tetryds

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

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On 20. 12. 2017 at 3:38 AM, SuicidalInsanity said:

For those of you using the BDAc 1.1.0 beta, here is an updated version of the AABulletDef.cfg that's been posted a few times here. Only use if using the BDAc 1.1.0.xx public beta.

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BULLET
{
        name = 7.7x56RmmBullet//Breda-SAFAT
        caliber = 7.7
        bulletVelocity = 730
        bulletMass = 0.0113
        //HE Bullet Values
        explosive = false
        tntMass = 0
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 //11mm
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
        name = 7.62x54mmBullet//ShKAS
        caliber = 7.62
        bulletVelocity = 725
        bulletMass = 0.0096
        //HE Bullet Values
        explosive = false
        tntMass = 0
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 //11mm
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
        name = 12.7x99mmBullet//Browning M2
        caliber = 12.7
        bulletVelocity = 880
        bulletMass = 0.052
        //HE Bullet Values
        explosive = false
        tntMass = 0
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
        name = 12.7x108mmBullet//Berezin UBZ
        caliber = 12.7
        bulletVelocity = 820
        bulletMass = 0.0483
        //HE Bullet Values
        explosive = false
        tntMass = 0
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 //Ap could penetrate 25mm armor
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
    name = 13x64mmBullet// MG 131 HEI-T
        caliber = 13
        bulletVelocity = 750
        bulletMass = 0.034
        //HE Bullet Values
        explosive = true
        tntMass = 0.0017
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
    name = 15x96mmBullet //MG 151 HE-T
        caliber = 15
        bulletVelocity = 960 //850 for AP-T
        bulletMass = 0.057 //0.072 for AP-T
        //HE Bullet Values
        explosive = true	//false for AP-T
        tntMass = 0.0028
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0	//penetrate 18mm armor at 60 deg - 21mm perpendicular penetration?
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
    name = 20x99mmShell //ShVak HEI-T
        caliber = 20
        bulletVelocity = 770
        bulletMass = 0.096
        //HE Bullet Values
        explosive = true
        tntMass = 0.0028
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
    name = 20x110mmShell //Hispanio HEI-T
        caliber = 20
        bulletVelocity = 880// AP-T 840m/s
        bulletMass = 0.13 //0.168 AP-T
        //HE Bullet Values
        explosive = true
        tntMass = 0.006 //0 AP-T
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
    name = 20mmMGeschoss //20x82mm MG 151/20s
        caliber = 20
        bulletVelocity = 805// 705m/s AP
        bulletMass = 0.95 //0.117 AP
        //HE Bullet Values
        explosive = true
        tntMass = 0.0186 //0 AP
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 // AP penetrates 13mm plate @ 60 deg - 15mm perpendicular?
        bulletDragTypeName = AnalyticEstimate
}

BULLET
{
    name = 23x152mmBullet //Vya-23 HEI
        caliber = 23
        bulletVelocity = 905
        bulletMass = 0.198 
        //HE Bullet Values
        explosive = true
        tntMass = 0.015 //0 for AP
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 //25mm for AP
        bulletDragTypeName = AnalyticEstimate
}

BULLET
{
    name = 30x90mmMGeschoss //Mk 108
        caliber = 30
        bulletVelocity = 540
        bulletMass = 0.33
        //HE Bullet Values
        explosive = true
        tntMass = 0.072 
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
    name = 40x158mmShell //Vickers S
        caliber = 40
        bulletVelocity = 560
        bulletMass = 1.36
        //HE Bullet Values
        explosive = true
        tntMass = 0.026 //unable to find definitive value
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 //~54mm armor penetration
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
    name = 75mmShell //Bk 7.5 PzGr. 40
        caliber = 75
        bulletVelocity = 990
        bulletMass = 4.05
        //HE Bullet Values
        explosive = False
        tntMass = 0 //APCR rounds don't have HE
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 //154mm armor penetration
        bulletDragTypeName = AnalyticEstimate
}
@PART[ShVAKWing]
{
	@MODULE[ModuleWeapon]
	{
		shortName = ShVAK Wing Mount
		!bulletDragArea = 3.77e-4
		!bulletMass = 96e-6
		!bulletVelocity = 860
		bulletType = 20x99mmShell
		%tracerDeltaFactor = 2.75
		%tracerInterval = 3
		%nonTracerWidth = 0.035
	}
}
@PART[ShVAKBody]
{
	@MODULE[ModuleWeapon]
	{
		shortName = ShVAK 
		!bulletDragArea = 3.77e-4
		!bulletMass = 96e-6
		!bulletVelocity = 870
		bulletType = 20x99mmShell
		%tracerDeltaFactor = 2.75
		%tracerInterval = 3
		%nonTracerWidth = 0.035
	}
}
@PART[hispanoExposed]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Hispanio Mk II 
		!bulletDragArea = 3.77e-4
		!bulletMass = 110e-6
		!bulletVelocity = 880
		bulletType = 20x110mmShell
		%tracerDeltaFactor = 2.75
		%tracerInterval = 3
		%nonTracerWidth = 0.035
	}
}
@PART[hispanoEnclosed]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Hispanio (Shrouded)
		!bulletDragArea = 3.77e-4
		!bulletMass = 110e-6
		!bulletVelocity = 880
		bulletType = 20x110mmShell
		%tracerDeltaFactor = 2.75
		%tracerInterval = 3
		%nonTracerWidth = 0.035
	}
}
@PART[Mg151Long]
{
//weapon/projectile mass/velocity stats for the SB/LB MG151/20s were for the 15mm version, so lets change the title and description to be accurate
	@title = WW2 MG 151 15mm Long Barrel  
	@description =  With a lighter bullet, the MG 151 does not hit as hard as the 20mm weapons, but the much faster round was proven efficient against targets at greater distances.
	@MODULE[ModuleWeapon]
	{
		shortName = MG 151
		!bulletDragArea = 3.77e-4
		!bulletMass = 57e-6
		!bulletVelocity = 960
		@ammoName = 15mm
		bulletType = 15x96mmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 5
		%nonTracerWidth = 0.035
	}
}
@PART[Mg151Short]
{
	@title = WW2 MG 151 15mm Short Barrel
	@description =  At expense of precision, the short barrel version of the MG 151 allows the projectile to be fired at a higher rate of fire. It fits nicely beside its longer brother.
	@MODULE[ModuleWeapon]
	{
		shortName = MG 151 Shortbarrel
		!bulletDragArea = 3.77e-4
		!bulletMass = 57e-6
		!bulletVelocity = 950
		@ammoName = 15mm
		bulletType = 15x96mmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 5
		%nonTracerWidth = 0.035
	}
}
@PART[MG151WingPod]
{
	@description = Unsatisfied with the performance of 15mm rounds, the MG 151 was converted to the MG151/20, by rechambering it to fire 20mm shells, trading armor penetration and muzzle velocity for better power.
	@MODULE[ModuleWeapon]
	{
		shortName = MG 151/20 
		!bulletDragArea = 3.77e-4
		!bulletMass = 57e-6
		!bulletVelocity = 950
		bulletType = 20mmMGeschoss
		%tracerDeltaFactor = 2.75
		%tracerInterval = 5
		%nonTracerWidth = 0.035
		%explModelPath = BDArmory/Models/explosion/30mmExplosion
		%explSoundPath = BDArmory/Sounds/subExplode
	}
}

@PART[Mk108]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Mk 108
		!bulletDragArea = 8.48e-4
		!bulletMass = 330e-6
		!bulletVelocity = 540
		bulletType = 30x90mmMGeschoss
		@weaponType = ballistic
		%tracerDeltaFactor = 2.75
		%tracerInterval = 2
		%nonTracerWidth = 0.035
	}
}
@PART[VickersShortPod]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Vickers S
		!bulletDragArea = 15e-4
		!bulletMass = 1360e-6
		!bulletVelocity = 570
		bulletType = 40x158mmShell
		@weaponType = ballistic
	}
}
@PART[Bk75]	
{
	@MODULE[ModuleWeapon]
	{
		shortName = Bk 7.5
		!bulletMass = 4050e-6
		!bulletVelocity = 990
		bulletType = 75mmShell
		@weaponType = ballistic
	}
}
@PART[VYa23]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Vya-23
		!bulletDragArea = 4.99e-4
		!bulletMass = 190e-6
		!bulletVelocity = 905
		bulletType = 23x152mmBullet
		@weaponType = ballistic
		%tracerDeltaFactor = 2.75
		%tracerInterval = 2
		%nonTracerWidth = 0.035
	}
}
@PART[BerezinUBK]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Berezin UB 
		!bulletDragArea = 1.52e-4
		!bulletMass = 55.4e-6
		!bulletVelocity = 820
		bulletType = 12.7x108mmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 4
		%nonTracerWidth = 0.035
	}
}
@PART[BredaSAFATLong]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Breda-SAFAT Longbarrel
		!bulletDragArea = 0.56e-4
		!bulletMass = 11e-6
		!bulletVelocity = 740
		bulletType = 7.7x56RmmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 3
		%nonTracerWidth = 0.035
	}
}
@PART[BredaSAFATPort]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Breda-SAFAT
		!bulletDragArea = 0.56e-4
		!bulletMass = 11e-6
		!bulletVelocity = 740
		bulletType = 7.7x56RmmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 3
		%nonTracerWidth = 0.035
	}
}
@PART[M2Blister]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Browning M2 Gunpod
		!bulletDragArea = 1.52e-4
		!bulletMass = 42e-6
		!bulletVelocity = 890
		bulletType = 12.7x99mmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 4
		%nonTracerWidth = 0.035
	}
}
@PART[M2ExposedBarrel]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Browning M2 Wing Mount
		!bulletDragArea = 1.52e-4
		!bulletMass = 42e-6
		!bulletVelocity = 890 
		bulletType = 12.7x99mmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 4
		%nonTracerWidth = 0.035
	}
}
@PART[M2GunPort]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Browning M2 Shortbarrel
		!bulletDragArea = 1.52e-4
		!bulletMass = 42e-6
		!bulletVelocity = 890
		bulletType = 12.7x99mmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 4
		%nonTracerWidth = 0.035
	}
}
@PART[M2Pod]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Browning M2
		!bulletDragArea = 1.52e-4
		!bulletMass = 42e-6
		!bulletVelocity = 890
		bulletType = 12.7x99mmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 4
		%nonTracerWidth = 0.035
	}
}
@PART[BallTurret]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Ball Turret
		!bulletDragArea = 1.52e-4
		!bulletMass = 42e-6
		!bulletVelocity = 890
		bulletType = 12.7x99mmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 4
		%nonTracerWidth = 0.035
	}
}
@PART[MG131]
{
	@MODULE[ModuleWeapon]
	{
		shortName = MG 131
		!bulletDragArea = 1.59e-4
		!bulletMass = 38.5e-6
		!bulletVelocity = 750
		bulletType = 13x64mmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 3
		%nonTracerWidth = 0.035
	}
}
@PART[shKAS]
{
	@MODULE[ModuleWeapon]
	{
		shortName = ShKAS
		!bulletDragArea = 0.55e-4
		!bulletMass = 9.6e-6
		!bulletVelocity = 870
		bulletType = 7.62x54mmBullet 
		%tracerDeltaFactor = 2.75
		%tracerInterval = 10
		%nonTracerWidth = 0.035
	}
}
@PART[JerichoTrumpet]
{
	!MODULE[JerichoTrumpet] {} //kill the custom jerichotrumpet module, it's not compiled for 1.3 and will cause KSP to crash on load if not removed
}

RESOURCE_DEFINITION
{
	name = 15mm
	title = 15x96mm Ammo
	density = 219e-6
	flowMode = ALL_VESSEL
	transfer = PUMP
	isTweakable = true
}
PART
{
	name = 15mmBox
	module = Part
	author = VintageXP
	MODEL
	{
		model = AviatorArsenal/Ammo Boxes/20mm Ammo Box/model
		texture = AMMO_DIFF, AviatorArsenal/Ammo Boxes/20mm Ammo Box/AMMO_DIFF
		texture = AMMO_NRM, AviatorArsenal/Ammo Boxes/20mm Ammo Box/AMMO_NRM
	}
	rescaleFactor = 0.15
	
	node_attach = 0.0, -0.8, 0.0, 0.0, -1.0, 0.0, 1
	
	TechRequired = start
	entryCost = 0
	cost = 800
	category = none
	subcategory = 0
	title = WW2 15mm Ammo Box
	manufacturer = Roaken Armory
	description =  Box holding 15mm rounds. We somehow managed to fit 500 in there.
	attachRules = 1,1,0,0,0
	
	mass = 18e-3
	
	dragModelType = default
	maximum_drag = 0.1
	minimum_drag = 0.1
	angularDrag = 2
	crashTolerance = 12
	maxTemp = 1200 // = 2900
	bulkheadProfiles = srf
	
RESOURCE
{
	name = 15mm
	amount = 500
	maxAmount = 500
}

MODULE
{
	name = CFEnable
}

MODULE
{
	name = BDACategoryModule
}
}

 

You'll need to delete and replace/overwrite the current version of the MM patch with the above.

Very nicce work here man! Can I just ask if you on your old pre BETA patch also changed weapon damage from explosionRadius and other definitions to newer TNTmass?

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On 1/19/2018 at 11:18 AM, Toonu said:

Very nicce work here man! Can I just ask if you on your old pre BETA patch also changed weapon damage from explosionRadius and other definitions to newer TNTmass?

No, because that would break things. The pre-beta BDAc patch is only for BDAC 1.0.0, and BDAC 1.0.0 doesn't use the new beta damage values.

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9 hours ago, SuicidalInsanity said:

No, because that would break things. The pre-beta BDAc patch is only for BDAC 1.0.0, and BDAC 1.0.0 doesn't use the new beta damage values.

Yes, but they can use old damage values, don't they?

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so the Jericho Trumpet crashes your game r8?
i've seen a part with similar function from the BDArmory Weapons Extension mod (part name is Sonic Boombox)
it makes a sonic boom sound effect at 343 m/s
idk if you can copy the part cfg and edit it a little bit so it make stuka sounds and going louder as your plane going faster

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On 1/30/2018 at 9:59 AM, Kebab Kerman said:

Is there a version of this for 1.3.1?

check the page before :)

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is there a version compatable with 1.3.1? when i installed this, it crashed my game, and I cant find it on CKAN.

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1 hour ago, Dragonwarp said:

is there a version compatable with 1.3.1? when i installed this, it crashed my game, and I cant find it on CKAN.

You can get it running with enough effort, from what I've heard.

Maybe start by reading this thread, there are lots of useful stuff around here.

Edited by tetryds

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4 hours ago, N7_aerospace said:

How do i fix it from crashing upon loading the game

I have BDarmory Continued 0.3.0.0

 

You can start fixing it by providing more info about the problem.

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18 hours ago, [INDO]dimas_1502 said:

no update bruh? great mod btw

Thanks.

And yes, maintaining a decent mod requires way too much time, and since I am not that interested on KSP anymore I'm only assuring it works, even with patches.

The community is always very helpful in creating such patches, especially as BDAc changed a lot of how weapons deal damage.

I would give it away for someone else to support, but if someone is that willing to continue it, why not create a new one? I always allow people to use this mod (make tournament patches, etc) when they ask for permission though.

9 hours ago, N7_aerospace said:

well there may be a mod that is stopping it from working (i dont know how to post pics)

 

IDK.

 

Edit: to post pics upload them to imgur.com, grab the image link and paste here, then press enter, the image will show on the post.

Edited by tetryds

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@N7_aerospace sorry, I cannot do anything with that information.

If you have no idea how to figure out your problem, you should reach up to someone who can help you.

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14 hours ago, N7_aerospace said:

https://imgur.com/a/8KHdKq9

here is a "list" of all my mods

Telling us the mods you have in your install is all well and good but it doesn't really help in regards to diagnosing your issue

Please upload your KSP.log to a file sharing service and post the link here so that those in the know can take a look and perhaps solve your issue ... KSP.log is found in the main KSP directory, this contains much of the information that any of us would need in order to figure out what is up with your KSP install

Please read the following post where the info on how to help us help you is found :wink:

 

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8 hours ago, N7_aerospace said:

i updated BDArmoryC so ill see if it works with the new version

 

 

Bro, that is not going to work, you need MM packs.

Well, I am skipping this one until someone comes up with an actual issue with the mod on this version.

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N7, AA will not work out of the box with BDAc 1.2 due to fundamental changes in how BDA weapons are configured; BDA is looking for configuration values that simply aren't there and that's the cause of errors. That said, this MM patch should port everything over to the new system and get things running again:

Spoiler

BULLET
{
        name = 7.7x56RmmBullet//Breda-SAFAT
        caliber = 11//actually 7.7, but any value under 11mm results in 0.0001 damage
        bulletVelocity = 730
        bulletMass = 0.0124 // originally 0.0113, boosted to do more than 10 damage
        //HE Bullet Values
        explosive = false
        tntMass = 0
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 //11mm penetration, but this value isn't currently implemented
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
        name = 7.62x54mmBullet//ShKAS
        caliber = 11//actually 7.62
        bulletVelocity = 730
        bulletMass = 0.0116 // originally 0.0096, boosted to do more than 10 damage
        //HE Bullet Values
        explosive = false
        tntMass = 0
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 //11mm penetration
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
        name = 12.7x99mmBullet//Browning M2
        caliber = 12.7
        bulletVelocity = 880
        bulletMass = 0.052
        //HE Bullet Values
        explosive = false
        tntMass = 0
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 //24mm 
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
        name = 12.7x108mmBullet//Berezin UBZ
        caliber = 12.7
        bulletVelocity = 820
        bulletMass = 0.0483
        //HE Bullet Values
        explosive = false
        tntMass = 0
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 //Ap could penetrate 25mm armor
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
    name = 13x64mmBullet// MG 131 HEI-T
        caliber = 13
        bulletVelocity = 750
        bulletMass = 0.034
        //HE Bullet Values
        explosive = true
        tntMass = 0.002822 //1.7grams PETN
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 //15mm, best guess estimation based on mass/velocity
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
    name = 15x96mmBullet //MG 151 AP-T
        caliber = 15
        bulletVelocity = 960 //850 for AP-T
        bulletMass = 0.057 //0.072 for AP-T
        //HE Bullet Values
        explosive = true	//false for AP-T
        tntMass = 0.004648  //2.8 grams PETN 
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0// penetrate 18mm armor at 60 deg - 21mm perpendicular penetration?
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
    name = 20x99mmShell //ShVak HEI-T
        caliber = 20
        bulletVelocity = 770
        bulletMass = 0.096
        //HE Bullet Values
        explosive = true
        tntMass = 0.004648  //2.8 grams PETN  
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 //22mm; no value found, best guess estimation
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
    name = 20x110mmShell //Hispano HEI-T
        caliber = 20
        bulletVelocity = 880// AP-T 840m/s
        bulletMass = 0.13 //0.168 AP-T
        //HE Bullet Values
        explosive = true  //false for AP-T
        tntMass = 0.006 //0 AP-T
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 //30mm; no value found, best guess estimation
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
    name = 20mmMGeschoss //20x82mm MG 151/20s
        caliber = 20
        bulletVelocity = 805// 705m/s AP
        bulletMass = 0.95 //0.117 AP
        //HE Bullet Values
        explosive = true  //false for AP
        tntMass = 0.030876 //18.6 grams PETN
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 //AP penetrates 13mm plate @ 60 deg - 15mm perpendicular?
        bulletDragTypeName = AnalyticEstimate
}

BULLET
{
    name = 23x152mmBullet //Vya-23 HEI
        caliber = 23
        bulletVelocity = 905
        bulletMass = 0.198 
        //HE Bullet Values
        explosive = true
        tntMass = 0.015 //0 for AP
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 //23mm, 25mm for AP
        bulletDragTypeName = AnalyticEstimate
}

BULLET
{
    name = 30x90mmMGeschoss //Mk 108
        caliber = 30
        bulletVelocity = 540
        bulletMass = 0.33
        //HE Bullet Values
        explosive = true
        tntMass = 0.11952 //72 grams PETN
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 //12mm
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
    name = 40x158mmShell //Vickers S
        caliber = 40
        bulletVelocity = 560
        bulletMass = 1.36
        //HE Bullet Values
        explosive = true
        tntMass = 0.026 //unable to find definitive value
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 //~54mm armor penetration
        bulletDragTypeName = AnalyticEstimate
}
BULLET
{
    name = 75mmShell //Bk 7.5 PzGr. 40
        caliber = 75
        bulletVelocity = 990
        bulletMass = 4.05
        //HE Bullet Values
        explosive = False
        tntMass = 0 //APCR rounds don't have HE
	   blastPower = 0 
	   blastHeat = 0
	   blastRadius = 0
        apBulletMod = 0 //~154mm armor penetration
        bulletDragTypeName = AnalyticEstimate
}
@PART[ShVAKWing]
{
	@MODULE[ModuleWeapon]
	{
		shortName = ShVAK Wing Mount
		bulletDmgMult = 1.55
		!bulletDragArea = 3.77e-4
		!bulletMass = 96e-6
		!bulletVelocity = 860
		bulletType = 20x99mmShell
		%tracerDeltaFactor = 2.75
		%tracerInterval = 3
		%nonTracerWidth = 0.035
		%explModelPath = BDArmory/Models/explosion/30mmExplosion
		%explSoundPath = BDArmory/Sounds/subExplode
	}
}
@PART[ShVAKBody]
{
	@MODULE[ModuleWeapon]
	{
		shortName = ShVAK 
		bulletDmgMult = 1.55
		!bulletDragArea = 3.77e-4
		!bulletMass = 96e-6
		!bulletVelocity = 870
		bulletType = 20x99mmShell
		%tracerDeltaFactor = 2.75
		%tracerInterval = 3
		%nonTracerWidth = 0.035
		%explModelPath = BDArmory/Models/explosion/30mmExplosion
		%explSoundPath = BDArmory/Sounds/subExplode
	}
}
@PART[hispanoExposed]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Hispano Mk II 
		!bulletDragArea = 3.77e-4
		!bulletMass = 110e-6
		!bulletVelocity = 880
		bulletType = 20x110mmShell
		%tracerDeltaFactor = 2.75
		%tracerInterval = 3
		%nonTracerWidth = 0.035
		%explModelPath = BDArmory/Models/explosion/30mmExplosion
		%explSoundPath = BDArmory/Sounds/subExplode
	}
}
@PART[hispanoEnclosed]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Hispano (Shrouded)
		!bulletDragArea = 3.77e-4
		!bulletMass = 110e-6
		!bulletVelocity = 880
		bulletType = 20x110mmShell
		%tracerDeltaFactor = 2.75
		%tracerInterval = 3
		%nonTracerWidth = 0.035
		%explModelPath = BDArmory/Models/explosion/30mmExplosion
		%explSoundPath = BDArmory/Sounds/subExplode
	}
}
@PART[Mg151Long]
{
//weapon/projectile mass/velocity stats for the SB/LB MG151/20s were for the 15mm version, so lets change the title and description to be accurate
	@title = WW2 MG 151 15mm Long Barrel  
	@description =  With a lighter bullet, the MG 151 does not hit as hard as the 20mm weapons, but the much faster round was proven efficient against targets at greater distances.
	@MODULE[ModuleWeapon]
	{
		shortName = MG 151
		bulletDmgMult = 2.5
		!bulletDragArea = 3.77e-4
		!bulletMass = 57e-6
		!bulletVelocity = 960
		@ammoName = 15mm
		bulletType = 15x96mmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 5
		%nonTracerWidth = 0.035
		%explModelPath = BDArmory/Models/explosion/30mmExplosion
		%explSoundPath = BDArmory/Sounds/subExplode
	}
}
@PART[Mg151Short]
{
	@title = WW2 MG 151 15mm Short Barrel
	@description =  At expense of precision, the short barrel version of the MG 151 allows the projectile to be fired at a higher rate of fire. It fits nicely beside its longer brother.
	@MODULE[ModuleWeapon]
	{
		shortName = MG 151 Shortbarrel
		bulletDmgMult = 2
		!bulletDragArea = 3.77e-4
		!bulletMass = 57e-6
		!bulletVelocity = 950
		@ammoName = 15mm
		bulletType = 15x96mmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 5
		%nonTracerWidth = 0.035
		%explModelPath = BDArmory/Models/explosion/30mmExplosion
		%explSoundPath = BDArmory/Sounds/subExplode
	}
}
@PART[MG151WingPod]
{
	@description = Unsatisfied with the performance of 15mm rounds, the MG 151 was converted to the MG151/20, by rechambering it to fire 20mm shells, trading armor penetration and muzzle velocity for better power.
	@MODULE[ModuleWeapon]
	{
		shortName = MG 151/20 
		bulletDmgMult = 0.25
		!bulletDragArea = 3.77e-4
		!bulletMass = 57e-6
		!bulletVelocity = 950
		bulletType = 20mmMGeschoss
		%tracerDeltaFactor = 2.75
		%tracerInterval = 5
		%nonTracerWidth = 0.035
		%explModelPath = BDArmory/Models/explosion/30mmExplosion
		%explSoundPath = BDArmory/Sounds/subExplode
	}
}

@PART[Mk108]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Mk 108
		!bulletDragArea = 8.48e-4
		!bulletMass = 330e-6
		!bulletVelocity = 540
		bulletType = 30x90mmMGeschoss
		@weaponType = ballistic
		%tracerDeltaFactor = 2.75
		%tracerInterval = 2
		%nonTracerWidth = 0.035
	}
}
@PART[VickersShortPod]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Vickers S
		bulletDmgMult = 20
		!bulletDragArea = 15e-4
		!bulletMass = 1360e-6
		!bulletVelocity = 570
		bulletType = 40x158mmShell
		@weaponType = ballistic
	}
}
@PART[Bk75]	
{
	@MODULE[ModuleWeapon]
	{
		shortName = Bk 7.5
		bulletDmgMult = 4
		!bulletMass = 4050e-6
		!bulletVelocity = 990
		bulletType = 75mmShell
		@weaponType = ballistic
	}
}
@PART[VYa23]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Vya-23
		bulletDmgMult = 0.8
		!bulletDragArea = 4.99e-4
		!bulletMass = 190e-6
		!bulletVelocity = 905
		bulletType = 23x152mmBullet
		@weaponType = ballistic
		%tracerDeltaFactor = 2.75
		%tracerInterval = 2
		%nonTracerWidth = 0.035
	}
}
@PART[BerezinUBK]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Berezin UB 
		bulletDmgMult = 1.3
		!bulletDragArea = 1.52e-4
		!bulletMass = 55.4e-6
		!bulletVelocity = 820
		bulletType = 12.7x108mmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 4
		%nonTracerWidth = 0.035
	}
}
@PART[BredaSAFATLong]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Breda-SAFAT Longbarrel
		bulletDmgMult = 3.5
		!bulletDragArea = 0.56e-4
		!bulletMass = 11e-6
		!bulletVelocity = 740
		bulletType = 7.7x56RmmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 3
		%nonTracerWidth = 0.035
	}
}
@PART[BredaSAFATPort]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Breda-SAFAT
		bulletDmgMult = 3.5
		!bulletDragArea = 0.56e-4
		!bulletMass = 11e-6
		!bulletVelocity = 740
		bulletType = 7.7x56RmmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 3
		%nonTracerWidth = 0.035
	}
}
@PART[M2Blister]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Browning M2 Gunpod
		!bulletDragArea = 1.52e-4
		!bulletMass = 42e-6
		!bulletVelocity = 890
		bulletType = 12.7x99mmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 4
		%nonTracerWidth = 0.035
	}
}
@PART[M2ExposedBarrel]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Browning M2 Wing Mount
		!bulletDragArea = 1.52e-4
		!bulletMass = 42e-6
		!bulletVelocity = 890 
		bulletType = 12.7x99mmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 4
		%nonTracerWidth = 0.035
	}
}
@PART[M2GunPort]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Browning M2 Shortbarrel
		!bulletDragArea = 1.52e-4
		!bulletMass = 42e-6
		!bulletVelocity = 890
		bulletType = 12.7x99mmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 4
		%nonTracerWidth = 0.035
	}
}
@PART[M2Pod]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Browning M2
		!bulletDragArea = 1.52e-4
		!bulletMass = 42e-6
		!bulletVelocity = 890
		bulletType = 12.7x99mmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 4
		%nonTracerWidth = 0.035
	}
}
@PART[BallTurret]
{
	@MODULE[ModuleWeapon]
	{
		shortName = Ball Turret
		!bulletDragArea = 1.52e-4
		!bulletMass = 42e-6
		!bulletVelocity = 890
		bulletType = 12.7x99mmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 4
		%nonTracerWidth = 0.035
	}
}
@PART[MG131]
{
	@MODULE[ModuleWeapon]
	{
		shortName = MG 131
		bulletDmgMult = 2.5	
		!bulletDragArea = 1.59e-4
		!bulletMass = 38.5e-6
		!bulletVelocity = 750
		bulletType = 13x64mmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 3
		%nonTracerWidth = 0.035
		%explModelPath = BDArmory/Models/explosion/30mmExplosion
		%explSoundPath = BDArmory/Sounds/subExplode
	}
}
@PART[shKAS]
{
	@MODULE[ModuleWeapon]
	{
		shortName = ShKAS
		bulletDmgMult = 3.5	
		!bulletDragArea = 0.55e-4
		!bulletMass = 9.6e-6
		!bulletVelocity = 870 
		bulletType = 7.7x56RmmBullet
		%tracerDeltaFactor = 2.75
		%tracerInterval = 10
		%nonTracerWidth = 0.035
	}
}
@PART[JerichoTrumpet]
{
	!MODULE[JerichoTrumpet] {} //kill the custom jerichotrumpet module, it's not compiled for 1.3 and will cause KSP to crash on load if not removed
}

RESOURCE_DEFINITION
{
	name = 15mm
	title = 15x96mm Ammo
	density = 219e-6
	flowMode = ALL_VESSEL
	transfer = PUMP
	isTweakable = true
}
PART
{
	name = 15mmBox
	module = Part
	author = VintageXP
	MODEL
	{
		model = AviatorArsenal/Ammo Boxes/20mm Ammo Box/model
		texture = AMMO_DIFF, AviatorArsenal/Ammo Boxes/20mm Ammo Box/AMMO_DIFF
		texture = AMMO_NRM, AviatorArsenal/Ammo Boxes/20mm Ammo Box/AMMO_NRM
	}
	rescaleFactor = 0.15
	
	node_attach = 0.0, -0.8, 0.0, 0.0, -1.0, 0.0, 1
	
	TechRequired = start
	entryCost = 0
	cost = 800
	category = none
	subcategory = 0
	title = WW2 15mm Ammo Box
	manufacturer = Roaken Armory
	description =  Box holding 15mm rounds. We somehow managed to fit 500 in there.
	attachRules = 1,1,0,0,0
	
	mass = 18e-3
	
	dragModelType = default
	maximum_drag = 0.1
	minimum_drag = 0.1
	angularDrag = 2
	crashTolerance = 12
	maxTemp = 1200 // = 2900
	bulkheadProfiles = srf
	
RESOURCE
{
	name = 15mm
	amount = 500
	maxAmount = 500
}

MODULE
{
	name = CFEnable
}

MODULE
{
	name = BDACategoryModule
}
}

@PART[ANM30]
{
	!blastRadius = 18.04 //meters
  	!blastPower = 5.10
	MODULE
	{
		name = BDExplosivePart
		tntMass = 35
	}
}

@PART[ANM57]
{
	!blastRadius = 29.81 //meters
  	!blastPower = 13.95
	MODULE
	{
		name = BDExplosivePart
		tntMass = 70
	}
}
@PART[ANM64]
{
	!blastRadius = 41.11 //meters
  	!blastPower = 26.54
	MODULE
	{
		name = BDExplosivePart
		tntMass = 140
	}
}
@PART[ANM65]
{
	!blastRadius = 59.42 //meters
  	!blastPower = 55.44
	MODULE
	{
		name = BDExplosivePart
		tntMass = 300
	}
}
@PART[WW2HVARRocket]
{
	!blastRadius = 5 //meters
  	!blastPower = 8
	MODULE
	{
		name = BDExplosivePart
		tntMass = 20
	}
}
@PART[WW2RP3Rocket]
{
	!blastRadius = 8 //meters
  	!blastPower = 7
	MODULE
	{
		name = BDExplosivePart
		tntMass = 18
	}
}

 

Copy the above into a empty .cfg file and save it somewhere inside your GameData directory.

Edited by SuicidalInsanity
some last-minute fixes

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33 minutes ago, tetryds said:

@SuicidalInsanity that's awesome! I'm going to release an update which includes this MM patch soon(tm).

really? an actual AA update? :P (im just messing, thats fantastic to hear! absolutely wonderful!)

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1 hour ago, stuChris said:

really? an actual AA update? :P (im just messing, thats fantastic to hear! absolutely wonderful!)

Oh damn now I have to actually deliver an update :P

I was planning on simply packing the mm patch with the mod...

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23 hours ago, tetryds said:

Oh damn now I have to actually deliver an update :P

I was planning on simply packing the mm patch with the mod...

well, even just to see it working again in the newer updates would be amazing. i loved this mod back when i had it, when it worked. i understand the problems youve had, though.

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