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Wraith977

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Posts posted by Wraith977

  1. 16 hours ago, SpannerMonkey(smce) said:

    Pretty much , it was always that way in the beginning,   however even if it wasn't  there's still an issue as my test was a 330 rpm quad turret output at exactly 1 min was 740   , which is certainly not  330, and not as you surmise it should be 1320, and the output varies it's never constant  and it should be.

    Setting up a weapon with two fire transforms with roundsPerMinute = 120 certainly seems to cause each fire transform to fire roughly two times per second according to the in-game timer for a total ROF of 240 rounds. I say roughly however as there does seem to also be a minor deviation. Setting up a weapon with one fire transform with a roundsPerMinute = 60 should mean one round gets fired exactly every second, effectively being a clock of sorts itself, however after ~30 seconds of firing the in-game clock was noticeably ahead that of the weapon. Testing the in-game clock against a real one showed that the in-game clock was not running fast so I presume that the actual ROF of the weapon is slower that it is configured to be.

    I also remember an issue where several guns set up to fire in barrage mode would result in a much lower ROF than what it should have been. Obviously we are only dealing with single weapons and setting up barrage/salvo makes no difference to single weapons but I wonder if the cause could be related and that high ROF weapons could be much more affected than low ROF weapons.

  2. 1 hour ago, TheKurgan said:

     

     

    I'm 99% sure it's the two guns combined, or this is the "normal" way of configuring it. Look at the Lewis MG and the Lewis MG dual in SM_Armory, the single is 750 rpm, and the dual is 1400rpm

    If this is correct then I have some adjustments to make... Are you sure however? An obvious example I can think of that argues against this is my canister shot turret that has >10 fire transforms and a roundsPerMinute = 6. If your understanding is correct then it should fire once about every 2 minutes but this is not the case...

  3. 9 minutes ago, L0ck0n said:

    If i have two cannons in one turret (two firetransform points) and

    "roundsPerMinute = 1200" in cfg file that means there is 1200 rounds per minute for each cannon (2400 for whole turret) or 1200 rounds per minute for all cannons (1200 for whole turret)?

    Per gun if I remember correctly. "roundsPerMinute = 1200" in cfg with two fire transforms would mean 2400 rounds being fired per minute.

  4. 2 hours ago, goduranus said:

    Hi, I need some help, I accidently dragged the BDArmory window outside of the game window, now I can't see it anymore. I've tried restarting KSP as well as starting a new save, but I still can't see the BDArmory window when I click on the BDArmory button. Is there a place I can reset the position of the BDArmory window?

    Positions for BDA windows seems to be at the bottom of the settings.cfg file in the GameData\BDArmory folder, you could try fiddling around with the x/y coordinates there. My settings look like this->

    Spoiler

    BDAWindows
    {
        WindowRectToolbar = (x:1260.00, y:150.00, width:300.00, height:65.00)
        WindowRectGps = (x:0.00, y:0.00, width:290.00, height:0.00)
        WindowRectSettings = (x:590.00, y:100.00, width:420.00, height:480.00)
        WindowRectRwr = (x:40.00, y:424.00, width:276.00, height:296.00)
        WindowRectVesselSwitcher = (x:10.00, y:150.00, width:250.00, height:10.00)
    }

    That being said, the BDAWindows part of the settings is not there in my zipped download of BDA so simply deleting that portion of the settings might fix it for you if it's written to create those settings based on your window resolution. If doing any of this breaks your game you didn't hear it from me...

  5. @War Eagle 1

    On 4/25/2018 at 12:34 AM, SpannerMonkey(smce) said:

    HI. apologies for that slippage,  until an official fix is available . Browse to BDA/Parts/AmmoBox  and cut out the two CM cfg's you will find there (chaffDispenser.cfg and  flareDispenser.cfg). 
    Paste those two cfg's into the BDA/Parts/cmDropper folder , overwriting the current contents.

     

  6. 1 hour ago, Mr.Equador said:

    I will be really happy if someone  can send me a link to MODULE MANAGER that works with BDA 1.4.x, Physic range extender and vessel mover. 

    While I'm at it, might I ask why module manager not packaged with the BDA download as it is with most other mods that require it? Apologies if this has been asked/explained before.

  7. 19 hours ago, DoctorDavinci said:

    In regards to the mines ... they are indiscriminate killers as in realife, however I have provided for the ability to disarm them ... if you're slow and careful then you will be able to disarm them just like if you were in Cambodia or Laos disarming mines the Khumer Rouge layed eveywhere and anywhere ... serves as a lesson I suppose ... teaches that indiscriminate destruction is not such a good thing :/

    In order to disarm a mine you will need a kerbal that has a mine detector part equipped using KIS

    Do the mines detonate at a certain distance from the root part of a craft or the nearest part of a craft to the mine? I'm thinking making craft that have girders or armour pieces extending out the front to be able to detonate mines before they come near enough to do serious damage to the actual craft. This of course wouldn't work if they detonated based on the distance to the root part (unless of course you set the forwardmost girder as the root part...).

  8. On 24/02/2018 at 6:50 PM, War Eagle 1 said:

    Would you consider making an anti radar missile like the harm but make it small enough to fit multiple of them in a mk2 cargo bay and have very long range?

    This mod is specifically for South African weapons and as far I as I can tell South Africa doesn't have anything of the sort. If you're asking for something separate from this mod then I have to say that I just don't have the spare time. I barely have enough to keep working on this mod, let alone special other pieces right now, sorry.

  9. Update 0.2

    • Added new models for Al-Tariq and G-6.
    • Removed desert camo textures and BDAnimation Modules texture switching code in cfgs.
    • Minor changes to several cfgs.

    Only took me just over a year to get the new G-6 and Al-Tariq models finished and uploaded, that's not too long right... As usual with model updates, sizes and such have changed so vehicles with those parts installed on them might look (or actually be,) a bit broken.

  10. Due to the time it will likely take for me to finish the remaining parts I decided to just release what I had and update with the new models when they're done. My unity is working again but most of the parts within were by some means broken so it's going to take some time for me to get everything finished. Unless I messed up somewhere along the line everything in the latest update should work with BDA v1.1.0. If I did mess up somewhere please do the favour of informing me so I can fix it.

  11. I put some time on the weekend into finding what was wrong and getting as much working as possible and got every part save the G6 and the al-tariq working properly. The parts I did get working were all relatively simple cfg changes and removing the outdated BD Animation Modules (BahaSP) - the texture switcher module I was using doesn't seem to be in the updated BD Animation Modules so it's rather pointless keeping it in there anyways.

    The parts I was not able to get working (the G6 and the al-tariq) are both new models and required fixing/completion in unity which has since updating it started acting strangely. If I can manage to get my unity in working order again I will fix the remaining parts and release an update with all parts when that's done. If I can't get my unity working again within the next few days or so I'll just release an update with what I have got working - I will be able to update the cfgs for the G6 and al-tariq so everything will work, there will just be no new models.

  12. 18 hours ago, TMasterson5 said:

    @Wraith977 you still working on this man?

    Haven't been for a long time, haven't even played KSP for a long time either... I keep planning on coming back and working on this but ultimately so far every time it seemed as though I would have some free time to work on this something else came up. I'll see if I can't make some time in the next few weeks though, get everything updated and see what needs fixing.

  13. 11 hours ago, SpannerMonkey(smce) said:

    Is the 0.1 presumed due to the name of the weapons perhaps?

    As far as I can remember the 1 at the end is sort of a "model" designation rather than a calibre measurement, the MG 151 essentially being the Maschinengewehr 15mm model 1. The MG 151 most definitely shot a 15mm round rather than a 15.1mm round.

    It should also be noted (for us nitpickers out there...) that the officially correct name for the MG 151 is "MG 151" rather than "MG 151/15", the "15" already being included in the "151" designation and the MG 151/20 only retaining the "151" due to it being a modification or variant of the MG 151 rather than an entirely separate design.

  14. 5 hours ago, Sep said:
    the mod has a bug

    This -> https://github.com/PapaJoesSoup/BDArmory/issues/74

    I'll also just leave this relevant quote here as well.

    On 15/01/2017 at 1:16 AM, DoctorDavinci said:

    If you think you have come across a gremlin or a bug with BDAc or any of the mods we maintain, feel free to post here, however we ask that you also take a look at the issues list on Github to see if your problem has been addressed.

  15. For rotary-wing aircraft I would have to say the RAH-66 Comanche, probably the most beautiful helicopter ever made.

    boeing-boeing-rah-66-comanche-helicopter

    For fixed-wing aircraft the spitfire wins it for me, especially among the later marks. They've got a certain elegance that you just don't see in most other WWII aircraft.

    spitfire-005.jpg

  16. 15 minutes ago, TMasterson5 said:

    that is what I meant. But does that mean any difference in game, i.e. more/less range or damage or what not. Might be helpful to throw that kind of info into the parts description

    The canister variant is weaker at pretty much everything in KSP; the rounds spread as they travel, they don't have the explosive element (anything that isn't directly hit isn't damaged) and the muzzle velocity is almost half that of the normal shot variant. I made it just to see if it could be done and then just sort of left it in there. It can be pretty fun to play around with though, try attacking a few set up on guard with an aircraft.as a somewhat different threat to have to avoid (or alternately try taking out attacking aircraft with it :P)...

  17. 2 hours ago, TMasterson5 said:

    @Wraith977 overall your mod is awesome but just some friendly ideas from me would be:

    make the new turret taller and less wide/long, right now it is super thin and quite wide and long

    the new cluster bomb weighs a lot. At .5 ton each dropping one from one side of a plane and not the one from the otherside throws off weight balance quite a lot

    clarify the difference between the two older tank turets a bit, right now its not totally clear what the difference is between them

    Other than that, keep being awesome!

    Put an M1 Abrams turret on top of the Olifant Mk2 turret in the SPH, now tell me which one is super thin and quite wide and long :D. It really only seems that way because of the rather flat sides and the "wedge" angling of the front armour and it looks a lot better when on its chassis (still a WIP). That being said, setting the dimensions of the turret did entail a lot of guesswork and figuring the proportions between the turret and the only real values I had to work from which was the centurion chassis so I might make it a bit taller, making it any thinner or shorter makes it look silly on the chassis.

    The CB-470 should weigh .45 tonnes, less than the CBU-87. The weight and dimensions of the bomb were taken from the SAAF's page on it here: http://www.saairforce.co.za/the-airforce/weapons/37/cb-470-cluster-bomb

    I'm not sure what you mean, "the difference between the two older tank turrets." If you mean between the LMT-105 and the LMT-105 Canister... Well one shoots a solid exploding round and the other fires a canister shot, they're two separate parts because I couldn't find a way to change models (and cfgs) in a single part.

  18. Update 0.1.4.2

    • Added redone models for missiles and some turrets.
    • Changed some stats.
    • New cluster bomb, the CB-470.
    • Texture switching for camouflage.
    • Packaged with BDAnimation Modules for texture switching.

    NOTE: I may not have been as diligent as I should have in remaking some parts and the sizes of most of the parts have changed; This may break vehicles with these parts attached or make them look strange, I hope I haven't broken anything this time...

    The model and textures for the G6 are done but there's a strange issue where the gun will recoil and consume shells in seconds but not fire any rounds so that's not included. The only other time I saw this was when a transform was missing from another part but that's not the case here so I'll have to look at that some more.

    I'm still not happy with the Al-tariq wing kit, despite having "finished" it about seven times so that's also not in yet.

    Once those two parts are done the next step is optimising UV maps and textures, especially with larger parts where it starts to look stretched. I'll then want to look at better ways of doing ammo belt-feeds to improve the GI-2 and in preparation for the next bunch of parts I want to add.

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