tetryds

[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)

Recommended Posts

1 hour ago, tetryds said:

What I can do though is provide a config file for a turret

But I don't know how to mod

*sniff*

Share this post


Link to post
Share on other sites
32 minutes ago, Kerbal Nerd123 said:

For real how on earth did you make models that are so well done

He just did them, i'm modeling for the first time and the models of my mod aren't so bad.

Share this post


Link to post
Share on other sites
Just now, Skyer said:

He just did them, i'm modeling for the first time and the models of my mod aren't so bad.

I tried to model countless times and all of the results were horrible

Share this post


Link to post
Share on other sites
Just now, Kerbal Nerd123 said:

I tried to model countless times and all of the results were horrible

i was just looking at a thing i wanted to model, and just tried
i startet with making bombs then made more complex stuff like guns
before i startet i watched like 4 hours worth of videos

Share this post


Link to post
Share on other sites

@tetryds Q1: Can i use the gun sounds of your mod for mine?
Q2: how to make are get this kind of gun sounds?

Share this post


Link to post
Share on other sites

@Skyer the original sounds belong to @Kickasskyle, and the ones on this mod were modified by @alp3r.

Because the original source does not specify a license, it means that they are All Rights Reserved.

We have permission to utilize and modify the sounds, but that does not grant us the rights to permit that someone else uses them.

But I am unsure if Kikasskyle's permission would apply to the sounds used on Aviator Arsenal.

Thus, it would be better if you used the original sounds on your mod, not our custom ones.

 

If anything, simply point to the BDArmory sounds for your weapons and you are good.

Share this post


Link to post
Share on other sites

@tetryds

 

Ok i understand. 

Which of the stock bda sounds should i use for a 37mm gun? btw is it posible to change the pitch of the sounds in the config file?

atm i'm using the m30 chain gun sound which sounds a lil weak

Edited by Skyer

Share this post


Link to post
Share on other sites
On 11/28/2016 at 4:57 AM, tetryds said:

Try the chaingun one.

I think thats a little too modern...

Share this post


Link to post
Share on other sites

Hi, was the bombs ever changed in terms of it falling tail first? I am using FAR just to note.

An example:

 

Share this post


Link to post
Share on other sites

@Z1 M4N Yeah, that is a known issue, but it would require the model to be modified to be "trully fixed" and that is not something we plan on doing right now.

This is because KSP is very weird about which axis is "front" and which is "up", and bombs use a fake center of lift.

If you want, you can edit the part CFG "simpleCoD = 0,0,-3" and change that value to another axis like "simpleCoD = 0,3,0" or something like that, and see which works.

I didn't change it on my side because it may or not affect their explosion on impact, but I am unsure, if it works allright I can edit it on my end and update the mod.

The 100lbs bomb's model was already modified, so it should work fine without further adjusts.

Edit: btw there is a way to use MAF to better aim unguided rockets, if you experiment with it enough you will figure it out, worth it.

Edited by tetryds

Share this post


Link to post
Share on other sites

@tetryds Ah, alright then I will try the .cfg changes and see what comes out of it. I might be using an older version of Aviator Arsenal since I think from memory the 100lbs still display the same behaviour (I don't use them too often, and they might be used in the .gfy above). Thanks for the response however.

Share this post


Link to post
Share on other sites

Hi can someone tell me how can i create new ammo types? And where is the file where i can see how much damage (heat) does it do?

Share this post


Link to post
Share on other sites

You cannot see how much damage it does, you can only experiment and figure it out, as it varies a lot.

New ammo types are created by creating a new resource, putting it on some container and making the weapon consume it, BDA does not support ammo properties, all projectile properties are weapon settings. (You can make a tank fire using 7mm ammo, liquid fuel, ore, it doesn't matter)

Share this post


Link to post
Share on other sites

But somewhere there must be a file where i can find how much dmg does the ammo do and change it / create a new one.

Or somehow make the AI use all weapon systems at the same time for ex.: you have 2 7mm and a 20mm gun (bf 109) and the AI can fire all 3 weapons at the same time and not just the 7mm or the 20mm (you can toggle all weapons with a key (group)).

RESOURCE_DEFINITION
{
    name = 75mm
    density = 6800e-6
    flowMode = ALL_VESSEL
    transfer = PUMP
    isTweakable = true
}

 

maybe the "density" is what tells you? idk why would it but this is the only thing what i can find

Share this post


Link to post
Share on other sites

Density is the density of the resource, it only changes the weight of the stored ammo.

If you open the weapon configurations you can find buller weight and velocity (muzzle velocity), the damage is calculated through energy (mass*vel^2)/2, times a constant and reduced by the energy drained from drag and depending on some target part parameters.

It's kinda overcomplicated, that is why you better test it.

To make a weapon stronger increase bullet mass and velocity.

Share this post


Link to post
Share on other sites

@VenomousRequiem yeah, baha used a weird orientation for bombs and missiles, but we didn't update it because that would take a while.

You can use the fake COL setting on the bomb module cfgs as a hotfix but I cannot guarantee that the bomb aim will be precise.

Share this post


Link to post
Share on other sites
1 hour ago, Murican_Jeb said:

Not to push or anything, but is this still being worked on?

Look who's pesting now, but yeah i agree this is a great mod.

Share this post


Link to post
Share on other sites

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.