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DirtyVenomSteam

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Posts posted by DirtyVenomSteam

  1. On 6/29/2022 at 4:07 PM, Papa_Joe said:

    In general Custom parts can be as simple as a new config for an existing part, or completely new models, animations and code to support them.  Typically a new Part would be created in a tool like Blender and then exported to Unity format (.fbx or .obj is typical)  they are then plugged into unity and exported to KSP using KSP tools.  Anyone, please correct me if I got that wrong.  Parts and modelling are next on my list of things to learn.

    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. 1 hour ago, Xd the great said:

    Hmm. Is the .cfg properly made? You can probably ask jrodriguez for a bit of help. Or read some documentation on github and see if it helps.

    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.

  3. On 7/29/2020 at 4:29 AM, Xd the great said:

    Are yo talking about new explosion effects, new models and mesh, or just simply weapons with new stats but same model?

    The former 2 is the basics for every mod with new part, and I can help do the latter.

    You can try messing with the .craft file, but always back up the file first.

    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.

  4. 4 hours ago, XTeamXeno said:

    Do you have a release date for BDAc for 1.10?

    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.

  5. 22 hours ago, Luriss said:

    In light of the new KSP 2 development update video I'd like to make a request for the consideration of whomever may be porting BDa to KSP 2.

    Please, consider revamping how BDa calculates targeting in KSP 2. From what I understand, BDa relies on a surface based method to calculate targeting. This works fine for the most part, but, it makes space to space targeting impossible. Two ships shooting each other in space cannot correctly target each other with this flaw.

    I have suffer no illusions, this a big ask. But with the implementation of orbital construction and planetary bases, it would be amazing to see space combat function correctly in KSP 2.

    Thanks for reading I guess. Have a good one!

    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.

  6. 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.)

  7. 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.

  8. 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.

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