lancefoxcia Posted May 17, 2018 Author Share Posted May 17, 2018 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? Quote Link to comment Share on other sites More sharing options...
PossiblyPrecarious Posted May 17, 2018 Share Posted May 17, 2018 1 hour ago, lancefoxcia said: Which version of BDAc are you using? 1.2 Quote Link to comment Share on other sites More sharing options...
lancefoxcia Posted May 21, 2018 Author Share Posted May 21, 2018 (edited) On 5/17/2018 at 3:07 AM, PossiblyPrecarious said: 1.2 Do you have the newest version of FDC? Edited May 21, 2018 by lancefoxcia meant FDC not BDAc Quote Link to comment Share on other sites More sharing options...
PossiblyPrecarious Posted May 21, 2018 Share Posted May 21, 2018 6 hours ago, lancefoxcia said: Do you have the newest version of FDC? yep Quote Link to comment Share on other sites More sharing options...
lancefoxcia Posted May 21, 2018 Author Share Posted May 21, 2018 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. Quote Link to comment Share on other sites More sharing options...
PossiblyPrecarious Posted May 21, 2018 Share Posted May 21, 2018 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. Quote Link to comment Share on other sites More sharing options...
Guest Posted May 21, 2018 Share Posted May 21, 2018 @lancefoxcia @PossiblyPrecarious the tracer thing is a KSP issue, you just have to increase your texture res in settings to max Quote Link to comment Share on other sites More sharing options...
lancefoxcia Posted May 21, 2018 Author Share Posted May 21, 2018 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. Quote Link to comment Share on other sites More sharing options...
PossiblyPrecarious Posted May 22, 2018 Share Posted May 22, 2018 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 Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 23, 2018 Share Posted May 23, 2018 @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 Quote Link to comment Share on other sites More sharing options...
lancefoxcia Posted May 24, 2018 Author Share Posted May 24, 2018 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? Quote Link to comment Share on other sites More sharing options...
PossiblyPrecarious Posted May 24, 2018 Share Posted May 24, 2018 6 hours ago, lancefoxcia said: Hmm. Mind sending me your ksp.log file so I can take a look at it? https://www.dropbox.com/s/eqvdm9ccpu2e38k/KSP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
lancefoxcia Posted May 26, 2018 Author Share Posted May 26, 2018 (edited) On 5/24/2018 at 7:24 AM, PossiblyPrecarious said: https://www.dropbox.com/s/eqvdm9ccpu2e38k/KSP.log?dl=0 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 May 26, 2018 by lancefoxcia just an edit. Quote Link to comment Share on other sites More sharing options...
PossiblyPrecarious Posted May 27, 2018 Share Posted May 27, 2018 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 Quote Link to comment Share on other sites More sharing options...
PossiblyPrecarious Posted May 27, 2018 Share Posted May 27, 2018 (edited) 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 Edited May 27, 2018 by PossiblyPrecarious Quote Link to comment Share on other sites More sharing options...
PossiblyPrecarious Posted May 27, 2018 Share Posted May 27, 2018 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. Quote Link to comment Share on other sites More sharing options...
PossiblyPrecarious Posted May 28, 2018 Share Posted May 28, 2018 (edited) uhh, is it just me or are the turrets a bit underpowered? EDIT: is it because of the new hitpoint dynamics? Edited May 28, 2018 by PossiblyPrecarious Quote Link to comment Share on other sites More sharing options...
lancefoxcia Posted May 29, 2018 Author Share Posted May 29, 2018 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! Quote Link to comment Share on other sites More sharing options...
Brush Posted August 3, 2018 Share Posted August 3, 2018 Can you update this so I can use CKAN to install this mod? Quote Link to comment Share on other sites More sharing options...
Acestin Posted September 2, 2018 Share Posted September 2, 2018 Any future plans for adding a texture/skin changing option? Like giving an option on turning the winter camo into a default grey (for German turrets) or green (for Allied turrets)? Quote Link to comment Share on other sites More sharing options...
DoctorDavinci Posted September 2, 2018 Share Posted September 2, 2018 13 minutes ago, Acestin said: Any future plans for adding a texture/skin changing option? Like giving an option on turning the winter camo into a default grey (for German turrets) or green (for Allied turrets)? Quote Link to comment Share on other sites More sharing options...
lancefoxcia Posted March 10, 2019 Author Share Posted March 10, 2019 (edited) 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 March 10, 2019 by lancefoxcia Quote Link to comment Share on other sites More sharing options...
Kerbal Nerd123 Posted March 10, 2019 Share Posted March 10, 2019 Man the long wait... so worth it.. at the same time was happy to contribute in this... and also see my agency in there somewhere... Quote Link to comment Share on other sites More sharing options...
lancefoxcia Posted March 19, 2019 Author Share Posted March 19, 2019 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 Quote Link to comment Share on other sites More sharing options...
Kerbal Nerd123 Posted March 24, 2019 Share Posted March 24, 2019 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! Quote Link to comment Share on other sites More sharing options...
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