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TUKE

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Everything posted by TUKE

  1. That's weird, as everything is working for me. My 40mm Vickers S does it's 13 RPM and my Hispanio 20mm does it's 700 RPM.
  2. I believe that's a tanker, although on that note tankers would be cool. Also, welcome to the forums!
  3. As far as i know (Well, i'm making my own mod sooooooo.........I must know something) damage for ballistic weapons is applied via heat. So the higher a parts heat tolerance the quicker and easier it is to destroy. Cannon power is as you guessed force applied, however it changes effectiveness through changing radius. (Vickers S vs structural pannel T-34, while very few parts were destroyed most of it was very quickly flying away in little pieces, this is after i reduced on the radius, as i wanted achieve a AP effect.) I hope i've helped, PM if you think i can answer further Q's .
  4. And heres me making a WW2 aircraft weapons expansion pack all by my lonesome Looks cool guys!
  5. Interesting, could be done with a modification of the Contract Configurator plugin perhaps?
  6. I've started making WW2 fixed guns, i have a .303 and Vickers S made and working with recoil animations. But the Hispanio seem's to have a fundamental flaw i'm still working on. It's set up the same as the others, but it doesn't fire and the retcicle is stuck on one spot on the runway.
  7. Hey Azimech i was thinking, since you brought this up in BAD-T, maybe you could utilise the old P-Fairing mod to generate wing surfaces to wrap around a frame built out of this. P.S I'm tempted to have a go at making the models for lego blocks but I'm busy enough making my own mod.
  8. I'm almost done making my Vickers S cannon for the new update of BDA, if the AI could aim anything using it would be a tanker. 40mm anti-tank cannons FTW!!! P.S ATM BDA AI aims fixed guns at a point 2m above a target plane. - - - Updated - - - That's the BDA update, Baha re-wrote how turrets work which breaks any expansion mods.
  9. Ok so the problem for me is that with fixed guns, the AI stills aims perfectly, for a point about 2m above the target aircraft. This is even when it has a clear shot, is on the targets 6, and the target is flying straight and level. For a 30s period of firing from a optimal position it still can't land a hit. Also as they are supposed to be WW2 they have no radar. P.S Can you make it so that when we close the Radar Warning Receiver it stays closed until we want it again?
  10. Is that a panel peeling off the cargo bay i see? Jeb would approve
  11. Are you showing us these because they are entries, or you just felt here might be a good place to show them? - - - Updated - - - Whoops ignore me, you have entered stuff. lol
  12. Would it be possible to have it so that an engine will stop working and blow smoke when temp gets to a certain point? Because it nice for use with BD Armory, as an engine could be just disabled rather than completely destroyed, as it take a rather big round to completely destroy an engine.
  13. Try KAX (Kerbal Aircraft Expansion) it only has engines and a few other parts.
  14. Ok i'm realizing just how noob i am at this, how do get curse to use that licence?
  15. Hang on i'll try with the shiny new version of BDA. - - - Updated - - - When i set that up i was in a hurry, so i'll change the licence for now, but i am making my own models/textures. I mean it was consistently aiming above the target, even when the target was barely manouvering. - - - Updated - - - What licence do i want?
  16. Here is the my first WIP gun for my mod pack. It's a wing mounted M1919 machine gun with the little red fabric patch doped on over the muzzle as seen on Hurricanes and Spitfires, and once i figure out how to make fireAnimations i will have the Vickers S cannon used on the tank buster Hurricane. http://kerbal.curseforge.com/ksp-mods/233392-ww2-air-weapons-for-bda/files/2251898 Edit: I don't know if it's the AI or the gun, but the AI will always fire at a point above the target plane. Edit2: Ok it's the AI, because it acts the same using the hidden Vulcan P.S Legacy targeting.
  17. Just thinking out loud, say i wanted to do a turret for a Vickers Wellington, if i added an iva to it would the iva move with the turret? My thoughts are probably not though.
  18. I had this too, but on a float i made for myself, surface attached (Used mostly the structural intake .cfg with mods), and would locally break FAR for only that plane, if i switched to another plane without them (While still in the same flight) FAR would work again.
  19. I don't know, but if you can export the model as at least a .dae it should work. However bear in mind that you need unity to setup and further export the model.
  20. Each to their own, i find Wings3D more user friendly. Mind you i started with Google Sketchup, lol/
  21. And every time i tried to use it i nearly ripped my own hair out without even getting anything made.
  22. Any advice on setup? As i am doing something similar pack (I was making config versions of weapons before this thread existed) that is being updated to have it's own models, however i only have the old turret example to go on. - - - Updated - - - Also i'm trying to make the Vicker S, but i don't know how to do the animation.
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