Avalant Posted August 17, 2013 Share Posted August 17, 2013 Cool, but how did he change the color of the bullets? I think I figured out out to adjust the firing rate and such, but what about the bullets? Link to comment Share on other sites More sharing options...
sootyboyyy Posted August 17, 2013 Share Posted August 17, 2013 will you upload the tank? Link to comment Share on other sites More sharing options...
alline1999 Posted August 18, 2013 Share Posted August 18, 2013 (edited) so the bullets settings are included with the part config and most of it straight forward. but I don't see any hex code to represent the colour. and also not any number to represent the length of the bullet. those in kerbals at war 2 from the tanks looked longer. so if anyone knows how to modify those plz let me know. I am working on some orbital bombarding platform. only thing I found noting the bullet colour was in the source code and it said this. : public Color basetrail = new Color(1.0f, 0.56f, 0.0f, 0.5f);but usually colour codes are like FFFFF for with in this example. I found that one partially resembled something to do with terrain. Edited August 18, 2013 by alline1999 Link to comment Share on other sites More sharing options...
Exangels Posted August 18, 2013 Share Posted August 18, 2013 can anyone give their setting for "keyfire"? For thos of us who cant get this mod to work Link to comment Share on other sites More sharing options...
alline1999 Posted August 18, 2013 Share Posted August 18, 2013 this is the part of my part config describing the keys to fire. MODULE{ name = DYJMachinegun ProjectileType = bullet //keyFire = joystick button 0 keyFire = t BulletMass = 0.45 Link to comment Share on other sites More sharing options...
Exangels Posted August 20, 2013 Share Posted August 20, 2013 got it to work, thanks Link to comment Share on other sites More sharing options...
The Spacemonkey Posted August 20, 2013 Share Posted August 20, 2013 I went to the part.cfg, changed the button to what I wanted but it didn't work. My button to shoot was tab and I don't see why this isn't working. Do you need ammo or something? Link to comment Share on other sites More sharing options...
Melfice Posted August 20, 2013 Share Posted August 20, 2013 I went to the part.cfg, changed the button to what I wanted but it didn't work. My button to shoot was tab and I don't see why this isn't working. Do you need ammo or something?What did you use to represent Tab?Simply typing Tab may not work, as Tab is a special key. Try something else, possibly? [0] isn't used anywhere in the base game, so it should be good. Link to comment Share on other sites More sharing options...
Demonicidiot666 Posted August 20, 2013 Share Posted August 20, 2013 **** YEAH! HIGH FIVE!!!! Link to comment Share on other sites More sharing options...
Kranyolsu Posted August 21, 2013 Share Posted August 21, 2013 Ok, so I have folowed the instructions to the letter. I have it installed under C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\DYJmisc, my part.cfg looks like this: // Kerbal Space Program - Part Config// // PART{// --- general parameters ---name = Gau 19module = Partauthor = DYJ// --- asset parameters ---mesh = model.muscale = 1rescaleFactor = 1// --- node definitions ---node_stack_bottom = 0.0, -0.53289, 0.0, 0.0, 1.0, 0.0node_attach = 0.0, 0.0, -0.15366, 0.0, 0.0, 1.0, 1// --- editor parameters ---cost = 850category = 0subcategory = 0title = Gau-19manufacturer = Damned Industriesdescription = The GAU-19 is an electrically driven Gatling gun that fires the .50 BMG (12.7×99mm) cartridge at 1000RPM. In other words: PEWPEWPEW!// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 1,1,1,1,0// --- standard part parameters ---mass = 1.0dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.3angularDrag = 2crashTolerance = 6breakingForce = 50000breakingTorque = 50000maxTemp = 3400MODULE{ name = DYJMachinegun ProjectileType = bullet //keyFire = joystick button 0 keyFire = p BulletMass = 0.45 BulletDrag = 0.03 BulletPower = 120 RocketPower = 10 recoilreductionfactor = 0.01 fireRate = 0.08 lackofkrakensbanontrailrendererscompensation = 0.1 rotationSpeed = 1200 isGatling = true heatProduction = 800 ProjectileFileLoc = Parts/DYJgau19/Bullet/ CasingFileLoc = Parts/DYJgau19/Casing/}MODULE{ name = ModuleAnimateHeat ThermalAnim = Thermalanim}}I press "p" in game and it still will not fire. Any suggestions? Link to comment Share on other sites More sharing options...
The Spacemonkey Posted August 21, 2013 Share Posted August 21, 2013 What did you use to represent Tab?Simply typing Tab may not work, as Tab is a special key. Try something else, possibly? [0] isn't used anywhere in the base game, so it should be good.I've tried what you said but it still doesn't work. <-- Sad face. Just someone give me a full tutorial on this already!! Link to comment Share on other sites More sharing options...
Matzenino Posted August 21, 2013 Share Posted August 21, 2013 I've got the same Problem.The Debugger says the following when I place it in on my plane:[Exception]: NullReferenceException: Object reference not set to an instance of an objectwhelp? Link to comment Share on other sites More sharing options...
PhoenixStar117 Posted August 22, 2013 Share Posted August 22, 2013 How do I fire the weapon?I tried "t" but that just activates the SAS and does not do anything with the gun what so ever. Also it can not be assigned to a Control Group... What am I doing wrong? Link to comment Share on other sites More sharing options...
Exangels Posted August 22, 2013 Share Posted August 22, 2013 make sure u only have latest version installedI deleted the //keyfire then changed the "keyfire" keybind to [0] Link to comment Share on other sites More sharing options...
Matzenino Posted August 22, 2013 Share Posted August 22, 2013 Still not working.I've even installed a second clean installation of KSP. Link to comment Share on other sites More sharing options...
CreEpeRneSs125 Posted August 22, 2013 Share Posted August 22, 2013 MODULE{ name = DYJMachinegun ProjectileType = bullet //keyFire = z <<<<< keyFire = z <<<<< BulletMass = 0.45 BulletDrag = 0.03 BulletPower = 120 RocketPower = 10 recoilreductionfactor = 0.007 fireRate = 0.08 lackofkrakensbanontrailrendererscompensation = 0.1 rotationSpeed = 1200 isGatling = true heatProduction = 800 ProjectileFileLoc = Parts/DYJgau19/Bullet/ CasingFileLoc = Parts/DYJgau19/Casing/}it worked for me because both of the keyfires were set to the same key which worked for me ^ Link to comment Share on other sites More sharing options...
teamleader14 Posted August 24, 2013 Share Posted August 24, 2013 could you tell me how you managed to work the gatling gun mod when i followed the instructions on your post and still i didn't work? Link to comment Share on other sites More sharing options...
Mekan1k Posted August 26, 2013 Share Posted August 26, 2013 I cannot get it to work either. Link to comment Share on other sites More sharing options...
UAL002 Posted August 26, 2013 Share Posted August 26, 2013 (edited) Hasn't worked for me since the post was new.EDIT: No one has mentioned this in the initial post. Hope this helps."Place the "DYJMisc" folder in GameData, users of pWings delete one of the DYJlibrary.dlls . Always keep the newest." Edited August 26, 2013 by UAL002 Link to comment Share on other sites More sharing options...
CrayzeeMonkey Posted August 27, 2013 Share Posted August 27, 2013 (edited) This is awesome! It would be nice if he could develop a laser that is just, a laser (A laser pointer in other words), so that i could know where or at what object it is pointing at. Edited August 27, 2013 by CrayzeeMonkey Link to comment Share on other sites More sharing options...
elind21 Posted August 28, 2013 Share Posted August 28, 2013 how do you change the bullet range? i need a longer range bullet for a "Kerbal at War" cinematic redux Link to comment Share on other sites More sharing options...
alline1999 Posted August 28, 2013 Share Posted August 28, 2013 you have to change it in the source just like the bullet colour witch I haven't figured how to do yet. Link to comment Share on other sites More sharing options...
Spookydude3 Posted August 29, 2013 Share Posted August 29, 2013 Is there another way I can change the to keyfire t without changing the part cfg because my computer can't download any programs that can change cfg files Link to comment Share on other sites More sharing options...
CrayzeeMonkey Posted August 29, 2013 Share Posted August 29, 2013 (edited) You can actually edit the CFG file with notepad. To open it with notepad right click the CFG file, then hover your mouse over "Open with.." then click "Choose default program" then select notepad, then click OK, if Notepad isn't in the menu click Browse and go to the directory of notepad and click on the exe file that runs notepad, if you cant find a file that runs notepad you probably dont have notepad, you can use other text editors too.(Tested in Windows Vista/7 OS)PS: Notepad ++ is awesome Edited August 29, 2013 by CrayzeeMonkey Link to comment Share on other sites More sharing options...
BigNose Posted September 6, 2013 Share Posted September 6, 2013 Awesome mod, as always DYJ.I noticed the gun weighs a ton. According to General Dynamics, the Gau-19 has a mass of 106 lbs, which translates to ~0.053 tons. I would suggest to change the mass to this value, otherwise it's cool. (although, with ammunition, it's maybe more like 0.1 tons)Anyone who plays with Deadly Reentry should halve the heat production though, as only burst of 1 sec are possible before the gun melts otherwise. Link to comment Share on other sites More sharing options...
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