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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
Hodo, what did you rescale? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Naval turrets are on the todo list. (I really need to update that todo list on the op). Hodo, if you come up with an AIM-9 config you're happy with and are willing to share it, I can make a sidewinder model and include it in the next update. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I see. I didn't realize that about the aerodynamics not changing with the different fin types. I still have a few things to figure out for memory reduction. At the moment, all the guns use the same texture for muzzle flash particles but they each have their own copy of the texture. They're tiny so its not a huge deal but I need to find out how to make them share a texture. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
About the mesh swap discussion: After playing with D12 Aerotech and all its mesh swappable parts, I agree that it would be quite convenient to just have one part that you can switch, but sumghai made good points on why it it would be difficult. I'd probably have to write my own swapping thing that would handle the thrust transforms and different missile specs. So, maybe in the distant future, but for now, deal with the bloated parts catalog. Also, I wrote down the thing about the air-to-ground missiles being able to hit air targets as easily as the air-to-air ones. I have an idea for making those act properly. About tweakscale: As Hodo said, tweakscale won't change the gun stats. For your giant turret idea, you can change the rescaleFactor in the config, and try modifying the BahaTurret module to use the cannon weaponType. You can take a look at the Abrams cannon's config for an example. Oops, you're right! Do you mean the craft that was destroyed got shot out of Duna, or the craft with the 20mm gun? Either way, I'd blame the kraken. Nothing in the gun or bullet code should cause that effect. I'll take a look anyways. I also found another issue with missiles while playing around with helicopters. If you're sliding sideways and shoot them, they kind of veer towards the direction you're moving at first. Just a heads up; I'll fix it. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I wanted to do that, but it seems its more involved than I predicted. I'll take a peek at infernal robotics and see if its feasible. I also wanted to do that, but I need to figure out an elegant way to let the weapon manager enable/disable guns and turrets without clashing with the existing method of using action groups for those individually. So basically, I'll try -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Thanks TD! Hodo, I modeled it to be 2.22m; I'm pretty sure its to scale. Put it next to a 2.5m tank, you'll see! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Update v0.4.0 -added Mk82 Bomb -added AGM-114 Hellfire Missile -added GAU/8 Avenger -added Weapon Manager part -added cannon shell blast power and radius config values -new sound for Vulcan -fixed explosionFX bug (explosion would multiply by how many parts it hit) -new large explosion fx for bombs -temporarily disabled physics range extension by default -tweaked missile guidance slightly New vulcan and gau-8 sounds credit goes to upupandaway's DCS World sound mod : http://forums.eagle.ru/showthread.php?t=106958 Video demonstration of how to use the Weapon Manager: -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Lack, in the next update I'm adding config values for the cannon shell's explosion radius and power so you can make your 1.5t shell have proper deadliness. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I don't want to do something as complex as the Skillful system. I also like how simple it is right now so I won't change it until a better idea comes up. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Yeah, the destroy chance right now is: 8000 * bulletMassTons * bulletRelativeVelocity / crashTolerance. So a 50 gram bullet going 1000m/s, hitting a part with a crash tolerance of 7 has a 57% chance of destroying it. I haven't looked at Skillful's damage system at all, so I don't know how, if possible, to make it use that damage system without modifiying the code. I should also say that I don't guarantee I'll make it happen in the future. My current damage system is intended to be temporary though. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Hmm okay, I will remove the physics range extension part in the next update until I can find a way to do it safely. It depends on how the part is set up in unity. The missile just has to be pointed in the forward Z direction, and KSPParticleEmitter(s) for contrail/exhaust. That might be out of the scope of this project. Sorry! You're welcome! Glad you got it to work. Let me know when you have a thread on it so I can link it in my OP. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Preview of whats coming next: -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
It looks like you might have installed it wrong. Make sure the "BDArmory" folder is in the GameData folder. So it should be like GameData/BDArmory/Parts etc. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
But the laser mouse tracking works fine? That's strange. Can you do a quick test, and then send me your output log? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Check it out. But wait till you see it shoot; I think you'll like it! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Before I texture it, what do you guys think of this for the fixed GAU-8? My idea is that you can clip that back area into a plane or vehicle if you only want the tip sticking out. Reference: -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Yeah, I shall put it on my todo list. I played around with the missiles a bit. Turns out it takes a well timed >6g turn to dodge it. I'm also working on a part that will manage your multiple missiles and bombs. With one button/action group you can cycle between the different types of munitions on your craft, and with another button, fire one of the type you selected. This also means you will be able to rapid fire many missiles/bombs/rockets by spamming a single key, rather than having a different action group for each item. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Update - Some fixes and improvements to missiles v0.3.1 -fixed missile guidance ----missile no longer drops after certain distance ----missile guidance works (kinda) in orbit -missile specs now configurable -improved missile contrail -added missile exhaust -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Yeah, I like it! I'm gonna put it on the OP as the video demonstration. It looks like I should reduce the particle count on the aim-120 explosions. I think that's whats causing the lag. Edit: Unless.. you had a whole bunch of missiles hiding in the reaper?? This refers to the range of motion. If you're trying to aim at something thats 50 degrees to the right, but the gun can only rotate 40 degrees to the right, it wont shoot. I put the option there in preparation for fixed guns, where the target will almost always be outside the gun's field of view. -
[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I haven't tested it yet. I'm slowly going through my mods to update them... I made too many! -
[1.1] Improved Chase Camera v1.6 (Apr 23)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
Update v1.4.0 - 0.24 update - fixed weird snapping when rotating view -
[1.1] Improved Chase Camera v1.6 (Apr 23)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
It is working for 64 bit as well. I'm working on an update to fix the weird snapping though. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Well it is inspired by those, I suppose. It should work fine with FAR, but I haven't done extensive testing of the missiles. Possibly. It looks like the homing system doesn't work in orbit, but it should work in surface situations in vacuum. I'll have to work on it a bit to get it to work in orbit. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Bombs and a fixed gau-8 will probably come soon. (I wanna make an A-10!) For people who want to make a turret, I tried making a vid tutorial and realized I suck at narrating, so for now, here's a unitypackage you can use as an example: Download .50 cal turret unity package. You can ask me specific questions in a PM.