tetryds 1,590 Posted February 28, 2016 Author Share Posted February 28, 2016 @MightyDarkStar Yes, I had that idea too after seeing the post on BDArmory's thread. We will experiment with it, and if it works as nicely as we expect it too that could be implemented on the next update. @123nick No, it is not compatible, and unfortunately I am not going to make it compatible. That is because this mod is meant to be a full standalone pack, if you grab BDArmory's dll and throw it with this mod it's going to work and won't miss anything. Adding dependencies is a bad idea, as I am not responsible for them. Quote Link to post Share on other sites
123nick 83 Posted February 28, 2016 Share Posted February 28, 2016 4 minutes ago, tetryds said: @MightyDarkStar Yes, I had that idea too after seeing the post on BDArmory's thread. We will experiment with it, and if it works as nicely as we expect it too that could be implemented on the next update. @123nick No, it is not compatible, and unfortunately I am not going to make it compatible. That is because this mod is meant to be a full standalone pack, if you grab BDArmory's dll and throw it with this mod it's going to work and won't miss anything. Adding dependencies is a bad idea, as I am not responsible for them. aww, well ok. do u know anyone who might be able too make such a thing? Quote Link to post Share on other sites
Wrench Head 236 Posted March 2, 2016 Share Posted March 2, 2016 Issue with your parts and AI now BD has updated. Wing Commander has bug, needs new codes. Quote Link to post Share on other sites
tetryds 1,590 Posted March 2, 2016 Author Share Posted March 2, 2016 @BlackHoleSun yes, that is true, it will be updated soon. Quote Link to post Share on other sites
EpicCybertronian 5 Posted March 12, 2016 Share Posted March 12, 2016 I tip my ushanka-style aviator hat to you, good sir! 07 Quote Link to post Share on other sites
Artfact 40 Posted March 12, 2016 Share Posted March 12, 2016 Hey there, I've been playing around with the mod for the first time now and already love it! Made a Ju 52 and Spitfire and had a little turkey shoot. Had the guns totally misaligned but managed to clip the tail with a 20mm so the Junkers had to burrow itself into the hills. Lovely stuff, thanks for this! Quote Link to post Share on other sites
Wraith977 125 Posted March 13, 2016 Share Posted March 13, 2016 23 hours ago, Artfact said: ...Made a Ju 52 and Spitfire and had a little turkey shoot. Had the guns totally misaligned but managed to clip the tail with a 20mm so the Junkers had to burrow itself into the hills... You can easily align guns by pressing F2 in the SPH/VAB, you can even angle them so that they will harmonize at a certain distance. What mods did you use to make those aircraft? They look awesome. Quote Link to post Share on other sites
Artfact 40 Posted March 13, 2016 Share Posted March 13, 2016 2 hours ago, Wraith977 said: You can easily align guns by pressing F2 in the SPH/VAB, you can even angle them so that they will harmonize at a certain distance. What mods did you use to make those aircraft? They look awesome. Thanks I was looking for a function like that!:D And thanks!:) There's heap of mods involved. These two mainly come down to studying cutaways and blueprints and mimicking the hulls with B9's procedural wings and Procedural Parts ; the roundels can be applied with the Flag Decals mod. The Ju52 has a Kerbonov KN2 cockpit and Firespitter modular engines. Spitfire's powered by a Merlin 66 engine from SXT's pack and has Adjustable landing gear wheels; too bad they don't retract sideways. Quote Link to post Share on other sites
Ironsights 0 Posted March 18, 2016 Share Posted March 18, 2016 For the next update: Maybe the 7.92mm's or the BK 5, Mg 151 15mm, Ho-301 40mm canon. Just some suggestions. Thx for reading. Quote Link to post Share on other sites
Razgriz_95_ 0 Posted March 23, 2016 Share Posted March 23, 2016 Ok guys, i have a problem! my first create is a bf109 k4 and i set 2 13mm, 1 30mm and 2 mg151 i set the ammo box but the all the gun doesnt fire where is the problem? Quote Link to post Share on other sites
TangerineSedge 31 Posted March 23, 2016 Share Posted March 23, 2016 1 hour ago, Razgriz_95_ said: Ok guys, i have a problem! my first create is a bf109 k4 and i set 2 13mm, 1 30mm and 2 mg151 i set the ammo box but the all the gun doesnt fire where is the problem? Okay, so you need two things for it to work: - The correct ammo for each gun - Action group(s) to toggle/fire guns Hope this helped Quote Link to post Share on other sites
YourCompanionCube 3 Posted March 23, 2016 Share Posted March 23, 2016 3 hours ago, TangerineSedge said: - Action group(s) to toggle/fire guns actually you just need the weapon manager then you can use any weapons action groups are not required Quote Link to post Share on other sites
Columbia 2,418 Posted March 29, 2016 Share Posted March 29, 2016 I'm loving this mod so far, it's really great! I fitted a few of my aircraft with bombs and armament, and it's been really fun to fly. There have been some things I've observed, though: I think the guns need similar effects to what's been seen in BDArmory's recent update, perhaps like this: Also, are there certain conditions that need to be met when releasing bombs? For some reason I find that when I select the bomb in Weapon Manager and click on the aimers for the bomb, it wouldn't release until i hold it for some time, and it only releases via that method sometimes. I'm able to right click the bomb itself and tell it to "Fire Missile", but oftentimes using it through the weapon manager doesn't really "work". Thanks in advance! Quote Link to post Share on other sites
tetryds 1,590 Posted March 29, 2016 Author Share Posted March 29, 2016 Will see about the light effects. The delay is a BDArmory thing, you can tweak it on the options menu (the gear on the top right of the BDA GUI) Releasing it with action groups also works, this delay is mostly for safety, for not deploying your bombs by accident, but I agree it's a bit too long. You should try that siren with the Camera Tools mod and do a flyby, I may put up a video showing it Quote Link to post Share on other sites
tetryds 1,590 Posted April 21, 2016 Author Share Posted April 21, 2016 Aviator Arsenal was tested and proven 1.1 compatible, just make sure you grab the pre release version of BDArmory for KSP 1.1. Quote Link to post Share on other sites
Gnoyze 28 Posted April 23, 2016 Share Posted April 23, 2016 @tetryds do you have any plan to assign R&D nodes to the parts? Just wondering, cause it would be cool to use them in science and career mode without having all of them at the start node. Quote Link to post Share on other sites
tetryds 1,590 Posted April 23, 2016 Author Share Posted April 23, 2016 Which mod are you using that makes use of weapons on a career mode? I only knew about one but I don't remember if it updated. Adding nodes and prices to them shouldn't be too hard, but it would take a lot of time that I would rather to devote developing and improving Mouse Aim Flight, which will deploy shortly. If anyone wants to make such changes, simply send the required cfg modifications and I can apply all of them and update the mod Quote Link to post Share on other sites
reedhashlock 6 Posted April 26, 2016 Share Posted April 26, 2016 (edited) NVM I just found out that you needed to use the ammo boxes that came with the pack Edited April 26, 2016 by reedhashlock Additional Info Quote Link to post Share on other sites
bs1110101 24 Posted May 5, 2016 Share Posted May 5, 2016 I have a few requests, firstly the 37 mm M4 cannon, AKA, the big gun the Airacobra, AKA the fridge launcher. Aside from that, turrets! A basic window with a gun in it would be useful as it could go anywhere. Bonus points for scaling the window and adding different guns. As would a remote turret like the B-29 or the He 177, along with a viewing dome, as it could go anywhere. Ideally versions in 4x7mm, 2x50cal and 1x 20mm. The ball turret it is good, but it looks out of place most places. For more specific turrets, tail and top turrets would be nice, as would the weird turret-bubbles on the Catalina. Quote Link to post Share on other sites
M1918 0 Posted May 18, 2016 Share Posted May 18, 2016 Jericho Trumpet is not working Do u know how? Quote Link to post Share on other sites
tetryds 1,590 Posted May 18, 2016 Author Share Posted May 18, 2016 @M1918 Because the trumpet code was not yet updated to 1.1.2, this will happen when BDArmory updates. Quote Link to post Share on other sites
martinezfg11 318 Posted May 18, 2016 Share Posted May 18, 2016 These guns are awesome. Quote Link to post Share on other sites
Adam Kerman 2 Posted May 23, 2016 Share Posted May 23, 2016 Is BD Armory like really required for this mod? Quote Link to post Share on other sites
tetryds 1,590 Posted May 23, 2016 Author Share Posted May 23, 2016 @Adam Kerman Not really, only if you want the weapons to fire or use them at all So, yes BDArmory is required for this mod. The problem is that it's not ported to 1.1.2 yet, so this mod is not going to work well (if at all) on it because of that. Quote Link to post Share on other sites
Gojira 131 Posted May 23, 2016 Share Posted May 23, 2016 Out of curiosity, how do I get the Jericho trumpet to work? Quote Link to post Share on other sites
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