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DirtyVenomSteam

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Everything posted by DirtyVenomSteam

  1. Sorry, I am REALLY late with my response, as I forgot to check, basically, I'm asking what the structure looks like for making new guns, or if there's an up-to-date tutorial for making them? Basically speaking, I want to do is turn the Browning into a turret, with an attachment, so it wouldn't just be rotating off of nothing, however, trying to make custom guns in my past attempts (Like trying to scale down the Browning to match a 7.62 role, as scaling the model in the .cfg didn't move the ejection port, so it's ejecting shells from above the model, and looks kinda'... Jank.) has lead to the "Hey, this is firing this way!" going through the craft and into the ground, being stuck at it's starting location. This happens whether I make a custom turret, or a new stationary gun, so, I'm really just trying to figure out the ideal workflow for this stuff to actually work.
  2. Is there a tutorial for how to make custom parts around? I've tried looking for one on youtube, but I mostly just get unrelated mod review videos.
  3. Okay so, hey! Quick question for anyone that actually knows how in the hell to make custom weapons for BDA, How do I set up particles in unity with the KSP particle emitter? I had a muzzle flash working perfectly fine until I tried to swap to the KSP particle emitter, then everything broke, and I'm on the verge of bloodlust because I just want something to work.
  4. Quick question, is there a tutorial on how to make your own pack somewhere, and/or is there support somewhere for Kerbalfoundries? (Specifically the adjustable landing gear, I'm already aware that TU is just required, however they don't come with recolor support.)
  5. I think it is, I have all of the points defined in Blender as z+ forward with the default names for firetransform and stuff of the likes but, it's possible I'm misunderstanding the documentation. Honestly what'd be most useful for my stupid self would probably be a video tutorial documenting the process from Blender, to KSP, but, that's probably a big ask for people that're already busy.
  6. New model entirely, I want to make a custom turret, but, whenever I try to import anything to KSP, using the Blender-MU imported default BDA weapons as a base, then export to fbx and re-import through Unity itself, it doesn't seem to work at all, it allows me to select it, but, the "fire point" stays where the craft spawns and doesn't follow the muzzle.
  7. Don't poke the bears, it still works fine in the current version of KSP, the only real problem is that Vesselmover Continued can't spawn, but, that's it. With that taken care of, anybody have any reliable information as far as making custom weaponry goes, that doesn't involve poking Spanner? Don't wanna' bug the guy, he's probably busy with other stuff.
  8. With any luck, it should be possible once KSP2 is out, if not, at least we'll be able to have surface battles on new, distant worlds.
  9. Invoking the lord and savior himself, Spanner. Don't anger him, lest he cast a curse upon these lands.
  10. That's what I've been trying to do, looking at the structure of BDAC's own turrets and copying them, has still lead to a failure as far as it goes, as for modders, I haven't been able to get into contact with any.
  11. Asking again just for the sake of not being buried, plus I really do want to get into adding more weapons to BDA and the problem from last time persists; I need some help with a custom part, the model loads in fine, but the actual BDArmory stuff doesn't seems to work, I've got the aiming, muzzle and fire transforms set up with empties in Blender with Z-Forwards, they're named properly, both in .CFG and Blender, but for some reason it doesn't seem to work, the aimpoint stays where the vehicle spawns, and doesn't show a convergence indicator in the VAB/SPH. If possible, could I get some updated, official documentation as to how to create custom turrets? As the tutorial I followed was quite old. (It's the one by PrometheusRising, posted way back in 2015.)
  12. Not sure if this is where to ask for this, but I need some help with a custom part, the model loads in fine, but the actual BDArmory stuff doesn't seems to work, I've got the aiming, muzzle and fire transforms set up with empties in Blender with Z-Forwards, they're named properly, both in .CFG and Blender, but for some reason it doesn't seem to work, the aimpoint stays where the vehicle spawns, and doesn't show a convergence indicator in the VAB/SPH.
  13. Are there any plans for some kind of video-tutorial to bring weapons from Blender to KSP? I've been meaning to make weapons, but, I can't find any good, up to date documentation.
  14. Sincere apologies for the bump, but, I've good news, and bad news. Good news; Most parts are functional in 1.6.x Bad news; The parts that don't work are the radial-attach parts, in my testing, the rest seem to work, the aforementioned throw a "Exception: NullreferenceException: ObjectReference not set to an instance of an object" I've attempted to fix the nullreferenceexception through .cfg edits and recompiles of the models, but, that's yielded no results thusfar. Looking forward to when an official/semi-official fix is out, it'll be nice to screw around with this again at some point, although I know it's a low likelihood that it'll be possible to do so with Fengist having, for the mostpart, left the KSP/KSP Modding scene.
  15. Is there any chance of a "Stock" 7.62mm Minigun in the future? I've tried making my own by just copying and editing the vulcan's part file, but, I couldn't math the relative size out, and even when I did, it ended up not working.
  16. You guys remember the old InfiniteDice combat mod?

    Part of me wonders what the license on it was, and if it's possible for anybody else to maintain it, because in my opinion, it was a bit better than BDArmory, at least in terms of going in-depth with part damage, considering there  could be fires started from incendiary ammunition.

    1. Xd the great

      Xd the great

      yes you can probably do so WITH THE PERMISSION ON THE MOD MAKER ONLY, they have the following licence: CC BY-NC-ND 4.0

  17. By the way, I'm unaware if you're taking requests/suggestions for new parts, but a rounded wingtip much like the one that exists in the original Procedural wings (Maybe with less squishing when trying to make a shorter one) would most likely go a long way.
  18. How goes it, gents? Just a bump and wishing Jebman luck on the update to 1.5. Love this mod, can't live without it.
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