

Spooglecraft
Members-
Posts
44 -
Joined
-
Last visited
Reputation
11 GoodProfile Information
-
About me
Panzer Maker
Recent Profile Visitors
1,366 profile views
-
If so, please let me know how to make a custom BDArmory explosion too. Mines particles fall through the ground and the rest doesn't go away.
- 2,035 replies
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Spooglecraft replied to BahamutoD's topic in KSP1 Mod Development
Ask Michael Bay. That's quite easy to do. You know how to make a KSP part. If yes, just open the part.cfg of one of BDAs bombs and copy a module called MissileLauncher. Put it into your bombs part.cfg and set thrust times and forces to 0. Make some changes to blast values and you should be done. -
GPS works.
-
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Spooglecraft replied to sirkut's topic in KSP1 Mod Releases
While testing my Star-Wars-like Astromech Droid I noticed a missing face on the rotatron model. (Seen in picture.) -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Spooglecraft replied to BahamutoD's topic in KSP1 Mod Development
I had something similar when I crashed a hovercraft into the water. Two white squares appeared. So I think the bug is caused by KerbalFoundries. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Spooglecraft replied to BahamutoD's topic in KSP1 Mod Development
I'm updating my pack right now and am trying to get the guns/turrets to work. However, the fixed gun I'm updating right now (and the first to be updated as well) doesn't fire how it should. The aiming reticle are where they should be but the gun only fires when I'm looking at the plane from the side and pull the trigger. I also have to click inside a specific area. I copied the modules from the 50cal turret, overwrote the old BahaTurret module in the part.cfg with them and adjusted the values. UPDATE: Apparently some transform has to be reorientated. Doesn't seem to be as the turret fires in the correct direction but the aiming direction is 90 degress to the left. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Spooglecraft replied to BahamutoD's topic in KSP1 Mod Development
You NEED a fireTransform for a gun. Before making your own guns, I suggest using guns that already exist and simply make them lasers. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Spooglecraft replied to BahamutoD's topic in KSP1 Mod Development
Multiple fireTransforms works, but they have to point in the same direction (apparently). My multi-barreled weapons work, but the shotgun, whichs fireTransforms are angled differently, doesn't. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Spooglecraft replied to BahamutoD's topic in KSP1 Mod Development
KSP still uses Unity 4 and thus PartTools and the package are not compatible with Unity 5. -
I think about using a Firespitter-like FuelSwitch module. Shouldn't be too hard, so noted for future updates.
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Spooglecraft replied to BahamutoD's topic in KSP1 Mod Development
Try my addon: http://forum.kerbalspaceprogram.com/threads/120212-SC-Panzer-Parts?p=1940061 I added 20mm and 7.7mm Fixed Aircraft Guns in the last update and might add more in the future. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Spooglecraft replied to BahamutoD's topic in KSP1 Mod Development
Depending on what you mean by 'gun', there are different solutions. If 'gun' means the barrel, simply rotate that in Unity. If 'gun' means the direction the gun fires relative to the turret (aka Butt-Gun-Syndrome), make sure fireTransform is pointing -z. If 'gun' means the whole turret, rotate the 'turret' game object. You propably should use muzzleTransform.