V8jester

[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)

Recommended Posts

 

FPS Weapons

0.4

 

 

When it positively absolutely must be destroyed overnight

BD FPS is dependent on BD Armory, KIS and Module Manager to function.

All the guns are equipped to the right hand slot by KIS but are spawned stationary. So when equipped they will not move with the Kerbals hand movements.

The missiles will need to be surface attached to a "Missile Rail" (Modified I-Beam) equipped in flight by KISMissiles equipped via KIS will not be seen by the BD weapon manager.

 

Instructions:

 

Guns

First press "R" to enable RCS, this will bend the Kerbals arm

Equip the desired weapon just as you would a KIS tool

You can turn RCS off if you so desire and the gun will remain stationary

If you do not turn on RCS the gun will be pointing straight down and will remain that way until re equipped.

 

Mini Hellfire Missile

Equip the Missile Rail, this is not affected by the state of RCS

Drag a Mini Hellfire from the KIS inventory and attach it to the Missile rail by holding "H" and left clicking (no tools or engineers required)

Kerbals can attach Missiles to there own, as well as alternate Kerbals Missile rails

Missiles are then fired manually through there right click menu

Missiles still use laser guidance, so equip the Hand held Guidance Pod with a built in Weapons Manager to designate or pick predesignated targets

Once the Target Designator and the rail are equipped the Kerbal will become immobile

So be sure you're pointed in the right direction first

 

AT4 / Javelin

The AT4 and Javelin are both single shot weapons.

Currently the Javelin is unguided and is basically the same as the AT4 except visually.

Each launcher is reloadable by equipping a rocket backpack. Hold ALT then right click the launcher and backpack.

Then transfer a rocket to the launcher - Once complete you're ready to fire again.

 

 

Download

 

- Changelog -

Spoiler

- Change log -

0.4

Lots New weapons new methods new effects

 

0.3 - Spanner's Care Package

Removed all BD Armory rescaled weapons

Re added ammo to all guns so ammo backpacks are again optional.

Standardized ammo to "FPS Ammo" for Guns and "FPS Rocket Ammo" for AT4 / Javelin Ammo

Broke out EVE Manager / Weapon Manger as an optional folder in the download (Still buggy But wanted to make it available)

 

Courtesy of Spanner:

Added - M4A1

Added - M16

Added - AK74

Added E-11 Blaster

Added - Uzi

Added - Scorpion VZ

Added - Deasert Eagle .50

Added - .44 Magnum

Added - Glock 17

Added - M134 Minigun

Added - Javelin Launcher

Added – Milkor MGL

 

Courtesy of LordPrometheus / Spanner:

Improved /Re Added - AT4

 

0.2

Removed ammo resource from all weapons - To eliminate uncontrolled rotation of Kerbals

Removed recoil from all weapons - To aid in Guard Mode accuracy

Fixed Hellfire accuracy – You can now hit what you’re aiming at

Fixed butterfingers – Guns don’t drop out of your hands and explode

Added Radar and Weapon Manager directly to Kerbals – Guard mode is a thing now

Added EVAManager Plugin - Curtesy of Todicus

Added MK.19 Curtesy of LordPrometheus - Currently uses cannonShell Resource

Added AT4 Curtesy of LordPrometheus - Currently no new ammo resources

Updated File Structure – may be save breaking, should be the last save breaking issue

 

 

 

Dependencies

BD Armory (Weapons) | KIS - Kerbal Inventory System | ModuleManager

 

 

Collaborators

Darren9

LordPrometheus

SpannerMonkey

 

Special Thanks

War Eagle 1 - Beta Tester

Space Scumbag - Beta Tester

Fungusforge - cfg Contributions

Toadicus - EVAManager Plugin Coder

 

Thank you BahamutoD for your permission, and for such a great mod!

 

Known Issues

Nothing is really balanced yet

"The Manager" The BD Armory Weapon manager doesn't play well with KIS. Still working on it

"Stiff Man" Immobile Kerbals when Missile Rail and Target Designator are equipped

"Dual Occupancy" FPS items will occupy BD tab and KIS EVA Items tabs as they use plugins from both

 

WIP

Spoiler

Sneak Peak of the upcoming Weapons

Shotgun and Phaser by Spanner

 

WRalyV9.png

 

DOrLFlE.jpg

 

Planned no eta

"Akimbo" dual wield weapons

 

Other Downloads

BD Armory Tweakscale patch - old

Spoiler

//BD Tweakscale Patch

@PART[bahaGatlingGun]
{
%MODULE[TweakScale]
{
type = free
}
}



@PART[bahaTurret]
{
%MODULE[TweakScale]
{
type = free
}
}



@PART[bahaABL]
{
%MODULE[TweakScale]
{
type = free
}
}



@PART[awacsRadar]
{
%MODULE[TweakScale]
{
type = free
}
}


@PART[bahaBrowningAnm2]
{
%MODULE[TweakScale]
{
type = free
}
}

@PART[bahaECMJammer]
{
%MODULE[TweakScale]
{
type = free
}
}



@PART[bahaGau-8]
{
%MODULE[TweakScale]
{
type = free
}
}



@PART[bahaGoalKeeper]
{
%MODULE[TweakScale]
{
type = free
}
}



@PART[scanLockRadar1]
{
%MODULE[TweakScale]
{
type = free
}
}



@PART[scanLargeRadar]
{
%MODULE[TweakScale]
{
type = free
}
}



@PART[bahaHiddenVulcan]
{
%MODULE[TweakScale]
{
type = free
}
}



@PART[bahaM1Abrams]
{
%MODULE[TweakScale]
{
type = free
}
}



@PART[bahaM102Howitzer]
{
%MODULE[TweakScale]
{
type = free
}
}



@PART[bahaM230ChainGun]
{
%MODULE[TweakScale]
{
type = free
}
}



@PART[bahaOMillennium]
{
%MODULE[TweakScale]
{
type = free
}
}



@PART[bdRadome1]
{
%MODULE[TweakScale]
{
type = free
}
}



@PART[bdRadome1inline]
{
%MODULE[TweakScale]
{
type = free
}
}



@PART[bdRadome1snub]
{
%MODULE[TweakScale]
{
type = free
}


}

@PART[bahaFlirBall]
{
%MODULE[TweakScale]
{
type = free
}


}

Red vs. Blue Tweakscale Patch - old
Spoiler

 //RVB Tweakscale Patch


@PART[RvBblueLAU12X]
{
%MODULE[TweakScale]
{
type = free
}
}

 

@PART[RvBbluePylonLarge]
{
%MODULE[TweakScale]
{
type = free
}
}

 

@PART[RvBbluePylonSmall]
{
%MODULE[TweakScale]
{
type = free
}
}

 

@PART[RvBbluePylonUnderfuselage]
{
%MODULE[TweakScale]
{
type = free
}
}

 

@PART[RvBbluePylonWingtip]
{
%MODULE[TweakScale]
{
type = free
}
}

 

@PART[RvBredDER]
{
%MODULE[TweakScale]
{
type = free
}
}

 

@PART[RvBredMER]
{
%MODULE[TweakScale]
{
type = free
}
}

 

@PART[RvBredMissileRail]
{
%MODULE[TweakScale]
{
type = free
}
}

 

@PART[RvBredPylonLarge]
{
%MODULE[TweakScale]
{
type = free
}
}

 

@PART[RvBredPylonSmall]
{
%MODULE[TweakScale]
{
type = free
}
}

 

@PART[RvBredPylonUnderfuselage]
{
%MODULE[TweakScale]
{
type = free
}
}

 

@PART[RvBredPylonUnderfuselage]
{
%MODULE[TweakScale]
{
type = free
}
}

 

@PART[RvBredPylonWingtip]
{
%MODULE[TweakScale]
{
type = free
}
}

 

@PART[RvBredTER]
{
%MODULE[TweakScale]
{
type = free
}
}

 

License cc-by-sa

Edited by V8jester

Share this post


Link to post
Share on other sites

dont play with guns :confused: ==> pew

Edited by tkw

Share this post


Link to post
Share on other sites

This mod isn't perfect by any means and is still pretty buggy. But I'm going to be gone all weekend so I figured I'd just toss it into the wild and let everybody mess around with it. If anyone has any ideas how to improve this I'd be happy to hear them.

Share this post


Link to post
Share on other sites

God, now all of theCOD fan girls will be like,

OMFAG, KSP=ADVANCED WARFARE CERNFERMD!!! EFVYCYCYVYCYCXSGH!!!

you do not realize the hell you just have unleashed

Share this post


Link to post
Share on other sites

I really hope you guys or CrayzeeMonkey (the guy from Old School Turrets mod, it's on his todo list) will try to add the pro props guns. You will have to load and edit the models in unity, I know this isn't just editing some cfgs. I really need some blasters and rifles for my Kerbals. :cool:

And please don't make them fixed weapons, without aiming they aren't really useful. I suggest the grip should be animated, so the rest of the weapon can move in a certain range.

Share this post


Link to post
Share on other sites
I really hope you guys or CrayzeeMonkey (the guy from Old School Turrets mod, it's on his todo list) will try to add the pro props guns. You will have to load and edit the models in unity, I know this isn't just editing some cfgs. I really need some blasters and rifles for my Kerbals. :cool:

And please don't make them fixed weapons, without aiming they aren't really useful. I suggest the grip should be animated, so the rest of the weapon can move in a certain range.

That's actually on my future "hopeful" todo list in the OP. I currently have no idea how to setup a turret in Unity. There are blaster sounds and laser cfg already on the forum, just need the model rigged up in Unit and I should be able to do the rest. If anyone would like to help me setup the guns in Unity, I'd welcome the help.

Share this post


Link to post
Share on other sites

Technically, this would be Kerbal TPS. Because it's third person. First person would be seeing from their eyes, not a floating camera. Still, I wanted a mod like this for some time, awesome!

Share this post


Link to post
Share on other sites
Technically, this would be Kerbal TPS. Because it's third person. First person would be seeing from their eyes, not a floating camera. Still, I wanted a mod like this for some time, awesome!

I only named it fps because more people would respond or search for that. And with Hullcam VDS, it could become FPS :)

Share this post


Link to post
Share on other sites

Looks awesome! It would be great if dedicated infantry weapons could be added in the future, like rifles, ATGMs, MANPADS, etc.

Now I can have infantry squads in the back of my LAV!

Share this post


Link to post
Share on other sites
Looks awesome! It would be great if dedicated infantry weapons could be added in the future, like rifles, ATGMs, MANPADS, etc.

Now I can have infantry squads in the back of my LAV!

That's planned using Pro props. Just need to setup the models in Unity

Share this post


Link to post
Share on other sites
I figure I'll just say to the thread that you and I are working together in this so expect some fun stuff in the future

Looking forward to what you've already dropped into the pipeline behind the scenes :)

Welcome!

Share this post


Link to post
Share on other sites

2ni60iu.png

A teaser because i am shameless

The barrel will be animated as will a belt of 40mm grenades

Edited by LORDPrometheus

Share this post


Link to post
Share on other sites

Also when you import the AT-4 into unity make sure you check the box that says import. to calculate for the smoothing I can't remember the box but it's under the tab that shows up first when you import

Share this post


Link to post
Share on other sites
Also when you import the AT-4 into unity make sure you check the box that says import. to calculate for the smoothing I can't remember the box but it's under the tab that shows up first when you import

I was wondering about that. I'll redo it when I am back at my real computer.

Also should we think about an ammo back pack to reload?

Share this post


Link to post
Share on other sites
I was wondering about that. I'll redo it when I am back at my real computer.

Also should we think about an ammo back pack to reload?

if you can give me dimensions i can throw something together easily

Share this post


Link to post
Share on other sites
if you can give me dimensions i can throw something together easily

Or we could do a new texture and use the existing model for ammo boxes which I already have rigged up? Be a very easy deal. But a backpack about the same size as the existing ammo box but with more detail like 3-4 84mm AT4 Rockets on a platform of some kind would be really cool.

Share this post


Link to post
Share on other sites
Or we could do a new texture and use the existing model for ammo boxes which I already have rigged up? Be a very easy deal. But a backpack about the same size as the existing ammo box but with more detail like 3-4 84mm AT4 Rockets on a platform of some kind would be really cool.

I can do something like that. Can to give me a rough idea of how big it should be. Also the mk.19 is done I havent set up the heirarchy at all though but the animation is finished. The belt moves and the barrel recoils

Share this post


Link to post
Share on other sites

Ok so I'm having issues with KIS. I can put stuff into the inventory but when I launch the vehicle I can't open it. It gives me this text saying that it can't open and I need to check installation but I know I 100% installed it right

Share this post


Link to post
Share on other sites
Ok so I'm having issues with KIS. I can put stuff into the inventory but when I launch the vehicle I can't open it. It gives me this text saying that it can't open and I need to check installation but I know I 100% installed it right

Is this an issue with just BD FPS parts? Or is this with all parts in the KIS inventory?

Share this post


Link to post
Share on other sites
Is this an issue with just BD FPS parts? Or is this with all parts in the KIS inventory?

All KIS parts

I know this isn't the KIS thread but considering there is more people active here I figured I could get results faster here (but I did leave a note on the KIS thread first)

Share this post


Link to post
Share on other sites
This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.