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[1.9.x - 1.12.x] Fox Defense Contracts - Tank Turrets (BDArmory Plus) Update 2.1 Add More Duct Tape


lancefoxcia

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14 hours ago, PossiblyPrecarious said:

Are you going to fix up the turrets for the newest version of BDA cuz the bullets work differently and now the bullets in FDC don't work :/

Which version of BDAc are you using?

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39 minutes ago, PossiblyPrecarious said:

yep

They're working fine with my version of Ksp 1.4.3
BDAC version 1.2
FDC Version 0.3.4
Physics range extender newest version.
Module manager 3.0.7

However.. the bullets for any turret don't

have tracers. This also goes for BDAc turrets.

 

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4 hours ago, lancefoxcia said:

They're working fine with my version of Ksp 1.4.3
BDAC version 1.2
FDC Version 0.3.4
Physics range extender newest version.
Module manager 3.0.7

However.. the bullets for any turret don't

have tracers. This also goes for BDAc turrets.

 

wait, mine is 1.4.2. does that affect anything? Also, when you mean "don't have tracers", does that mean the turrets work fine and blow things up? cuz mine don't.

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1 hour ago, Murican_Jeb said:

@lancefoxcia @PossiblyPrecarious the tracer thing is a KSP issue, you just have to increase your texture res in settings to max

Ok I see what you mean, went and reinstalled ksp to make sure that everything works and didn't know texture quality was the issue for traces, other than that. Everything in my environment works.
Plese re-download FDC 0.3.4 and make sure to grab the folder that's inside the gamedata folder in the zip.

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14 hours ago, lancefoxcia said:

Ok I see what you mean, went and reinstalled ksp to make sure that everything works and didn't know texture quality was the issue for traces, other than that. Everything in my environment works.
Plese re-download FDC 0.3.4 and make sure to grab the folder that's inside the gamedata folder in the zip.

yep, still nothing :/

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@lancefoxcia  just had a quick read , and had a look at the latest version of your mod. One problem only minor, a change in the bullet definitions you need to remove the line
 

bulletDragArea = 1.209675e-5

The other thing, I think you're doing your mod a disservice by using cannon shells for everything from the BT7 to the KV, why  you ask, simply because that means that the loaded ammunition is the same weight all the way through,  as the resource mass is defined as , the projectile,  case and propellant , the bullet mass counts for nothing until it's fired.    So in the given example KV BT, the BT carries 86 shells with a mass of 1.6tonne give or take, and the KV ships 35   which comes in at around 600KG , which makes no sense :) the KV ammo is huge warship sized stuff , whereas the BT's is tiny by comparison

Well worth defining the resource and it's mass to match the bullet , which will balance things up. I think putting 1600kg in a BT turret will make a suitably dimension hull very tippy, especially when those turrets are very light by design


Also be aware that the bullet and damage side is currently under review and things are likely to change, in order to bring some sense to the current damage imbalance between caliber and type

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11 hours ago, SpannerMonkey(smce) said:

@lancefoxcia  just had a quick read , and had a look at the latest version of your mod. One problem only minor, a change in the bullet definitions you need to remove the line
 


bulletDragArea = 1.209675e-5

The other thing, I think you're doing your mod a disservice by using cannon shells for everything from the BT7 to the KV, why  you ask, simply because that means that the loaded ammunition is the same weight all the way through,  as the resource mass is defined as , the projectile,  case and propellant , the bullet mass counts for nothing until it's fired.    So in the given example KV BT, the BT carries 86 shells with a mass of 1.6tonne give or take, and the KV ships 35   which comes in at around 600KG , which makes no sense :) the KV ammo is huge warship sized stuff , whereas the BT's is tiny by comparison

Well worth defining the resource and it's mass to match the bullet , which will balance things up. I think putting 1600kg in a BT turret will make a suitably dimension hull very tippy, especially when those turrets are very light by design


Also be aware that the bullet and damage side is currently under review and things are likely to change, in order to bring some sense to the current damage imbalance between caliber and type

That's good to know, and I'll make sure to do these changes for the next update. Going to release a German pack sometime soon.

On 5/22/2018 at 7:16 AM, PossiblyPrecarious said:

yep, still nothing :/

Hmm. Mind sending me your ksp.log file so I can take a look at it?

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On 5/24/2018 at 7:24 AM, PossiblyPrecarious said:

Alright. I see that you have Two firespitter Dlls and 4 MiniAVCs in your mod list. This may be the reason for conflict.

Mod DLLs found:
Stock assembly: Assembly-CSharp v0.0.0.0
ModuleManager v3.0.6.0
MiniAVC v1.0.3.2 -------------------------------------
ToolbarControl v0.1.6.5 / v1.0.0.0
AirPark v1.6.2.0
BDArmory.Core v1.2.0.0
BDArmory v1.2.0.1047 / v1.2.0.0
DestructionEffects v1.8.0.0
MiniAVC v1.0.3.2 -------------------------------------
FShangarExtender v3.5.3.1 / v3.5.0.0
Firespitter v7.3.6640.15863 -------------------------------------
Firespitter v7.3.6652.37613 -------------------------------------
ImprovedChaseCamera v1.6.2.1
KSPWheel v0.0.0.0
KerbalJointReinforcement v3.4.0.0
KerbalKonstructs v2.0.0.0 / v1.4.3.2
HyperEdit v1.5.6.0
MPUtils v0.1.6356.37088
MiniAVC v1.0.3.0 -------------------------------------
MouseAimFlight v0.0.0.0
AntiSubmarineWeapon v0.6.5.2 / v1.0.0.0
PhysicsRangeExtender v1.6.0.0
pWings v0.9.1.0
SMIndustries v0.1.0.3
Scale v2.3.12.0
Scale_Redist v1.0.0.0
VesselMover v1.7.2.1
MiniAVC v1.0.3.2 -------------------------------------
WorldStabilizer v1.0.6705.1567

I'd suggest a new install of KSP along with the following mods.
BDAc
PRE
Vessel Mover
Module Manager
FDC

This is to get rid of the variables that could cause conflict.

Edited by lancefoxcia
just an edit.
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8 hours ago, lancefoxcia said:

Alright. I see that you have Two firespitter Dlls and 4 MiniAVCs in your mod list. This may be the reason for conflict.


Mod DLLs found:
Stock assembly: Assembly-CSharp v0.0.0.0
ModuleManager v3.0.6.0
MiniAVC v1.0.3.2 -------------------------------------
ToolbarControl v0.1.6.5 / v1.0.0.0
AirPark v1.6.2.0
BDArmory.Core v1.2.0.0
BDArmory v1.2.0.1047 / v1.2.0.0
DestructionEffects v1.8.0.0
MiniAVC v1.0.3.2 -------------------------------------
FShangarExtender v3.5.3.1 / v3.5.0.0
Firespitter v7.3.6640.15863 -------------------------------------
Firespitter v7.3.6652.37613 -------------------------------------
ImprovedChaseCamera v1.6.2.1
KSPWheel v0.0.0.0
KerbalJointReinforcement v3.4.0.0
KerbalKonstructs v2.0.0.0 / v1.4.3.2
HyperEdit v1.5.6.0
MPUtils v0.1.6356.37088
MiniAVC v1.0.3.0 -------------------------------------
MouseAimFlight v0.0.0.0
AntiSubmarineWeapon v0.6.5.2 / v1.0.0.0
PhysicsRangeExtender v1.6.0.0
pWings v0.9.1.0
SMIndustries v0.1.0.3
Scale v2.3.12.0
Scale_Redist v1.0.0.0
VesselMover v1.7.2.1
MiniAVC v1.0.3.2 -------------------------------------
WorldStabilizer v1.0.6705.1567

I'd suggest a new install of KSP along with the following mods.
BDAc
PRE
Vessel Mover
Module Manager
FDC

This is to get rid of the variables that could cause conflict.

The first firespitter is for the biplane parts, the second is for decals (i think. It's needed for some mods to work). I don't really know how to fix that, but I'll try to do what u say and write back to u when I see the results

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24 minutes ago, PossiblyPrecarious said:

Great, it works! now, which mod is the incompatable one?

EDIT: i recently updated my BDAc to 1.2.1.1, so that might be the problem

EYY IT WORKS! Apparently, I needed to update it to 1.2.1.1 for this mod to work. Thanks for helping me out! I will now proceed to make a maus. :D

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On 5/27/2018 at 9:31 PM, PossiblyPrecarious said:

uhh, is it just me or are the turrets a bit underpowered?

EDIT: is it because of the new hitpoint dynamics?

Spanner mentioned that they're currently re-working the hitpoint system and will be implemented into an update to BDAc down the road.
All bullets from the turret that are fired, use the values from real-life values. Such as caliber, bullet mass, as well as max muzzle velocity.
But cheers that it's working!  :D

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  • 2 months later...
  • 5 weeks later...
  • 6 months later...

I'd hate to revive this but I am back, and with an update as well.
Speaking of Update

Version 0.5: An Epic Update
- Added 26 New Turrets to the mod
- Scaling changes again
- weight and Ammo changes
- Tank turrets added (7tp, amx50B, AmxElcBis, Arl44, Batchat25T, Chi-nu, Chi-Ri, Cromwell, Is-2, M10 Wolverine, M18 Hellcat, MBT-70, O-I, Panther, PantherII, Panzer III ausf J, PanzerIV, Panzer 38T, RenaultFT 13.2mm, ST vz. 39T, Su100Y, T92HMC, T-95, Tiger I, Type-97)
- added a universal Ammo box for FDC
- New armor panels

Edited by lancefoxcia
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  • 2 weeks later...

Version 0.5.5: Tank Destroyer Pack

- Added in new guns (FCM36Pak, FT_AC, Marder38T, PanzerJager I, StugIII, T3HMC, T56GMC, Tortoise, UC2Pdr, ValentineAT)
- Fixed Batchat25T
- Removed E.R.A part until a fix is made
- Changed a few numbers and variables, so just re-add the turret onto your tank for the changes

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On 3/19/2019 at 10:08 AM, lancefoxcia said:

Version 0.5.5: Tank Destroyer Pack

- Added in new guns (FCM36Pak, FT_AC, Marder38T, PanzerJager I, StugIII, T3HMC, T56GMC, Tortoise, UC2Pdr, ValentineAT)
- Fixed Batchat25T
- Removed E.R.A part until a fix is made
- Changed a few numbers and variables, so just re-add the turret onto your tank for the changes

NICE!

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