ive compiled and made work in game atm this model has a 20mm and a 30mm variant as you can see in pics
  10. here are a few pics of my Tri-Fighter G (its a F but with weapons, G is basically weaponized F model) armed with 30mm gunpods from a mod thats close to release hopefully this shows the craft somewhat well, cockpit is still not done (i replaced it with just 2 pylons for looks and a rcs tank instead of windows the F model is really as simple as i can get a semi viper II look alike to get. I sortof put preformace and part count as priorities here, lost a bit of looks, but those epic gunpods totally fit ALOT better then DYJ's minigun i used to use before i managed to get a mk108 gunpod model i made way back for another game but never used for anything to import to KSP.
  11. i dont know what on earth i did but i fixed it thx for your effort guys, even if i dont really know what on earth i did to make it work finally have tracers defined in each part file, so i can shoot rainbows (or at least make the sci-fi gunpods shoot blue/purple, conventional ones shoot red/orange/yellow/white) now i have another question, how can i make a random vector modifier? i have a vector that defines the direction the bullet is going, but i want to be able to add some random spread (preferable configurable by a modifier that can be made to work. ***How can i implement random bullet spread in this code?*** also, ***How can i modify bullet initial velocity?*** here is what i have sofar (based on DYJ's minigun code, modified to be used with my upcoming gunpods and missile pack mod release): using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; namespace AKSKineticEnergyWeapon { public class AKSKineticEnergyWeapon : PartModule { [KSPField] public string keyFire = "joystick button 0"; [KSPField] public string keyFirealt = "[0]"; [KSPField] public float BulletMass = 0.5f; [KSPField] public float BulletDrag = 0.05f; [KSPField] public float BulletPower = 120f; [KSPField] public float recoilreductionfactor = 0.1f; [KSPField] public float fireRate = 0.08f; [KSPField] public float lackofkrakensbanontrailrendererscompensation = 0.2f; public string test; public FXGroup sound = null; [KSPField] public string soundfilelocation = "AKSTechnologies/sounds/20mm"; private float nextFire = 0.0f; public const string quote = "\""; [KSPField] public float rotationSpeed = 1200f; [KSPField] public bool isGatling = false; [KSPField] public float heatProduction = 800; [KSPField] public string ProjectileFileLoc; [KSPField] public string CasingFileLoc; private VInfoBox heatGauge = null; [KSPField] public string ProjectileType; [KSPField] public bool CasingCollision = false; [KSPField] public string Casinglocationwithquotes; [KSPField] public float color_red = 1.0f; [KSPField] public float color_green = 0.0f; [KSPField] public float color_blue = 0.0f; public Color tracerColor; public GameObject Bullet, Casing, Muzzlefx, Rocketfx; public override void OnStart(PartModule.StartState state) { if (!Bullet) { //Bullet = PartReader.Read(KSPUtil.ApplicationRootPath + ProjectileFileLoc, "model", ".mu"); Bullet = GameDatabase.Instance.GetModel("AKSTechnologies/Parts/bulletcasing/Bullet/model"); Bullet.name = "Bullet"; Bullet.transform.position = new Vector3(1e10f, 1e10f, 1e10f); Bullet.SetActive(true); if (ProjectileType == "bullet") { Casing = GameDatabase.Instance.GetModel("AKSTechnologies/Parts/bulletcasing/Casing/model"); Casing.name = "Casing"; Casing.transform.position = new Vector3(1e10f, 1e10f, 1e10f); Casing.SetActive(true); } } Muzzlefx = (GameObject)GameObject.Instantiate(UnityEngine.Resources.Load("Effects/fx_exhaustFlame_yellow")); Muzzlefx.particleEmitter.emit = false; Muzzlefx.transform.parent = (transform.Find("model/MuzzleLoc")); Muzzlefx.transform.localPosition = new Vector3(0, -0.5F, 0); Muzzlefx.transform.localRotation = this.part.transform.rotation; Muzzlefx.particleEmitter.useWorldSpace = false; Muzzlefx.particleEmitter.minSize = Muzzlefx.particleEmitter.maxSize = 0.75f; Muzzlefx.particleEmitter.localVelocity = Vector3.zero; sound.audio = gameObject.AddComponent<AudioSource>(); sound.audio.volume = GameSettings.SHIP_VOLUME; sound.audio.maxDistance = 10; sound.audio.Stop(); sound.audio.clip = GameDatabase.Instance.GetAudioClip("AKSTechnologies/Sounds/20mm"); sound.audio.loop = true; //tracer color defenition tracerColor = new Color(color_red, color_green, color_blue); } public void Update() { if (!HighLogic.LoadedSceneIsFlight) return; if (vessel == null) { return; } if (this.part.temperature > this.part.maxTemp * 0.3F) { if (heatGauge == null) heatGauge = InitHeatGauge(this.part); heatGauge.SetValue(this.part.temperature, this.part.maxTemp, this.part.maxTemp); } else if (heatGauge != null) { this.part.stackIcon.ClearInfoBoxes(); heatGauge = null; } //sound playing additional information if ((Input.GetKeyDown(keyFire) == true || Input.GetKeyDown(keyFirealt)) && (vessel.isActiveVessel == true)) sound.audio.Play(); if ((Input.GetKeyUp(keyFire) == true || Input.GetKeyUp(keyFirealt)) && (vessel.isActiveVessel == true)) sound.audio.Stop(); if ((Input.GetKey(keyFire) || Input.GetKey(keyFirealt)) && (Time.time > nextFire) && (vessel.isActiveVessel == true)) { nextFire = Time.time + fireRate; GameObject newBullet = (GameObject)GameObject.Instantiate(Bullet); this.part.transform.rigidbody.AddForce(-part.transform.up * BulletPower * recoilreductionfactor, ForceMode.Impulse); Vector3d orbitalVelocity = vessel.orbit.GetVel(); Vector3d airVelocity = vessel.mainBody.getRFrmVel(vessel.findWorldCenterOfMass()); Vector3d relativeVelocity = ((orbitalVelocity - airVelocity) * lackofkrakensbanontrailrendererscompensation); if (Krakensbane.GetFrameVelocityV3f() == Vector3.zero) { newBullet.transform.position = (transform.Find("model/MuzzleLoc").position); } else { newBullet.transform.position = (transform.Find("model/MuzzleLoc").position); } if (ProjectileType == "bullet") { newBullet.transform.rotation = part.transform.rotation; newBullet.AddComponent<Rigidbody>(); newBullet.rigidbody.mass = BulletMass; newBullet.rigidbody.drag = BulletDrag; Muzzlefx.particleEmitter.emit = true; newBullet.AddComponent<Hit>(); newBullet.AddComponent<Bulleteffects>(); /* casing spawn code, disabled for now as current gunpod 3d models lack shell ejection ports and look weird with random shells spawning GameObject newCasing = (GameObject)GameObject.Instantiate(Casing); newCasing.transform.position = transform.Find("model/CasingLoc").position; newCasing.AddComponent<Rigidbody>(); newCasing.transform.rotation = UnityEngine.Random.rotation; newCasing.rigidbody.velocity = (this.vessel.rigidbody.velocity); newCasing.rigidbody.AddForce(part.transform.forward * 2, ForceMode.Impulse); newCasing.rigidbody.drag = 0.9f; newCasing.rigidbody.detectCollisions = false; if (CasingCollision == true) { newCasing.AddComponent<SphereCollider>(); } newCasing.AddComponent<CasingCleanup>(); */ newBullet.rigidbody.velocity = this.vessel.rigidbody.velocity; newBullet.rigidbody.AddForce(part.transform.up * BulletPower, ForceMode.Impulse); newBullet.rigidbody.interpolation = RigidbodyInterpolation.Interpolate; newBullet.AddComponent<physicalObject>(); } /* unused code leftover from DYJ's original, keeping incase rocket launcher pods are implemented if (ProjectileType == "rocket") { newBullet.transform.rotation = part.transform.rotation; newBullet.AddComponent<Rigidbody>(); newBullet.AddComponent<physicalObject>(); newBullet.rigidbody.mass = BulletMass; newBullet.rigidbody.drag = BulletDrag; //print("Bulletcreated"); newBullet.AddComponent<ExplosiveHit>(); newBullet.AddComponent<Rocketeffects>(); newBullet.rigidbody.velocity = this.vessel.rigidbody.velocity; newBullet.rigidbody.AddForce(part.transform.up * BulletPower, ForceMode.Force); newBullet.rigidbody.interpolation = RigidbodyInterpolation.Interpolate; } */ } else { Muzzlefx.particleEmitter.emit = false; } if ((Input.GetKey(keyFire) || Input.GetKey(keyFirealt)) && (vessel.isActiveVessel == true)) { this.rigidbody.AddForce(part.transform.up * (-BulletPower * recoilreductionfactor), ForceMode.Force); part.temperature += heatProduction * TimeWarp.deltaTime; /* unused currently, will be reused later once models get animated moving shell feed belting if (isGatling == true) { Transform Barrels = base.transform.FindChild("model").FindChild("Base").FindChild("Barrelparent"); Barrels.transform.Rotate(Vector3.forward * (rotationSpeed * TimeWarp.deltaTime)); } */ } } static public VInfoBox InitHeatGauge(Part p) { VInfoBox v = p.stackIcon.DisplayInfo(); v.SetMsgBgColor(XKCDColors.DarkRed); v.SetMsgTextColor(XKCDColors.Orange); v.SetMessage("Overheat"); v.SetProgressBarBgColor(XKCDColors.DarkRed); v.SetProgressBarColor(XKCDColors.Orange); return v; } } public class CasingCleanup : MonoBehaviour { public float casingTimeout = 1.5f; void Awake() { Destroy(this.gameObject, (casingTimeout)); } } public class Hit : MonoBehaviour { public void OnCollisionEnter(Collision collision) { Destroy(this.gameObject, 0.1f); //print("Hit!"); } } public class ExplosiveHit : MonoBehaviour { public void OnCollisionEnter(Collision collision) { Destroy(this.gameObject, 0.1f); //print("Hit!"); } } public class Bulleteffects : MonoBehaviour { public float bulletTimeout = 5.0f; public Shader shader1 = Shader.Find("Transparent/VertexLit"); public Color tracerColor; void Awake() { this.gameObject.AddComponent<TrailRenderer>(); TrailRenderer trailRenderer = (TrailRenderer)this.gameObject.renderer; trailRenderer.time = 0.2f; trailRenderer.startWidth = 0.15f; trailRenderer.endWidth = 0.0f; trailRenderer.autodestruct = true; trailRenderer.material.shader = shader1; trailRenderer.material.SetColor("_Emission", tracerColor); trailRenderer.material.SetColor("_Color", tracerColor); Destroy(this.gameObject, (bulletTimeout)); this.gameObject.AddComponent<Light>(); this.gameObject.light.type = LightType.Point; this.gameObject.light.color = tracerColor; this.gameObject.light.range = 5f; this.gameObject.light.intensity = 0.5F; this.gameObject.light.renderMode = LightRenderMode.ForcePixel; } } public class Rocketeffects : MonoBehaviour //unused for now, will be needed once rocket pod implemented { public float bulletTimeout = 5.0f; public GameObject Rocketfx; [KSPField] public float RocketPower = 10f; void Awake() { Rocketfx = (GameObject)GameObject.Instantiate(UnityEngine.Resources.Load("Effects/fx_exhaustFlame_blue")); Rocketfx.particleEmitter.emit = true; Rocketfx.transform.parent = (transform.Find("model/FFarRocket")); Rocketfx.transform.localPosition = new Vector3(0, -0.5F, 0); Rocketfx.particleEmitter.useWorldSpace = false; print(transform.Find("model/FFarRocket")); Destroy(this.gameObject, (bulletTimeout)); this.gameObject.AddComponent<Light>(); this.gameObject.light.type = LightType.Point; this.gameObject.light.color = Color.red; this.gameObject.light.range = 25f; this.gameObject.light.intensity = 0.5F; this.gameObject.light.renderMode = LightRenderMode.ForcePixel; } } } now i know basic C# coding, but as to how im going to make variable initial velocity (need that since a 30mm snub nose cannon is obviously not the same as a 20mm high velocity long barrel gun), and also variable random spread (again, 30mm less accurate then 20mm in this case, so need to balance the 30mm firepower boost with spread)
  12. its giving me errors here the name color_red does not exist within the current context namely it doesnt want to accept anything but a number followed by f to designate it as a float so is there any way to get this to work? As in what i want to do in the end is define a color to be used for my weapon tracers, but have it defined in the part.cfg instead of in the dll, as it just makes no sense to define multiple projectiles when all im really changing between them is the color of the tracer left behind it.
  13. im working on a mod currently with such smaller guns the base 20mm gun will be based on a mg151/20 gunpod 3d model from another game i modeled but never implemented, so if you want WW2 plane weapons its as close as you will get (mg151/20 was on a bf109 fighter if i am correct?) anyways, itll have all sorts of gunpods/weapons in it, possibly even a rocket launcher pod, all based off DYJ's mod, each gun having a different amount of firepower, weight, rof ect as for how to make the model work, i figured out certain parts need to be named properly or the bullets will have nowhere to spawn the name i believe you need a part of the model named is "muzzleloc", but decompile DYJ's minigun to be sure, i dont remember 100% what its called
  14. i will get it up on spaceport as soon as i can fix its instability at high speeds issue (its almost impossible to fly without asas on atm), just doesnt want to fly perfectly straight, if i cant get it fixed, ill give u a private link and maybee you can fix its issues regarding the stability also as for the later viper model VII, no clue how thats doable in KSP, its just that there are many parts of it that are more or less impossible to do with stock parts (namely we dont have a thin enough nose, the engines in KSP are too big for it, ect. Maybee a purely aspheitic model can be done, but to actually make it fly isnt gonna be easy at all. And yeah, cylon tech is impossible until the game makes wings reversible and not glitch physics if backwards ect. heavy raider may be doable, as my HK-R is at least semi flyable in its current state (even if its stability is very bad, and it doesnt have all features done like the hex gun mount and the oddly placed engine pods), but the regular raider cant be made without some wings that would function backwards or sideways how do i upload pictures of my stuff here anyways? no option but from URL, and my images are on computer? here is a link to my upload: http://kerbalspaceprogram.com/tri-fighter-iii-d-bsg-viper-mk-ii-stock-8/
  15. i will also come out with a smaller scale gunpods mod for use on aircraft ect based on the minigun, but hopefully more realistic, less damage (except for the 30mm cannons), less rate of fire, but reasonably heavy (prolly 0.3ish), and a smaller shape, and also hopefully without the glitches that cause your own ship to be shot apart when firing backwards or turning and shooting....
  16. i have one problem, im sortof new to C# and the code used in KSP, but i do have some programming experience how can i make a dynamic color definition? by this im asking how to define a dynamic color (its a color for a tracer if you want me to be specific) color i have currently is defined like this: public Color tracer = new Color(1.0, 1.0, 1.0); but i want to be able to use floats in the part's cfg file like so: [KSPField] public float color_red = 1.0f; [KSPField] public float color_green = 1.0f; [KSPField] public float color_blue = 1.0f; how do i code this in order to make these 3 variables dictate color of the tracer? i just want the part.cfg to dictate the variables the color is based off of, so each of the multiple gunpods i have dont require a entirely different projectile defenition, as thats just unnecessary code since i would think it is possible to just define tracer color in the part cfg.....
  17. i have a question, how can i code it to play a single sound fully every shot? i know how to make it play looping sounds on trigger press, but i dont really like that option when you have differeing rate of fire for 6 or so different gunpods im trying to code. already figured out how to make each gun use a different sound file, but i cant get the blasted thing to play a non looping sound once for every shot (i have alot of single shot sound files laying around, just cant figure out how to make each bullet fire a single shot), im no pro at C#, so help would be appreciated....just started modding KSP plugins a few weeks ago...
  18. Very useful thread Especially since i tend to design stuff to look like sci-fi ships, its nice to know how to properly hide parts, for example VTOL engines within fuel tanks, they dont stick out or cause any issues, nor do they ruin the look of the craft. One question, are there any tricks to getting clipped parts to accept the position easier? Cause it can be pretty annoying to have to spin parts, move em, rotate, toggle symmetry and hope one of these actions allows their attachment to whatever im trying to connect it to.....worst issue is when im trying to get a symmetry enabled feature to connect, its always one of the other mirrored entity refuses to attach....
  19. ok well thx, i did get it into orbit once doing what you did, but it does take a lot of time and very precise trajectory/throttle control, and im still trying to get it into orbit twice, maybee im just not that used to SSTOs yet as i tended to do more rockets/giant warships ect before. Still i did make a few successful SSTOs, best one byfar is my Tri-Fighter II, basically similar basic design to a viper, with 3 engines, and being well way shorter and much lighter weight. Now i just cant get my blasted HK-R design to work, guess something based on a heavy raider just doesnt fly without cylon engine tech..... i actually went and made my own viper design (or should i say modified my preexisting Tri-Fighter II), flies much better in my opinion, and all 3 engines opernate all the time, or at least can operate, but its a bit too heavy currently and the vtol doesnt like me. It also doesnt rely on as many intales as yours has, has about 15 intakes total and i somehow got it in orbit twice, still had almost enough fuel for a 3rd time...... maybee if i actually flew it well i could squeeze a bit more out of it, or if i spammed even more intakes also, i think it may be a bit heavy, but try out DYJ's minigun mod for now, it fires red tracers which is a added bonus to fit the actual viper (though 2 of em would weight 2 tons, may be a bit much for a already burdened design) also, your center of gravity is way to low in my opinion as you cannot utilize all engines (forced to use just 2 which does sortof limit its acceleration and climb preformance). I solved this issue in my viper design by massively increasing fuel capacity on the top engine. I sortof stacked fuel tanks up top, only way to get CG high enough to allow the use of 3 engines at full power without requiring reaction wheel spamming to counter the torque. Though not sure how the real BSG viper flew, unless it has some extremely heavy stuff in the top engine pod, there is no way that thing would be capable of flying straight without some insane amount of reaction wheels. Its CG is way to low based on where the body mass appears to be, and they appeared to have all engines at the same thrust in the series, so guess they had some unfathomable tech such as anti gravity correction. Ill prolly upload my Viper II version sometime once i fix its lack of weapons issue, its influenced by your design a bit here and there, but it flies faster, has much improved operating range, and in my opinion is much easier to get into orbit without requiring very precise intake/engine control (and it doesnt require so many intakes, even if its more efficient to have em anyways). Has 550 oxidizer and enough jet fuel to circle kerbin a few times. Now i just need a working carrier for these, my original failed hard, not a fan of designs that cant lift off the ground at all without anti-gravity mods, or console cheats.
  20. nice job its got alot of errors when it comes to actually being a replica, but since its stock parts that can be understood (for a stock craft its amazing looks wise, you just need to do something about the guns which are sortof its issue, real vipers had missiles under the ship, only the autocannons were near wings, so if its somehow possible move missiles to underbelly, and make wing guns just look like a gun as the stock game lacks any autocannons) one more question, how on earth do i get this into space? without using mods or cheats? cause ive built plenty of sstos, and while many failed, this one i just cant seem to get into orbit at all as is, i tried the shallow approach at high speed on pure jets, and ive also tried more rocket like trajectories, i can at best get it on a suborbital trajetory i made a similar craft to this before i found this one, which flew and still flies great with enough spare fuel to get into orbit, deorbit, and a bit for maneuvering. it has 3 engines though (stacked in a similar way to this, but i used the smaller rocket engines the ones with 30kn thrust), only recently did i make it a bit better by adding a vtol jet in a similar fashion to your viper, so now it lost a bit of fuel to get the extra weight in orbit, but it can land reliably now and not have to rely on some crazy landing patterns as the craft like this isnt designed with anywhere near enough lift to land traditionally. anyways, i know its likely me, but nomatter what i do (tried different ways to manage air intakes, different trajectories, different combinations of engines), i just cant get this thing into a stable orbit and deorbit.... could someone tell me what the optimal way to orbit this thing without a resource regenerator is? also, what mod do you use for the targeting crosshair? i could really use something like that when im minigun straffing things or generic shooting
  21. i have found these to be the most effective weapons honestly unless for very long ranges. Only issue is slight reliability at extreme ranges and being not ultra effective against very heavy armor, but unless its a battleship its very likely to do above average damage given its miniscule size, then again, vs battleships you need extreme velocity coupled with high mass. place a decoupler on the back for some decent initial velocity, make sure the missile doesnt have it attached to the back when firing or the thrusters usually get blocked. they also can be stacked semi well, and the decoupler stuck on the front isnt an issue as it doesnt block the thrust, and makes it easier to get a near miss connect with the target.
  22. I have discovered a bug fix that removes the small issue resulting from firing while moving backwards within atmosphere (which glitches physics usually resulting in explosions on your own craft, or the gun wobbling around like crazy). im not sure if im 100% correct, but part of the code was shifting the bullet's spawn point in such a manner that when moving in reverse the bullet would spawn within the gun hitting it and causing damage to it. Or at least that's what it looks like from some messing around with parameters. DYJ, if you would like the c# file with the specific fixes commented in it i would be happy to give it to you (since im currently using a fixed version of your mod. Please send me a PM if interested in this fix, after some more debugging/testing i have to double check if it didnt create any other bugs).
  23. Hi, i have a very old plugin i want to make functional in a newer version i have the source but i want to know specifically how to compile it for the new version, or perhaps if necessary what to edit/change in the code file to make it work again. any help with this is appreciated im pretty new to actual plugin work, so i dont really know how to do this
  24. i really like it, more reliable especially for my more exotic scifi craft that are already as unoptimized as can get given i care more about looks over pure functionality. its easier to fly off center craft overall a great improvement, now i just need to learn how to make my ships look good, and actually fly semi well......guess scifi designs arent suppose to work with modern physics (never understood how off center thrusted ships seem to fly perfectly well in many movies), now where is my FTL drive and anti gravity boosters?......
  25. not bad, although while im no fan of intake spam (despite it being one tactic that works very well for some reason, not like itd work irl), i do have to say you your tutorial did help me squeeze out much more power from my SSTO's (even if they are inefficient as can get, since i tend to prefer making something look epic over pure functionality). especially the center of lift thing, somewhat more stable now for me now, even if my main fighter required wings within its fuel tanks to maintain its shape and get the lift center behind the cog. guess ill need to ditch the idea that everything i make has to look epic (i tend to design somewhat scifiish rockets/ships/ssto, so they may look good but few are what id call optimal or efficient). also, one more tip i found, if you insist upon max performance and want to spam intakes, then put them within fuel tanks, it looks much nicer, and doesnt clutter up your wings, its cheap to abuse part clipping, but since air intake spam is already sortof abusing game mechanics, might as well stuff them inside the fuel tanks...... also, does anyone know what the most optimal ascent path is if you do not spam air intakes? is it more like a rocket, since you run out of air at around 25000-30000, and you cant really get your speed up enough to really get into orbit without dragging along a very large amount of fuel for the rockets that will inevitably have to be used for quite a while to get the orbit high enough.
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