jrodriguez

[1.9.1] BDArmory Continued v1.3.4 & BDArmory Multiplayer [09/04/2020]

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2 minutes ago, Manul said:

And kerbals too. I accidentally shot Jeb with AIM-9

Now this, this is something I must see in person.

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@jrodriguezalso I tried giving kerbals weapon managers and surface AI, but it seems that they get doubled in the right click menu. Is this a bug?

EDIT: found a duplication of MM patches.

Edited by Xd the great

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Not sure if this is where to ask for this, but I need some help with a custom part, the model loads in fine, but the actual BDArmory stuff doesn't seems to work, I've got the aiming, muzzle and fire transforms set up with empties in Blender with Z-Forwards, they're named properly, both in .CFG and Blender, but for some reason it doesn't seem to work, the aimpoint stays where the vehicle spawns, and doesn't show a convergence indicator in the VAB/SPH.

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The targeting pods don't show up. All the other parts show up but the targeting pods are not available.

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10 hours ago, ravenpaw3 said:

The targeting pods don't show up. All the other parts show up but the targeting pods are not available.

Reinstall the mod.

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5 hours ago, tinygrox said:

Hi, I am about to localized the UI, any tips?

Read the instructions.

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8 hours ago, Xd the great said:

Read the instructions.

Or maybe go to the mod's thread and discuss the mutual interest with others who use it? Like he/she was trying to do? 

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Hello, just a tiny question.

How can I turn on the display for gun convergence?

I remember something like that in the old days and now I am really missing it, when I would like to use more than one gun.

Thank You!

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13 hours ago, muckytuja said:

Hello, just a tiny question.

How can I turn on the display for gun convergence?

I remember something like that in the old days and now I am really missing it, when I would like to use more than one gun.

Thank You!

F2 i think.

On 2/4/2020 at 1:52 PM, tinygrox said:

Hi, I am about to localized the UI, any tips?

What do you mean "localize the UI"?

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2 hours ago, tinygrox said:

@Xd the great

Localize fields that are not localized. The user interface. 

So you mean the UIs stay where you want them to be? Just drag and place them at your desired location.

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2 minutes ago, Xd the great said:

So you mean the UIs stay where you want them to be? Just drag and place them at your desired location.

No I mean the text. I want it to support more languages.

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7 hours ago, Xd the great said:

F2 i think.

You are Right, My Man! :)

Thanks for the help!!!

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8 hours ago, tinygrox said:

No I mean the text. I want it to support more languages.

You nees to look into BDArmory's files. Look for a localization file with all the #Loc(a bunch of words, letters and numbers). It should have all the necessary information for you to create your own localization. (With google translate's help, of course).

It works for part description, but I don't know where you can mess with the UI.

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53 minutes ago, Xd the great said:

You nees to look into BDArmory's files. Look for a localization file with all the #Loc(a bunch of words, letters and numbers). It should have all the necessary information for you to create your own localization. (With google translate's help, of course).

This is not what I mean.:PBut thanks anyway.

When I'm ready, I'll pull a request to github.

Edited by tinygrox

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Asking again just for the sake of not being buried, plus I really do want to get into adding more weapons to BDA and the problem from last time persists;

I need some help with a custom part, the model loads in fine, but the actual BDArmory stuff doesn't seems to work, I've got the aiming, muzzle and fire transforms set up with empties in Blender with Z-Forwards, they're named properly, both in .CFG and Blender, but for some reason it doesn't seem to work, the aimpoint stays where the vehicle spawns, and doesn't show a convergence indicator in the VAB/SPH.

 

If possible, could I get some updated, official documentation as to how to create custom turrets? As the tutorial I followed was quite old. (It's the one by PrometheusRising, posted way back in 2015.)

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On 2/8/2020 at 11:44 AM, DirtyVenomSteam said:

Asking again just for the sake of not being buried, plus I really do want to get into adding more weapons to BDA and the problem from last time persists;

I need some help with a custom part, the model loads in fine, but the actual BDArmory stuff doesn't seems to work, I've got the aiming, muzzle and fire transforms set up with empties in Blender with Z-Forwards, they're named properly, both in .CFG and Blender, but for some reason it doesn't seem to work, the aimpoint stays where the vehicle spawns, and doesn't show a convergence indicator in the VAB/SPH.

 

If possible, could I get some updated, official documentation as to how to create custom turrets? As the tutorial I followed was quite old. (It's the one by PrometheusRising, posted way back in 2015.)

@jrodriguez?

I suggest looking into bdac's own turrets, or asking other modders as well.

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4 hours ago, Xd the great said:

I suggest looking into bdac's own turrets, or asking other modders as well.

That's what I've been trying to do, looking at the structure of BDAC's own turrets and copying them, has still lead to a failure as far as it goes, as for modders, I haven't been able to get into contact with any.

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On 2/8/2020 at 4:44 AM, DirtyVenomSteam said:

Asking again just for the sake of not being buried, plus I really do want to get into adding more weapons to BDA and the problem from last time persists;

I need some help with a custom part, the model loads in fine, but the actual BDArmory stuff doesn't seems to work, I've got the aiming, muzzle and fire transforms set up with empties in Blender with Z-Forwards, they're named properly, both in .CFG and Blender, but for some reason it doesn't seem to work, the aimpoint stays where the vehicle spawns, and doesn't show a convergence indicator in the VAB/SPH.

 

If possible, could I get some updated, official documentation as to how to create custom turrets? As the tutorial I followed was quite old. (It's the one by PrometheusRising, posted way back in 2015.)

Invoking the weapon master @SpannerMonkey(smce) 

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On 2/13/2020 at 3:20 PM, xD-FireStriker said:

Has anyone tested this on 1.9 yet?

Chill, the team is probably working on it.

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