eeveelution
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
eeveelution replied to BahamutoD's topic in KSP1 Mod Development
Do you have an animation called "deploy" on the turret? Take a look at where the deploy anim is in the example and put your deploy animation in the corresponding object. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
eeveelution replied to BahamutoD's topic in KSP1 Mod Development
Hey! Thanks so much for the source code! I am making a game (just a project though, I'm not a proper developer) based on your mod and KSP, and I took your mouse aim code and based my mouse aim code on it. I hope thats ok Here is the code in case you want to see how much I ripped you off (yes, I do noobscript): http://pastebin.com/KEVd4gAb I wrote this just to thank you for making such an awesome mod for people to enjoy and learn from! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
eeveelution replied to BahamutoD's topic in KSP1 Mod Development
Rebind the fire key? Press Alt + B -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
eeveelution replied to BahamutoD's topic in KSP1 Mod Development
I guess it's just a raycast downwards and a bit forwards, so it should detect the water, or anything in fact as long as it has a collider (which I believe water has, but I might be wrong and it might be just a physics change at the 0m altitude or something). -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
eeveelution replied to BahamutoD's topic in KSP1 Mod Development
Thanks, that's the one I have. My gun doesn't have a reticle and won't fire though. I think it's because I'm missing the deploy animation. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
eeveelution replied to BahamutoD's topic in KSP1 Mod Development
Could anyone tell me which scripts are there supposed to be on the different parts of the turret? The downloadable example doesn't have them, so they are "missing (mono script)" :/ Baha, you should really update the example package and make a tutorial when you have time. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
eeveelution replied to BahamutoD's topic in KSP1 Mod Development
Willy ou make the ammo boxes explosive? This would make strategic ammo placement more important, which IMO would be a good addition. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
eeveelution replied to BahamutoD's topic in KSP1 Mod Development
If you have a really big ship, you could use the ARM grabby things I think. What do you mean by "difficult in a rocket pod"? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
eeveelution replied to BahamutoD's topic in KSP1 Mod Development
Any plans for autoloaders? Shouldn't be too complicated, just make a variable that decrements with every shot you fire, and if it is 0 then the reload will be set to a larger number and once reloaded, the variable resets. So let's say: inClipReload = 2.5; clipReload = 12.5; clipSize = 4; shotsLeft = 4; then, every time you shoot: shotsLeft --; And when shotsLeft == 0: *set reload to clipReload* When done reload: shotsLeft = clipSize; if(shotsLeft > 0) { *set reload to inClipReload* } and jsut make something like this work with your code -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
eeveelution replied to BahamutoD's topic in KSP1 Mod Development
Seems like your transform is off. Try rotating your fire and muzzle transforms. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
eeveelution replied to BahamutoD's topic in KSP1 Mod Development
Try the source code on github The .50s tutorial package has the scripts in there I think, so they also should be in the assets. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
eeveelution replied to BahamutoD's topic in KSP1 Mod Development
Set the yaw range and stuff to 0 in the tweakables for the 50 cals, though it still looks out of place it won't move. The tracks are from Kerbal Foundries -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
eeveelution replied to ferram4's topic in KSP1 Mod Releases
Anyone else having problems with pWings? I have the newest version of this and pWings, but they don't generate any lift (if I choose the aero viz for lift, they don't go blue at all) and the control surfaces only stall. Is there a config for pwings or something?- 14,073 replies
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
eeveelution replied to BahamutoD's topic in KSP1 Mod Development
Yep, your have to fly level or be in a dive - you can't climb faster than 5 m/s (or was it 10?) but below that you can fire your bombs as long as they aren't obstructed. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
eeveelution replied to BahamutoD's topic in KSP1 Mod Development
Derp You know what I meant, so it's sufficient enough ;D