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TUKE

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Everything posted by TUKE

  1. So the link won't work until the project is approved, but here it is.
  2. Azimech, i think i might know how to get the weapons manager to fire two different guns at once(i.e cannons and mg's) I'll post testing results. - - - Updated - - - Success!!!!!!
  3. Also i'm expanding and formally posting my weapons. Now includes custom .303 resource.
  4. Because of where i am i cannot see the pic, so who's weapons have you got? - - - Updated - - - Also is anyone else having a problem where sustained firing will mute things like engine noise?
  5. Well how do you put a .cfg in the post? - - - Updated - - - Hispanio PART { // Kerbal Space Program - Part Config // // // --- general parameters --- name = Hispanio_Suiza_.404 module = Part author = BahamutoD+TUKE // --- asset parameters --- mesh = model.mu rescaleFactor = 0.5 // --- node definitions --- node_attach = -0.72, 0, 0.0, -1, 0, 0, 1 // --- editor parameters --- TechRequired = precisionEngineering entryCost = 2100 cost = 3500 category = Utility subcategory = 0 title = 20mm Hispanio-Suiza .404 manufacturer = TUKE R&D description = A radially mounted Hispanio-Suiza .404 cannon. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,1 // --- standard part parameters --- mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 45 maxTemp = 3600 stagingIcon = SOLID_BOOSTER MODULE { name = BahaTurret fireSoundPath = BDArmory/Parts/Hispanio Suiza .404/sounds/shot overheatSoundPath = BDArmory/Parts/50CalTurret/sounds/turretOverheat deployAnimName = deploy hasFireAnimation = false fireAnimName = fireAnim spinDownAnimation = false yawTransformName = aimRotate pitchTransformName = aimPitch roundsPerMinute = 750 accuracy = 8 bulletMass = 1.3e-4 bulletVelocity = 880 ammoName = 20x102Ammo requestResourceAmount = 1 maxTargetingRange = 1100 bulletDrop = true projectileColor = 255, 247, 0, 255 cannonShellPower = 15 cannonShellRadius = 0.75 minPitch = 0 maxPitch = 0 yawRange = 0 onlyFireInRange = false maxHeat = 1000 heatPerShot = 80 heatLoss = 250 tracerStartWidth = 0.3 tracerEndWidth = 0.06 maxEffectiveDistance = 2100 } .303 PART { // Kerbal Space Program - Part Config // // // --- general parameters --- name = bahaHiddenVulcan module = Part author = BahamutoD // --- asset parameters --- mesh = model.mu rescaleFactor = 1.0 // --- node definitions --- node_attach = 0.0, -0.01, 0, 0, -1, 0, 1 // --- editor parameters --- TechRequired = precisionEngineering entryCost = 2100 cost = 950 category = Utility subcategory = 0 title = .303 MG manufacturer = Bahamuto Dynamics description = A .303 calibre machine gun. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,1 // --- standard part parameters --- mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 60 maxTemp = 3600 stagingIcon = SOLID_BOOSTER MODULE MODULE { name = BahaTurret fireKey = mouse 0 fireSoundPath = BDArmory/Parts/hiddenVulcan/sounds/shot overheatSoundPath = BDArmory/Parts/50CalTurret/sounds/turretOverheat deployAnimName = deploy hasFireAnimation = false yawTransformName = aimRotate pitchTransformName = aimPitch roundsPerMinute = 1150 accuracy = 2.75 bulletMass = 0.45e-4 bulletVelocity = 1000 ammoName = 20x102Ammo requestResourceAmount = 1 maxTargetingRange = 500 bulletDrop = true projectileColor = 255, 90, 0, 160 //RGBA 0-255 startColor = 255, 105, 0, 80 shellScale = 0.463 minPitch = -0 maxPitch = 0 yawRange = -0 onlyFireInRange = false instakill = false maxHeat = 1000 heatPerShot = 40 heatLoss = 175 tracerStartWidth = 0.55 tracerEndWidth = 0.20 fadeColor = true maxEffectiveDistance = 1500 } }
  6. I've had mine try to spray and pray from 5+km away. Thats why i use a crazy overheat. So it doesn't waste all it's ammo while out of range. - - - Updated - - - Also at present i'm modifying my Hispanio to try and make it sound, proper. - - - Updated - - - Another thing i did was to reduce damage of even the Hispanio so it wasn't, who can shoot who first, or who can spray bullets from 5km away, so a hostile needs to be on your tail for a reasonable amount of time before you die.
  7. Well i can mod the M230 into the 7.7mm or 12.7mm Breda-SAFAT machine gun. As i want an Italian MG for my Cant (when it stops exploding). However i was thinking of reducing accuracy and damage because of the difficulty the AI has with aiming planes with fixed guns.
  8. I found that the radial was superior to the two Aerosport's. The plane seemed to get airborne better.
  9. For my 20mm i looked up the RPM, Muzzle velocity and round weight to give some starting stats, then i think i made it heavier so it did a little bit more damage. Same process for the .303, then i made the round lighter. My guns also have reduced accuracy and quick overheats because the AI will spray and pray from 5km away.
  10. Sort of, look at the Original Post, however it is currently up for changes. - - - Updated - - - FAR has broken my current install, as the game now crashes when i try to launch my craft. Good bye testing.
  11. Apart from the the tweakscaled detailing parts, will the Bf-110 be allowed with the engines at 50.5% (It still flies comfortably). - - - Updated - - - As i remember, NEAR was a lot kinder to planes built with stock aerodynamics, but this was before 1.0.
  12. So this should be my entry, although there might be some tweaking for control surfaces because of FAR, also tweak scale is only used for detailing like the nose cone and the spinners.
  13. You can surface attach parts, or attach the part backwards and rotate using the tool. The only reason why i ask is that one of my replicas is working as intended with FAR and is competitive worthy. - - - Updated - - - How long has that existed? Because i did pretty much the same thing but for the Hispanio 20mm.(Although the sounds wrong because it's hard to find one for it.) - - - Updated - - - http://steamcommunity.com/sharedfiles/filedetails/?id=490323801&fileuploadsuccess=1
  14. For monoplanes can we use two radials? Also can i use he cockpit from this mod? http://forum.kerbalspaceprogram.com/threads/98041-WIP-Some-stuff-I-ve-been-working-on-WWII-Cockpits-Propeller-Engines-VentureStar - - - Updated - - - Also funnily enough my Bf-110 flies faster with FAR i.e 720km/h as opposed to RL 595km/h.
  15. Trying to build a Biplane, and my parts would be generating random heat? I have never had this bug before so i can only assume FAR is causing weird stuff?
  16. I have to make a modified version of the gun. - - - Updated - - - Bombers could start in flight and the fighters need to intercept them perhaps. - - - Updated - - - Thanks for the info. Will do.
  17. Could i use a scale bomber? But only one? https://www.the-blueprints.com/blueprints-depot/ww2planes/ww2italy/crda-cant-z1007-alcione-1937-italy.gif
  18. Either weapon manger will try to use the rear turret even if the target is not in range. Also can we use radials? P.S The Whirlwind works quite well with radials and FAR.
  19. Another thing, the AI is very aggressive on climbs and doesn't care about stalling, as such it will often quite happily stall the plane into the ground.
  20. Do we really need FAR? Because i just tested the Lizzie, and with a less powerful engine, well it seems like the wings produce no lift and it falls out of the sky, and it is a pretty close replica. So maybe NEAR instead if it still works?. On the note of turrets and the way the weapons manager seems to handle it, my Stuka defaults to the rear gunners gun, no matter what it is. Also my planes pack comes with a pretty balanced .303 and 20mm guns, so maybe you could use those? - - - Updated - - - Now testing the Whirlwind to see if it's any better. Also maybe an ammo limit?
  21. For cockpits, CoffeeSE has a few good WW2 ones. They just need to be built in a certain way because the nodes no longer work as they should. Also will there be bonus points for being a replica? Also i was thinking of submitting my Westland Lysander which only uses BDA and KAX, however it hasn't been tested in FAR and uses the old KAX power settings. (However the Lizzie i think has the thrust limiter set to 50% at least so it might be ok) - - - Updated - - - Also whats the policy about rear gunners? Because the issue i have is that the AI will always try to use the rear gunner instead of the pilots fixed guns.
  22. So is the way this going to work is that someone just loads our planes, activates the AI and lets them run free?
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