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KSP2 Release Notes
Everything posted by BahamutoD
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
eeveelution - I think ammunition burnout would be more detail than is necessary for KSP. As for turrets getting ripped off, they're just normal parts, so when subject to forces beyond their breaking point, they'll get ripped off like usual. dragon01 - It wouldn't really work to use action groups to fire guns since only the Brake action group lets you hold it down to toggle it on; other action groups are only single fire. People asking about switching vessels mid-air - You need to extend the physics loading range. You can do this in the settings.cfg or in the in-game settings window (alt-. However, limited testing shows that setting it to anything higher than 5000 will cause problems with launch clamps and orbits of nearby vessels' orbits. Use at your own risk; remember, this is early development. Things can/will break. nli2work about cameras tied to the guns - Bullets rarely end up where the barrel is pointing if there's motion and gravity involved, so I don't think a camera fixed to the direction of the gun will be too effective. Anyways, I'll deal with camera stuff later on (in fact, I'm going to remove the camera tools from the next update since its still buggy and I don't want to focus on it yet). eclipse842 - You'll be able to either use action groups to fire off single rockets at a time, or use the primary fire key to rapid fire. I'm still working on it so this could change. About DMP compatibility - I haven't given it any attention; I assume it won't work well, and as I said before, I'm not going to focus on multiplayer use yet. buddertroll - Torpedoes could work, I guess. I might try it eventually. ps - This next update is taking a while since I'm doing bunch of stuff 'under the hood', but it will be worth it. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I was using the weapon manager as the camera source point. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I haven't tried doing IVA's yet. For the bomb targeter, you have to have at least 200m altitude, and either fly horizontally or in a dive. (vertical v < +10m/s) I actually don't think I'll be trying to do compatibility with skillful. If its possible to have crew in it then yes, but I probably wont do an IVA.. I have gotten a target camera to work with RPM. I just need to figure out how to edit the text/overlay. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Blender Cookie, as Themorris said, is a good place to learn. I also learned a lot from Andrew Price from BlenderGuru (also on youtube). Aside from that, its just alot of practice. You probably won't find one place where you can learn everything you need to know to make unique KSP parts. You just have to try things on your own. When you get past making simple stuff like fuel tanks and variations of stock parts and you want to make new stuff, the Unity manual and scripting API is extremely helpful. http://docs.unity3d.com/Manual/index.html I'm still learning too! Almost everything is trial and error.. A random tip for making textures: Learn how to bake ambient occlusion in Blender. It makes everything look better. Alot of the textures for my models are just an ambient occlusion layer with multiply blending, and colors for the different parts underneath. Sometimes I'll throw in some scratches/wear'n'tear and some text/decals, and thats it. With some practice, you'll figure out how to UV unwrap stuff to make texturing alot easier. I'm keeping them separate, just using action groups so you don't have to switch to them with the weapon manager. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Thanks, and doh! I guess I'll reanimate it to fire in the right sequence. Oh, I see what you mean. It still seems like it would be so unlikely to hit what you're trying to hit if you manually aim it, so you would need to let it auto-aim some how, which would be boring either way. If/when I make a rail gun, I'll probably just try to make it interesting to use in closer range. My idea for making it stand apart from the existing cannons (besides giving it a huge muzzle velocity) is make it so the projectile doesn't despawn on impact, and penetrates through everything, destroying all parts along the way. A question for any modders: Do you know what may cause Kerbin to be destroyed? While working on stuff recently, sometimes when a missile or a vessel crashes into Kerbin really hard, the planet gets destroyed. This didn't happen before, so I'm trying to figure out what I did to cause this. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
^ Contradicting yourself there. Physics won't 'take it from there' if its out of physics range. Also if the target's physics aren't loaded, nothing will happen if it gets hit, even if the bullet gets all the way there without unloading itself. Anyways, today, I did some rewriting of the weapon manager to be able to use different types of weapons. For now, I added a new weapon type "RocketLauncher" for the unguided rocket launcher pods. Later, I'll add turrets and guns to the weapon manager and let you use the primary fire key you assign for firing any weapon with the weapon manager. Here's a vid of the rocket launcher. It holds rockets as PartResources, so I could use my AnimatedContainer partmodule to make it show how many rockets are left in the pod. Also wrote in some new stuff for explosions that give them a chance to decouple and/or destroy parts in their radius depending on the distance of the part from the explosion center. This makes rockets/missiles/bombs more likely to fragment a craft instead of sending the whole thing flying. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
That shouldn't happen. It works fine with FAR. Can I see what your craft looks like? Right. There must be some reason that stock KSP limits range to 2.5km. I haven't looked further into how to increase the range safely yet though. You can put the gun where ever you want, of course. -- Here's some footage of countermeasures testing: -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Not yet since I don't think DMP is fluid enough for combat. This would actually be pretty cool, but I foresee it being a big challenge to make, so maybe not for a while (at least from me). edit: Here's some new stuff: Hidden Vulcan, AC-130's Howitzer, Maverick, Sidewinder, countermeasure pod. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I'm trying to avoid having pop-up menus, but I do want to figure a way to select targets easier. I just don't want to have a cluttered screen like what you see with Lazor or Mechjeb screenshots. Currently, all missiles are fire and forget. Yes, everything should work with Burn Together. If you mean the bullets fire to the side, bullets don't use particle emitters. The plugin just finds all ''fireTransform''s and fires a game object in that transform's forward Z direction. Like I said before, the fireTransform shouldn't have a particle emitter. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Is it activated? Got ammo? It may be a bug for crafts with multiple stages. It will be fixed in 0.5.0. Also, the aimer should be on on default; hitting the toggle key will turn it off. Finally, the aimer only appears if you are above around 200m I think. Try it on a single stage craft to see if it works at all. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
The slide thing isn't required, I was just using it for the animation. Particle emitter is only required on muzzle transform. I'll probably change this. Hydran, the thing with rail guns is they have incredible range, which can't really be used in KSP.. -
Update v1.1.1 -updated BDAnimationModules.dll for AnimatedEngines dV and heat issues fix -------- That should fix the problems with Mech Jeb, KER, and Deadly Reentry. Damaske, I was unable to reproduce the problem you described with or without this update. Try re-installing the mod and getting the latest Mech Jeb if you haven't already.
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[WIP Plugin] BDAnimationModules - v0.6.1
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Update 0.4.1 I rewrote AnimatedEngines again to fix the "NaNCº" temperature issue, and the zero dV calculations in MechJeb and KER. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Yeah some of the explosion forces need tweaking. On a side note, I'm experimenting with countermeasures -
[WIP Plugin] BDAnimationModules - v0.6.1
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Yeah I haven't fixed generic loop yet. I'll be sure to make the deploy animation optional. -
It looks like I slightly messed up the animation on one of the engines. It still works but it looks a little weird. I'll do a hotfix later. edit: I updated it to 1.1b, but if you already have v1.1 its not necessary to update unless you notice the animation glitch and it bugs you. Everything works the same.
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[1.1] Improved Chase Camera v1.6 (Apr 23)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
I'm not sure, but try changing the toggle key in the settings.cfg (located in the mod folder). Also make sure you are in free mode or chase mode (not Auto). -
[WIP Plugin] BDAnimationModules - v0.6.1
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Update v0.4 (Download in OP) -0.24.2 update -AnimatedRCS stays retracted if particular RCS thruster is disabled -Removed Looped Kethane converter (sorry!) -Animated containers update in editor -Fixed stuttering bug in AnimatedEngine -AnimatedThrusts's disableGimbalToggle combines multiple gimbals into one button and action group -Added ModuleEnginesFX support in AnimatedThrust -Added MouseAimLight Try that.