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[WIP][1.3.1] North Kerbin Dynamics - Nuclear Bombs and Heavy Ordnance Pack (and other things) v0.84b


harpwner
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On 1/1/2018 at 4:02 PM, harpwner said:

Update 0.84b(eta) is out!

Simple things, no large changes. This is a compatibility update with BDAc BETA 1.1.0 ONLY

Also compatible with 1.3.1 as a result.

If anything doesn't work properly, please tell me. I don't have the time to test EVERYTHING thoroughly so things slip through the cracks quite easily!

Is there a link? :) 

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It seems like the GSh-23 has trouble determining when it should stop firing - even merely tapping the left mouse (or equivalent fire-hold) button causes it to fire continuously. Furthermore it appears to consume ammunition without actually spawning projectiles.

I haven't experienced this with any stock beta-BDA autocannon or the MalFunc Phalanx, so I'm fairly certain this is unique to that part.

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46 minutes ago, Angstinator said:

It seems like the GSh-23 has trouble determining when it should stop firing - even merely tapping the left mouse (or equivalent fire-hold) button causes it to fire continuously. Furthermore it appears to consume ammunition without actually spawning projectiles.

I haven't experienced this with any stock beta-BDA autocannon or the MalFunc Phalanx, so I'm fairly certain this is unique to that part.

That's an issue with bullet definitions. I don't know exactly where but there's something wrong, we'd better suggest @harpwner to do a double check.

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8 hours ago, Acea said:

That's an issue with bullet definitions. I don't know exactly where but there's something wrong, we'd better suggest @harpwner to do a double check.

Can confirm, that was an issue on my end. I forgot to remove the legacy parts of the config which means there was conflict with the new one. I went ahead and got rid of it for the next update. A quick fix is jut remove bullet mass and velocity from the module in the Gsh-23 turret config

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2 hours ago, AlmightyKraken said:

Hello again, this time I was testing an ICBM with 7 W88 warheads, and it all went fine, except the explosions would not be oriented properly. I have some pictures here to demonstrate what I mean

https://imgur.com/a/jaMgr

Oh hello... that's a new issue

I can't say I understand why this is occurring. Are you using the latest version or an older version (2 very different ways explosions are handled)

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1 hour ago, harpwner said:

Oh hello... that's a new issue

I can't say I understand why this is occurring. Are you using the latest version or an older version (2 very different ways explosions are handled)

The very latest. If it helps, the screenshots were from W88's that were fired from space, and without a GPS target.

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On 1/3/2018 at 8:36 PM, harpwner said:

Can confirm, that was an issue on my end. I forgot to remove the legacy parts of the config which means there was conflict with the new one. I went ahead and got rid of it for the next update. A quick fix is jut remove bullet mass and velocity from the module in the Gsh-23 turret config

Is this about right?

Spoiler
PART
{
// Kerbal Space Program - Part Config
// 
// 

// --- general parameters ---
name = harpGSHTurret
module = Part
author = Harpwner

// --- asset parameters ---
mesh = model.mu
rescaleFactor = 1


// --- node definitions ---
node_attach = 0.0, 0.2, 0, 0, 1, 0, 0
node_stack = 0.0, 0.2, 0, 0, 1, 0, 0


// --- editor parameters ---
TechRequired = precisionEngineering
entryCost = 2100
cost = 950
category = none
subcategory = 0
title = Gryazev-Shipunov GSh-23 Helicopter Turret
manufacturer = North Kerbin Dynamics
description = A dual barreled 14.5mm GSh-23 gun mounted in a turret for your convenient strafing needs! Great on attack helos!
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,0,0,1

// --- standard part parameters ---
mass = 0.125
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 60
maxTemp = 3600

stagingIcon = SOLID_BOOSTER

MODULE
{
	name = ModuleTurret

	pitchTransformName = pitchTransform
	yawTransformName = yawTransform
	
	pitchSpeedDPS = 15
	yawSpeedDPS = 15
	
	maxPitch = 0
	minPitch = -80

	yawRange = 250
	
	smoothRotation = true
	smoothMultiplier = 15
}

MODULE
{
	name = ModuleWeapon
	
	fireTransformName = fireTransform
	
	roundsPerMinute = 1550
	maxDeviation = 0.74
	maxEffectiveDistance = 4500
	
	ammoName = 23x115Ammo
	bulletType = 23x115mmBullet
	requestResourceAmount = 1
	shellScale = 0.515
	
	hasRecoil = true
	onlyFireInRange = true
	bulletDrop = true
	
	weaponType = ballistic
	
	projectileColor = 255, 90, 0, 160 //RGBA 0-255 
	startColor = 255, 105, 0, 80
	tracerStartWidth = 0.15
	tracerEndWidth = 0.05
	tracerLength = 0
	
	maxHeat = 3600
	heatPerShot = 67
	heatLoss = 1200
	
	
	fireSoundPath = NKD/sounds/gunfire1
	overheatSoundPath = BDArmory/parts/50CalTurret/sounds/turretOverheat
	
	
}

RESOURCE
{
	name = 23x115Ammo
	amount = 1050
	maxAmount = 1050
}

}

 

 

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On 1/4/2018 at 3:11 PM, AlmightyKraken said:

The very latest. If it helps, the screenshots were from W88's that were fired from space, and without a GPS target.

I'll do some testing later to see if I can replicate this on my end.

1 hour ago, Angstinator said:

Is this about right?

  Hide contents

PART
{
// Kerbal Space Program - Part Config
// 
// 

// --- general parameters ---
name = harpGSHTurret
module = Part
author = Harpwner

// --- asset parameters ---
mesh = model.mu
rescaleFactor = 1


// --- node definitions ---
node_attach = 0.0, 0.2, 0, 0, 1, 0, 0
node_stack = 0.0, 0.2, 0, 0, 1, 0, 0


// --- editor parameters ---
TechRequired = precisionEngineering
entryCost = 2100
cost = 950
category = none
subcategory = 0
title = Gryazev-Shipunov GSh-23 Helicopter Turret
manufacturer = North Kerbin Dynamics
description = A dual barreled 14.5mm GSh-23 gun mounted in a turret for your convenient strafing needs! Great on attack helos!
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,0,0,1

// --- standard part parameters ---
mass = 0.125
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 60
maxTemp = 3600

stagingIcon = SOLID_BOOSTER

MODULE
{
	name = ModuleTurret

	pitchTransformName = pitchTransform
	yawTransformName = yawTransform
	
	pitchSpeedDPS = 15
	yawSpeedDPS = 15
	
	maxPitch = 0
	minPitch = -80

	yawRange = 250
	
	smoothRotation = true
	smoothMultiplier = 15
}

MODULE
{
	name = ModuleWeapon
	
	fireTransformName = fireTransform
	
	roundsPerMinute = 1550
	maxDeviation = 0.74
	maxEffectiveDistance = 4500
	
	ammoName = 23x115Ammo
	bulletType = 23x115mmBullet
	requestResourceAmount = 1
	shellScale = 0.515
	
	hasRecoil = true
	onlyFireInRange = true
	bulletDrop = true
	
	weaponType = ballistic
	
	projectileColor = 255, 90, 0, 160 //RGBA 0-255 
	startColor = 255, 105, 0, 80
	tracerStartWidth = 0.15
	tracerEndWidth = 0.05
	tracerLength = 0
	
	maxHeat = 3600
	heatPerShot = 67
	heatLoss = 1200
	
	
	fireSoundPath = NKD/sounds/gunfire1
	overheatSoundPath = BDArmory/parts/50CalTurret/sounds/turretOverheat
	
	
}

RESOURCE
{
	name = 23x115Ammo
	amount = 1050
	maxAmount = 1050
}

}

 

 

Yes that should work now.

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@Nicolas719 Can you please clarify what you mean by 'the shot'? Do you mean a normal size explosion in 'normal exploit?'. Try either bounding your bombs to an action group to "Fire Missile", or select them in weapon manager, arming them and click to fire/drop them like you would do with a BDArmory bomb/missile. 

If it still does not work provide screenshots and the log output (Be sure to put them in a spoiler) so harpwner can take a look at them.

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37 minutes ago, CVerts said:

If it still does not work provide screenshots and the log output (Be sure to put them in a spoiler) so harpwner can take a look at them.

@Nicolas719 - The above suggestion is well meaning but to make things easier on @harpwner I recommend to not put the contents of your logs in a spoiler as the forum software is limited in how much text can be placed into a spoiler or a post for that matter ... also searching through a log in a forum post is tantamount to an exercise in futility as logs tend to be incomplete when posted on the forum :wink:

Please upload your logs to a file sharing site such as dropbox and then post the link to the files in this thread with a clear explanation of what is occurring (details please ... saying something doesn't work isn't that helpful in finding the problem)

The important logs at this point are the KSP.log (found in the KSP main directory) and the output.log (found in the KSP_x64_Data directory contained in your KSP directory) ... both of these logs are overwritten each time you start KSP so logs from a game session that this issue does not occur in will be useless for diagnosing the problem

Another piece of info that will be helpful is the KSP version you are using, which BDAc version you are running and which version of NKD you are using ... the more information you provide the easier it is for us modders to figure out what is wrong

Hope this helps :)

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On 1/6/2018 at 6:54 AM, Angstinator said:

Then I have some sad news for you: even though it should, it doesn't.

I'm testing it out now, looks like now they don't even want to fire in the first place... I'll see if I can play with configs until they work.

 

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On 1/14/2018 at 8:48 AM, AtleSt said:

also the mirv acts like it hits a wall every 2000m if i use time warp

Is this time warp being used in atmo or out of it? (physics warp or normal warp)

On 1/14/2018 at 8:37 AM, AtleSt said:

could you please fix the davy crockett (you cant select it in the vab and in flight)

I'll take a look, sounds like something went wrong with the hit boxes.

 

@Angstinator I've tried a lot of things in regard to the Gsh turret, to the point of even copying the values of another working turret over and just modifying things like fire rate. I'll keep trying but for now just consider that weapon very very broken.

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