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KSP2 Release Notes
Everything posted by Toonu
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[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
Toonu replied to tetryds's topic in KSP1 Mod Releases
Actually sorry for my reaction, I was bit annoyed that I was doing it some hours and then I can't even use it. But on the other side I was searching for each gun to match size of bullets with BDA. I was doing it most realistic as possible. I will make then MM patch to share ammo with all other BDA mods then. Want the edited mod to see what is changed? I only see no reason in making each type of ammo different from all others...sorry, didn't want to be rude. -
[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
Toonu replied to tetryds's topic in KSP1 Mod Releases
And what about the recompiled dll, is it too problem? I...why not use BDA ammo, when every mod use it? Boxes are scalable so where is the problem? I always scaled your boxes, because they had too low/much ammo anyway. -
[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
Toonu replied to tetryds's topic in KSP1 Mod Releases
Ok, balance it yourself, because you know the real stats of each bullet on each hundred of meters. Other way is just use BDA penetration ammo... Like...its...I will send u the pack later -
[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
Toonu replied to tetryds's topic in KSP1 Mod Releases
Ok, I also fixed jericho from Stuka. All guns working, using all ammo from BDA universal ammo list. Added just one ammo (13mm for MG 131 with similar stats as 12.7mm). Now waiting only for sound files from alp3r. Expect release in next few hours. Unfortunately, because of compatibility with all other BDA submods I changed ammo in all guns. That means you don't have to have 2-3 different ammo boxes for .50cal, on the other side, all old ammo boxes were moved to legacy and will be without ammo once loaded in KSP. I could remove them, but that would mean all planes/crafts with that ammo boxes broken, unable to load. So with legacy, they will be there, but won't serve any purpose. You can of course replace them with BDA universal ammo box instead. That is the main purpose of the legacy mark. It simply means - replace it! In next release, they will be removed. When you won't remove them from crafts, they will simply broke in next release. I also make pull request to implement 13mm ammo into BDA universal ammo box, thus even 13mm box will be removed in next release. @alp3r @BlueDragon1504 Thank you for listening! Ave! Toonu -
[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
Toonu replied to tetryds's topic in KSP1 Mod Releases
Of course I am searching for all the bullet sizes on the internet, trying to match them with BDA ammo. Alp3r also agreed to incorporate his new sounds into my release. -
[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
Toonu replied to tetryds's topic in KSP1 Mod Releases
Yes, in BDA 0.2.1.2 are new armor parts used with the new bullet and penetration system. That's why I want to update this mod to this system. Old guns simply doesn't penetrate new armor, which I guess will be used everywhere now. -
[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
Toonu replied to tetryds's topic in KSP1 Mod Releases
Figured out that only thing that is needed is switch from your own defined ammo types (7mm, .50cal, 13mm, 20mm, 23mm, 30mm, 40mm, 75mm, 2.75in rockets) you should switch to intermod recognized ammo types which are: (7.62x39Ammo, 50CalAmmo, 20x102Ammo, 23x152Ammo, 30x173Ammo or 30x173HEAmmo, 40x311Ammo, 75×714Ammo, ATRocket or Type4Rocket) Actually there are 3x more from each type like: 7.62x39Ammo, 7.7x56Ammo, 7.92×57mmMauser only from .30cal. This way, you can use universal ammo boxes, instead of your own boxes, thus planes won't need anymore .50cal box for your front guns and .50CalAmmo box for back turret from other mod. This way you can balance it. And because you are busy, I will pull request soon my proposed changes when I will convert all the guns to universal ammo(hear BDA ammo used by all weapons submods turrets). After I do all the changes, I will test it on new armor made by guys from BDA to figure out balance. Have a nice day! Ave! Toonu EDIT: Ok, no pull requests because you have only jericho files on Git, I ll post changes there then. -
[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
Toonu replied to tetryds's topic in KSP1 Mod Releases
I can try it next week then. Hope that will help you. And other people wanting this mod. Maybe tomorrow, I'll do it, who knows...who knows... -
[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
Toonu replied to tetryds's topic in KSP1 Mod Releases
Is the ammo etc updated to new BDA ammo and armor penetration? When you remove the dll? @tetryds Yes, BDA now has armor penetration stuff, so that's only thing that can be balanced, if it won't be that hard.... -
@gomker Sorry but where? I can't find it too on 1.2.2 KSP (latest BDA for that) Ok, answered above Is it possible to extend radar 20+ km right now? Like cfg or something? One last question, when I extend visual range to 60km, guns will still fire to 10km, right? Only rockets will engage on 60km range?
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Great @gomker thanks for efforts Actually can you extend radar screen more than 20km? And how assign each weapon target? Like you said CIWS a missile targets, isn't that in newer versions?
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Ok guys, changed visual range to 10km and it works now, but still, it's true that with PRE you can fire missiles onto ships 60km away(never tried, but 20km worked for me). So some radar&this extensions should help a lot. @gomker How to change engament options?
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Here's the log, I added few lines so you can know when I started radar..though it didnt fired... https://pastebin.com/1ngusqaT EDIT: Also when I fired missile manually, the defending ship has chosen main gun, instead of 3 CIWS turrets to fire on it...it says hello from ocean floor now
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Ok, so... I'm firing Mk 45 gun which has range of 25km in .cfg file. That won't be an issue. I'm still on 1.2 because few mods still isnt up to date. I'll post debug log soon, just have to launch KSP... And here one picture where I lifter ship up to be in view range of FLIR and radar and still not firing. Log will be here in 5 mins EDIT: Actually I forceed guard to lock via clicking at radar screen, it wasn't done by him...
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How to force craft in guard mode to activate radars? Even when I activate radars manually, it doesn't fire over 5km as it can't see the enemy. It actually turns turret, but only via radar slave turrets, not because it fires. It only stares at enemy until its 5km away. Turret has 35km range....
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Perfect! Now it works like a charm. (Still about some few percent more downforce would help, but that's ok) Actually, the plane isnt as fast as catapult, it has set speed to 100 but speed only plane to 56m/s. Nose go only about 15-25 degrees up now. Thanks a lot! I'll try post a video Don't mind quality, it's just for this purposes https://drive.google.com/open?id=0Bx0If3lEDOQIRHh4RXJHVWdlR0U
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It looks slightly better, but the front wheel is catapulted up like before. Can you apply more downforce?
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I would be thankful, because about half of mods still aren't updated o 1.3 yet for this modpack. very very thankful if you compile 1.2.2 with the catapult changes for me.
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1.2.2 build of mod? Because KSP are on 1.2.2 version. And when I load back old ACA folder, it works fine...
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Ok, my fault... But any news onto crashing?
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Ok, again, no crash log, just KSP.log ... It crashes at Kerbal Foundries wheels loading, maybe you changedsoem compatibility with its wheels for catapults? Log here https://www.dropbox.com/s/g6m1g6i99nihafi/KSP.log?dl=0 Since there aren't your Git, I suggest this pull request... but I didn't write any code for year+ so I'm not sure if its correct End of catapult wheel checking private bool IsWheel(Part IRpart) { foreach (PartModule m in IRpart.Modules) { if (m.moduleName == "ModuleWheelBase" || "KSPWheelAdjustableGear") { Wheel = (ModuleWheelBase)m; if (Wheel.isGrounded) { Debug.Log("Contact"); return true; } } } return false; }
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Actually, my game crashed on loading screen and when I put back old version, it works. So I guess problem is there, but the game didn't generate any crash log except hundreds of 0x0000. No crash log unfortunately. Maybe it isn't compatible with some of my mods... Still I couldn't tried if it works when the game didn't started...
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Actually, the game crashed, because I didn't noticed its 1.3 version. And because most of mods still isn't on 1.3, I can't try it with my carrier setup. Will it be hard to make this change for older (1.2.2) version of your mod? I'll try make some changes in mods and try it on 1.3 through.... @flywlyx
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Is this compatible with ALG(Adjustable Landing Gear, now Kerbal Foundries or Kerbal Wheel I guess)? Because that gear can't lock onto catapult, when I've tried it. Also, some Git link so I can do some pull req? Also when launchign vessel with catapult, it jumps into air with first wheel before moving forward. It always destroys whole back of my plane. Any idea how to fix?
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Actually not, (using 1.2.2 KSP and 0.9.0.1 060217 122 Beta R14 PEW) and all Tomahawks are GPS except anti-ship which are targeted via radar and AGM. Thus I changed just to AAM and it works now. I fired manually after the AI couldn't handle it with same result. When we are at features, it will be good to chose with which gun AI should defend. As I said few posts back, AI defended ship with 155mm guns instead of (CIWS) laser batteries... It can be just for guns for example.... and of course I know its hard to code. You are doing amazing work even without that feature