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RuralTowner

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    Bottle Rocketeer
  1. Nevermind I found the problem. Since I have multiple versions of the turret (different sizes & shot power) I'd forgotten to edit the NAME in the GENERAL PARAMETERS section and when ship launched it would get overridden by another. NOW it draws energy in addition to ammo.
  2. Been awhile since was here and couldn't recall where that section was at. Thanks though. As for what I'm looking to do? Would also be OK if was able make the cannon use ENERGY only (no cannon ammo) but act like the cannons, not lasers...I want shots to have travel time.
  3. I'm not exactly a modder as such. I can accomplish basic CFG edits but little beyond. The issue I'm trying to figure out is simple I'm sure but can't get it to work... Like the topic title says I'd like to make the cannon turret also draw energy in addition to its normal ammunition. EDIT: Included entire CFG just in case more info was needed. The added portion will be in bold Tried adding a new MODULE in the CFG... PART { // Kerbal Space Program - Part Config // // // --- general parameters --- name = bahaTurret module = Part author = BahamutoD // --- asset parameters --- mesh = model.mu rescaleFactor = 1.0 // --- node definitions --- node_attach = 0.0, -0.2049, 0, 0, -1, 0, 0 // --- editor parameters --- TechRequired = precisionEngineering entryCost = 2100 cost = 950 category = Utility subcategory = 0 title = 16in Cannon manufacturer = Bahamuto Dynamics description = A dual barrel 16in cannon used as the primary armament of Battleships and Dreadnoughts. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,1 // --- standard part parameters --- mass = 15.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 25 maxTemp = 3600 stagingIcon = SOLID_BOOSTER MODULE { name = BahaTurret weaponType = cannon rotationSpeed = 1.5 fireKey = mouse 0 fireSoundPath = BDArmory/Parts/m1Abrams/sounds/shot overheatSoundPath = BDArmory/Parts/50CalTurret/sounds/turretOverheat deployAnimName = deploy hasFireAnimation = true fireAnimName = fireAnim yawTransformName = aimRotate pitchTransformName = aimPitch roundsPerMinute = 30 accuracy = 10 bulletMass = 6.2e-3 bulletVelocity = 250 ammoName = CannonShells requestResourceAmount = 1 maxTargetingRange = 2000 bulletDrop = false // true shellScale = 2.0 projectileColor = 255, 247, 0, 255 cannonShellPower = 3 // 5 // 8 cannonShellRadius = 1 // 2 // 30 minPitch = -8 maxPitch = 20 yawRange = -1 onlyFireInRange = true instakill = false maxHeat = 3600 heatPerShot = 100 heatLoss = 1000 } MODULE { ammoName = ElectricCharge requestResourceAmount = 350 } RESOURCE { name = CannonShells amount = 120 // 20 maxAmount = 120 // 20 } } ...but no effect.
  4. Okay I see. Just that MeCripp's example actually showed where the changes go. YOURS...read out more like a math-word-problem...so you lost me. NEVER been good at those.
  5. Adding "scale = <size wanted here>" appeared to do it. Launched a simple craft...panels stayed the wanted size (and left it in orbit)...restart KSP and its still there (intact as wanted)...and reloading in VAB is still correct. Thanks. Now I know what to tweak where for other parts bound for "starbase" sized stations.
  6. Still don't understand what is meant by "scale inside model". This still performed in the CFG? I'm an absolute novice when it comes to modding beyond the simplest cfg (or tbl - used in FS2) changes. Once I get how though, anything done in the future will less likely require posting questions. Here is what is below from a separate part folder so as to leave the original intact. mesh = model.mu rescaleFactor = 1 // node_stack_right = 1, 0, 0, -1, 0, 0, 0 // node_stack_left = -1, 0, 0, 1, 0, 0, 0 // node_stack_back = 0, 0, 1, 0, 0,-1, 0 // node_stack_front = 0, 0,-1, 0, 0, 1, 0 node_stack_top = 0, 0.0275, 0, 0,-1, 0, 0 node_stack_bottom = 0,-0.0275, 0, 0, 1, 0, 0 // node_attach = 0,-0.045, 0, 0, -1, 0, 0 node_attach = -1, 0, 0, -1, 0, 0, 0
  7. If I'm reading that right then I have to open up the mu file? If so what is required (pretty sure takes more than Notepad++). In the cfg the only portions with XYZ coords are the attach points which, as stated, would require adjustment.
  8. Ugh. 24.2 doesn't like me. Tried both the regular and x64. Likes to freeze when building new. Especially when staring out with a command module which then becomes unresponsive...acts like its not even there. Can't highlight any parts for right-click on loaded saved craft. AND is it normal to see RCS, decoupler...and engine exhaust effects in the SPH (and presumably VAB as well...though haven't been in there for awhile)?
  9. I think I'll try TweakScale since I can then do the same with other structural parts. However...I'm using v23.5 while the TS says its for 24.2. Haven't seen an update prompt from KSP and don't even see it in My Account as before. As for MODEL nodes...clarification please as I have no clue what that is beyond a very vague notion. EDIT: Just found the update. Now lets hope it doesn't break too much stuff.
  10. Not sure if this is the right part of the forum for this but its a simple issue with a stock part. I'm trying to scale-up the structural panels for use on large vessels (ie stations) to keep part count down. I've copied the original 1x1 and 2x2 part folders to make new ones with new names. UNFORTUNATELY merely going into the CFG and raising it from 1.0 to 2.0 only "kind of" works. I can initially build with the king-size panels, but half the time when I attempt to launch, the panels are back to original size (leaving MASSIVE gaps in the hull). Same result if I load a save of the ship. I'm sure its something simple I'm missing. It'd be nice to finally be able to build up a dockyard where my smaller ships can dock internally.
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