erasmusguy Posted July 30, 2015 Share Posted July 30, 2015 @Azimech: and oh, you forgot to add the muzzle texture to your configs Also could you change the manufacturer for the parts to 77Industries to make them easier to find? Cheers Link to comment Share on other sites More sharing options...
tetryds Posted July 30, 2015 Author Share Posted July 30, 2015 After some testing, I found out that these guns are very underpowered, at least when shooting an airplane made out of procedural parts.I mean, any WW2 fighter should go down with 5 landed 20mm shots in a row...I will buff and fix them tomorrow.Also, bad news for gunman, BDArmory really dislikes having two weapon managers on the same craft, unfortunately.So, that is not going to happen for now, but I will poke him about it.This dogfight thing is just too fun. Link to comment Share on other sites More sharing options...
Darren9 Posted July 30, 2015 Share Posted July 30, 2015 (edited) ^ It could be a balancing factor for the accuracy of the aim-able turret, if you choose it that's all you can have, just one and the extra Kerbal, put it on the front if you think you'll be chasing others around and on the back if you think they'll be chasing you. Edited July 30, 2015 by Darren9 Link to comment Share on other sites More sharing options...
Azimech Posted July 30, 2015 Share Posted July 30, 2015 (edited) Here's my updated pack, 0.4It includes:Berezin 12.7mm (UBS)ShKAS 7.62mmShVAK 20mm cannonBrowning M2 .50 calMauser MG 151/20 20 mm cannonShKAS 7.62mm turretSome examples of airborne mayhem:Javascript is disabled. View full albumPlease delete any previous versions.Download link: https://www.dropbox.com/s/xql0pfbopqgjkun/77I_WW2Weapons0_4.zip?dl=0Edit: tetryds, I've beefed the guns some more. Edited July 30, 2015 by Azimech Link to comment Share on other sites More sharing options...
TUKE Posted July 30, 2015 Share Posted July 30, 2015 Well i can mod the M230 into the 7.7mm or 12.7mm Breda-SAFAT machine gun. As i want an Italian MG for my Cant (when it stops exploding). However i was thinking of reducing accuracy and damage because of the difficulty the AI has with aiming planes with fixed guns. Link to comment Share on other sites More sharing options...
Azimech Posted July 30, 2015 Share Posted July 30, 2015 (edited) Indeed ... that's why I increased accuracy with fixed guns and reduced this with turrets.What I dislike is the fact I can't seem to find the switch to keep the AI from firing guns beyond 700m distance. I can come up with a huge list of improvements for the AI, this has a priority IMHO.Edit ... I kept damage the same for the ShKAS wing gun and turret, just changed accuracy between them. Edited July 30, 2015 by Azimech Link to comment Share on other sites More sharing options...
TUKE Posted July 30, 2015 Share Posted July 30, 2015 I've had mine try to spray and pray from 5+km away. Thats why i use a crazy overheat. So it doesn't waste all it's ammo while out of range.- - - Updated - - -Also at present i'm modifying my Hispanio to try and make it sound, proper.- - - Updated - - -Another thing i did was to reduce damage of even the Hispanio so it wasn't, who can shoot who first, or who can spray bullets from 5km away, so a hostile needs to be on your tail for a reasonable amount of time before you die. Link to comment Share on other sites More sharing options...
Azimech Posted July 30, 2015 Share Posted July 30, 2015 I'd like to see your stats ... ammo weight, fire rate, muzzle velocity, shell explosive power and radius.It would be nice if we can come up with a formula to calculate impact damage (on a fixed distance), for the weapons points system. That said, I unfortunately am not the person to calculate these things. I can visualize physics to a certain extent but not calculate them (yet). Link to comment Share on other sites More sharing options...
TUKE Posted July 30, 2015 Share Posted July 30, 2015 Well how do you put a .cfg in the post?- - - Updated - - -HispanioPART{// Kerbal Space Program - Part Config// // // --- general parameters ---name = Hispanio_Suiza_.404module = Partauthor = BahamutoD+TUKE// --- asset parameters ---mesh = model.murescaleFactor = 0.5// --- node definitions ---node_attach = -0.72, 0, 0.0, -1, 0, 0, 1// --- editor parameters ---TechRequired = precisionEngineeringentryCost = 2100cost = 3500category = Utilitysubcategory = 0title = 20mm Hispanio-Suiza .404manufacturer = TUKE R&Ddescription = A radially mounted Hispanio-Suiza .404 cannon.// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 0,1,0,0,1// --- standard part parameters ---mass = 0.5dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 45maxTemp = 3600stagingIcon = SOLID_BOOSTERMODULE{ name = BahaTurret fireSoundPath = BDArmory/Parts/Hispanio Suiza .404/sounds/shot overheatSoundPath = BDArmory/Parts/50CalTurret/sounds/turretOverheat deployAnimName = deploy hasFireAnimation = false fireAnimName = fireAnim spinDownAnimation = false yawTransformName = aimRotate pitchTransformName = aimPitch roundsPerMinute = 750 accuracy = 8 bulletMass = 1.3e-4 bulletVelocity = 880 ammoName = 20x102Ammo requestResourceAmount = 1 maxTargetingRange = 1100 bulletDrop = true projectileColor = 255, 247, 0, 255 cannonShellPower = 15 cannonShellRadius = 0.75 minPitch = 0 maxPitch = 0 yawRange = 0 onlyFireInRange = false maxHeat = 1000 heatPerShot = 80 heatLoss = 250 tracerStartWidth = 0.3 tracerEndWidth = 0.06 maxEffectiveDistance = 2100}.303PART{// Kerbal Space Program - Part Config// // // --- general parameters ---name = bahaHiddenVulcanmodule = Partauthor = BahamutoD// --- asset parameters ---mesh = model.murescaleFactor = 1.0// --- node definitions ---node_attach = 0.0, -0.01, 0, 0, -1, 0, 1// --- editor parameters ---TechRequired = precisionEngineeringentryCost = 2100cost = 950category = Utilitysubcategory = 0title = .303 MGmanufacturer = Bahamuto Dynamicsdescription = A .303 calibre machine gun.// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 0,1,0,0,1// --- standard part parameters ---mass = 0.3dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 60maxTemp = 3600stagingIcon = SOLID_BOOSTERMODULEMODULE{ name = BahaTurret fireKey = mouse 0 fireSoundPath = BDArmory/Parts/hiddenVulcan/sounds/shot overheatSoundPath = BDArmory/Parts/50CalTurret/sounds/turretOverheat deployAnimName = deploy hasFireAnimation = false yawTransformName = aimRotate pitchTransformName = aimPitch roundsPerMinute = 1150 accuracy = 2.75 bulletMass = 0.45e-4 bulletVelocity = 1000 ammoName = 20x102Ammo requestResourceAmount = 1 maxTargetingRange = 500 bulletDrop = true projectileColor = 255, 90, 0, 160 //RGBA 0-255 startColor = 255, 105, 0, 80 shellScale = 0.463 minPitch = -0 maxPitch = 0 yawRange = -0 onlyFireInRange = false instakill = false maxHeat = 1000 heatPerShot = 40 heatLoss = 175 tracerStartWidth = 0.55 tracerEndWidth = 0.20 fadeColor = true maxEffectiveDistance = 1500}} Link to comment Share on other sites More sharing options...
QuesoExplosivo Posted July 30, 2015 Share Posted July 30, 2015 Ok, I've finally finished my monoplane: the Stinger!It has 4 Browning machine guns and 4 ammo boxes, and is small, fast, and maneuverable.Work continues on a biplane. The engine seems to cause a lot of torque, which is leading to problems. Link to comment Share on other sites More sharing options...
TUKE Posted July 31, 2015 Share Posted July 31, 2015 Ok, I've finally finished my monoplane: the Stinger!http://i.imgur.com/mntcIsL.pngIt has 4 Browning machine guns and 4 ammo boxes, and is small, fast, and maneuverable.Work continues on a biplane. The engine seems to cause a lot of torque, which is leading to problems.Because of where i am i cannot see the pic, so who's weapons have you got?- - - Updated - - -Also is anyone else having a problem where sustained firing will mute things like engine noise? Link to comment Share on other sites More sharing options...
QuesoExplosivo Posted July 31, 2015 Share Posted July 31, 2015 (edited) I used Azimech's. My biplane flies now, after I changed the landing gear. (I had to use the retractable ones, because the fixed ones were clipping into the runway on physics load and flipping the plane.)Edit: I can fly the biplane, but the AI can't. It keeps sending Jebediah nosediving into the ground (and this is on multiple steering settings). Edited July 31, 2015 by QuesoExplosivo Link to comment Share on other sites More sharing options...
Darren9 Posted July 31, 2015 Share Posted July 31, 2015 ^ I love it The pilot looks a bit exposed though. Link to comment Share on other sites More sharing options...
TUKE Posted July 31, 2015 Share Posted July 31, 2015 Also i'm expanding and formally posting my weapons. Now includes custom .303 resource. Link to comment Share on other sites More sharing options...
QuesoExplosivo Posted July 31, 2015 Share Posted July 31, 2015 ^ I love it The pilot looks a bit exposed though.Just a little bit Link to comment Share on other sites More sharing options...
TUKE Posted July 31, 2015 Share Posted July 31, 2015 Azimech, i think i might know how to get the weapons manager to fire two different guns at once(i.e cannons and mg's) I'll post testing results.- - - Updated - - -Success!!!!!! Link to comment Share on other sites More sharing options...
TUKE Posted July 31, 2015 Share Posted July 31, 2015 So the link won't work until the project is approved, but here it is. Link to comment Share on other sites More sharing options...
TUKE Posted July 31, 2015 Share Posted July 31, 2015 Click on the Kerbal in the post above ^^^ Link to comment Share on other sites More sharing options...
tetryds Posted July 31, 2015 Author Share Posted July 31, 2015 (edited) Hey guys, it's amazing to see that everybody is excited with this tournament, soon we will have a weaponspack done and there will be only a few things left to finish it up We don't need a lot of guns, after TUKE posts his pack I will put both together and give them a balance pass.I will also add the gunman's turret and the rocket pod, then I will set up the points for the weapons, set up the battle layout and a few more things and we are good to go.I am thinking about publicly releasing this pack when it's done, with credits and everything, if you don't mind.Just have no idea how to call it or if any of you want to do it instead.GG on the weapons manager I will try it as soon as possible!Remember that we need a license for the pack, which has to be the same as BDArmory'sAh, and I found a good way to stop head-to-head engagements, just takeoff paralel to each other. Edited July 31, 2015 by tetryds Link to comment Share on other sites More sharing options...
TUKE Posted July 31, 2015 Share Posted July 31, 2015 http://kerbal.curseforge.com/ksp-mods/233392-ww2-air-weapons-for-bdaAlthough hold up for a day or two, i want to get a .303+Hispanio combo set up. Also the Curse page is pretty empty (needs some love) but my weapons should be pretty well balanced as i tried to get some historical weight values for rounds. Anyway i have to go to work, be back in probably 5-6 hours. Cheers. Link to comment Share on other sites More sharing options...
tetryds Posted July 31, 2015 Author Share Posted July 31, 2015 (edited) Okay, it's fine if you want to post your pack separatedly, because I will have to balance the weapons towards gameplay for the challenge, most of them are too weak right now.So I guess that with both packs there will be enough weapons for the challenge, if there are redundancies I will have to remove them.I hope that everybody got their planes ready, we will have an experimental round this weekend! Edited July 31, 2015 by tetryds Link to comment Share on other sites More sharing options...
TUKE Posted July 31, 2015 Share Posted July 31, 2015 Okay, it's fine if you want to post your pack separatedly, because I will have to balance the weapons towards gameplay for the challenge, most of them are too weak right now.So I guess that with both packs there will be enough weapons for the challenge, if there are redundancies I will have to remove them.I hope that everybody got their planes ready, we will have an experimental round this weekend!Depends, if you take a few stray rounds it won't annihilate you, but you don't want to get caught, meaning that entries can have an evasive quality. Also kinder against the tail parts and engines. Also how many did you test? As most planes would probably use upwards of at least 2 guns. Did you like my solution for getting two guns to fire at the same time by the weapons manager?- - - Updated - - -Also Azimech did you gain a heap of rep while i was gone? Link to comment Share on other sites More sharing options...
tetryds Posted July 31, 2015 Author Share Posted July 31, 2015 Depends, if you take a few stray rounds it won't annihilate you, but you don't want to get caught, meaning that entries can have an evasive quality. Also kinder against the tail parts and engines. Also how many did you test? As most planes would probably use upwards of at least 2 guns. Did you like my solution for getting two guns to fire at the same time by the weapons manager?- - - Updated - - -Also Azimech did you gain a heap of rep while i was gone?I tested the older Azimech pack with two guns, and several 20mm hits in a row using two cannons did no damage at all to my other plane.I also fixed overheating and some other stuff and will apply the changes to the newest pack.I am also working, will be able to try it later, but that indeed sounds cool!Can you try to build something using kerbal konstructs?Two pairs of runways close to each other and diverging about 45 degrees would be a good place to start.If BaseBoss assigns them easily it would make combats a lot more convenient to run. Link to comment Share on other sites More sharing options...
TUKE Posted July 31, 2015 Share Posted July 31, 2015 So my guns are fine? Link to comment Share on other sites More sharing options...
tetryds Posted July 31, 2015 Author Share Posted July 31, 2015 So my guns are fine?Not tested yet. Link to comment Share on other sites More sharing options...
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