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Everything posted by TUKE
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Love the texture style, gives a decidedly civilian look.
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You felt my mod was worth putting a link in for? Thanks This has put me in the mood to actually try and put some time aside for it.
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I haven't started German models yet, however i have the M1919 nearly ready, as well as a derpy flexible mount version (However i went a bit overboard on the jacket and the poly count is outrageously high, a.k.a i cannot place more than about 3-4 before my is about as fast as a snail with brain damage, and i can't get the turret to point where it's supposed too.), and an Aperture Science inspired model for a bomb test. Unfortunatly at the moment real life is being a pain and i haven't really felt in the mood for sitting down and doing a day of serious modeling. Soon.
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[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
TUKE replied to tetryds's topic in KSP1 Mod Releases
Well i'm planning on making one. -
[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
TUKE replied to tetryds's topic in KSP1 Mod Releases
*Continues working furiously in an attempt to have the first working turret out of the two mods* Do your guns have firing animations? -
I know you have ship based parts, so thats why i'm planning ^^^^^These parts.
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[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
TUKE replied to tetryds's topic in KSP1 Mod Releases
I think yours and mine can coincide peacefully, as we both approach the whole WW2 thing from different directions. This pack is more focused on being KSP styled, whereas for mine i make the whole gun and encourage people to make planes worthy enough of having the guns. -
[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
TUKE replied to tetryds's topic in KSP1 Mod Releases
Wait Wait Wait Wait Wait Wait. Since when did you have a Vickers S as well? - - - Updated - - - Also i had mine released first -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
TUKE replied to BahamutoD's topic in KSP1 Mod Development
I'm making a WW2 air-weapons pack and this will probably be something that i will make somewhere down the line. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
TUKE replied to BahamutoD's topic in KSP1 Mod Development
Hey quick Q, what way are you supposed to point the bloody aim transforms in Unity when making a turret? Because i will have everything in it's correct orientation, but then the Yaw for example will be reversed, or it will do some weird turns before staying in a messed up orientation. -
Hip Hip, Horay! Hip Hip, Horay! Hip Hip, Horay!
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
TUKE replied to BahamutoD's topic in KSP1 Mod Development
Well i fixed my problem by eliminating the animation, as it only really moved one tiny piece a little. Also anyone read the description? -
So i'm entertaining the though of making some ground based flak guns at some point. Opinions?
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I think this is what i had. It only gave me the clipper hulls and the gangway, then i downloaded it from curse with no issues.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
TUKE replied to BahamutoD's topic in KSP1 Mod Development
Well I've messed with it a little and am now loading the game, if this is it i will be quite surprised because this config used to work (Is also a modified hiddenvulcan one) and i think all i did was add the fire animation. - - - Updated - - - Nope, didn't work, I'm fairly sure it's something in the Unity Hierarchy thats the problem. PART{ // Kerbal Space Program - Part Config // // // --- general parameters --- name = M1919 module = Part author = TUKE // --- asset parameters --- mesh = M1919.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 = M1919 manufacturer = TUKE Attack Systems description = An old M1919, .303 calibre machine gun. After adopting the nickname "The Marshmellow Gun" by a disgruntled customer, we had to specifically write on the box for it to only be loaded with normal .303 ammunition. However when you do load it with marshmellows they make better incendiary rounds than the ones we sell........... // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,1 // --- standard part parameters --- mass = 0.014 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 60 maxTemp = 3600 stagingIcon = SOLID_BOOSTER MODULE { name = ModuleWeapon fireTransformName = fireTransform hasDeployAnim = false hasFireAnimation = True fireAnimName = fireAnim roundsPerMinute = 1150 maxDeviation = 15f maxEffectiveDistance = 2500 maxTargetingRange = 1500 bulletMass = 0.45e-4 bulletVelocity = 1000 ammoName = .303Ammo requestResourceAmount = 1 hasRecoil = true onlyFireInRange = false bulletDrop = true weaponType = ballistic projectileColor = 255, 60, 0, 160 //RGBA 0-255 startColor = 255, 105, 0, 200 fadeColor = true tracerStartWidth = 0.3 tracerEndWidth = 0.05 tracerLength = 3 maxHeat = 1000 heatPerShot = 40 heatLoss = 175 fireSoundPath = TUKE Attack Systems/M1919 MG/sounds/shot overheatSoundPath = BDArmory/Parts/50CalTurret/sounds/turretOverheat oneShotSound = true } } -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
TUKE replied to BahamutoD's topic in KSP1 Mod Development
Hey just a BDA modding related question that i don't have an answer for. Does anyone know why with a fixed gun the retcicle will show on a point on the runway and not move from there? I have had this happen 2-3 times now and am not sure how i fixed it. It also doesn't move when i fly the plane. -
I think this mod needs some attention, first off a Bf-109 engine shouldn't take a normal plane supersonic. Second, i threw three bently's on my Cant Z.1007 replica and flew it, abused the daylights out of the engines, full throttle, not coolers, power dives that take the aircraft to nearly the sound barrier, and all for 10min+ and the engines haven't missed a beat. I nearly ripped the wings off trying to destroy the engines.
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Welcome one and all to the Kchneider Trophy Races!!! Its a beautiful sunny day here in Eastern Kerbin, the waters flat and there isn't a cloud in sight or a breath of wind. Oh what do we have here, the racers are moving their planes into the water, would you listen to the crowd roar!!! Alright everyone's started their engines, five, four, three, two, one.... And their off!!! My god ladies and gentlemen were in for a show today!!! So i was thinking of doing an air racing challenge based off of the 1910's to 1930's Schneider Trophy air races, with each racer running a time trial on their own PC and forwarding the results, as KSP doesn't have a stable, easy to use multiplayer. Currently my thoughts are to use Infinite Dice's ICE pack so racers have to manage their engines so they can finish the race, as well as having a FAR and stock aero categories. In terms of the course itself, I'm going to make and distribute a save with pylons set up in the water surrounding the KSC. As well as finalize the details i will also make some floats to go with this. Ideas?
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Pretty cool