Lucchese Posted November 15, 2013 Share Posted November 15, 2013 Hi, that is what i mean in my earlier post. Sorry for not having been clear enought. I did find that plugin-parts usefull in order to traverse and elevate the gun with hinges and rotatons.Still trying to figure out if i could somehow get it to move almost like lazors systems mouse look, but point and click shoot the target If im not mistaken the model needs to have pivot points to achieve that and afaik this model only has a rotator for the barrel (again that is if I understand things right). Link to comment Share on other sites More sharing options...
Dartonal Posted November 16, 2013 Share Posted November 16, 2013 Could you change the key fire to another key in the next update? I don't have time to change the config and can you put the craft file for the tank showed? Link to comment Share on other sites More sharing options...
SimonC6R Posted November 17, 2013 Share Posted November 17, 2013 Could you change the key fire to another key in the next update? I don't have time to change the config and can you put the craft file for the tank showed?It takes 15 seconds at best, and instructions are provided on how to do it. You don't have time to change a line in a config, but you do have time to wait for a patch to be released and then download it? Link to comment Share on other sites More sharing options...
kong Posted November 18, 2013 Share Posted November 18, 2013 i can't fire the gun even i was pressing the fire key. Link to comment Share on other sites More sharing options...
sumghai Posted November 18, 2013 Share Posted November 18, 2013 i can't fire the gun even i was pressing the fire key.Which key did you map the firing action to?The default [0] is probably for joysticks, and I don't use "t" either because that's reserved by the game for SAS. Instead, I mapped mine to "p" and never had a problem. Link to comment Share on other sites More sharing options...
kong Posted November 23, 2013 Share Posted November 23, 2013 I SET z for fire key and still wont work help;.; Link to comment Share on other sites More sharing options...
rikor Posted November 24, 2013 Share Posted November 24, 2013 under what conditions minigan shoots?, and if he shoots at lubyh conditions how (what button to press)? Link to comment Share on other sites More sharing options...
mrflybykid Posted November 25, 2013 Share Posted November 25, 2013 Can anyone help me? The new gun won't appear in career mode and as such is useless in my save. I tried adding TechRequired = SicenceTech and it appeared under science in parts, but wouldn't let me select it because it said I needed to add an entry cost in the module file, and you can't open those. Can someone send me the part that works in career mode? I don't want to have to make a new save and loose my progress Link to comment Share on other sites More sharing options...
Galacticruler Posted November 25, 2013 Share Posted November 25, 2013 Can anyone help me? The new gun won't appear in career mode and as such is useless in my save. I tried adding TechRequired = SicenceTech and it appeared under science in parts, but wouldn't let me select it because it said I needed to add an entry cost in the module file, and you can't open those. Can someone send me the part that works in career mode? I don't want to have to make a new save and loose my progressIf you had it researched before you added it, that is the issue.try another save first.EDIT:Also, you can add an entry cost in the cfg, look at the stock ones for an example. Link to comment Share on other sites More sharing options...
Halban Posted November 26, 2013 Share Posted November 26, 2013 I don't know if this bug is just for me or not but upon entering other SOI's the cannons break and fire in random directions. Here are the details. Link to comment Share on other sites More sharing options...
kong Posted November 28, 2013 Share Posted November 28, 2013 (edited) YES!!!!!!!!!!!i finaly get the gun to work!!!!!!!!!!:D:D:D Edited November 28, 2013 by kong Link to comment Share on other sites More sharing options...
Tier 0 Posted November 29, 2013 Share Posted November 29, 2013 I just downloaded this mod and it's mostly working fine. However, in the SPH whenever I have more than one gun the firing sound effect starts playing continuously. Would anyone have any idea about how to solve this? Link to comment Share on other sites More sharing options...
kong Posted November 30, 2013 Share Posted November 30, 2013 I just downloaded this mod and it's mostly working fine. However, in the SPH whenever I have more than one gun the firing sound effect starts playing continuously. Would anyone have any idea about how to solve this?me too!when i put two guns at the same time i have the gun firing sound effect starts playing continuously!!!! Link to comment Share on other sites More sharing options...
zekes Posted November 30, 2013 Share Posted November 30, 2013 Gatling gun? That's cute...Cool mod, but stock weapons have Gravitas. Link to comment Share on other sites More sharing options...
Poryy Posted November 30, 2013 Share Posted November 30, 2013 Gatling gun? That's cute...Cool mod, but stock weapons have Gravitas.Stock weapons? Pshh. My lazor guided missiles destroy everything within render range. Link to comment Share on other sites More sharing options...
panzer1b Posted December 1, 2013 Share Posted December 1, 2013 great mod, two things i would like updated when or if you get the time and are actually working on this mod still1: there is a bug with the minigun when moving backwards (bullets do not fly far and just disapear a short distance after barrel, and the weapon tends to have physics glitches). i tested this on a tank i made, that when driving forward, it works fine, shooting to the side, works fine, shooting while not moving in any direction, fine, but once i try to fire away from the direction i am driving in, this error occurs. just create any vehicle and mount a minigun to test it on, drive forward while shooting, then drive backwards while shooting and you will see what i mean. (if this is a specific error i have then tell me how to fix it, as its very annoying not being able to shoot backwards, my bomber rear defense turret is more or less useless)2: could we get bind support for firing (in the binding menu, perhaps letting us bind different keys to separate guns like the sunbeam allows us to). its not that big a deal as i currently run multiple copies of the minigun with modified stats and having different key binds, but it would be easier to have one gun, with a hotkey to fire all guns, and the ability to bind each gun to a different key that could fire them (basically how you can bind different engines to different hotkeys)thanks for your great work, id say even now this is my favorite weapons oriented mod, now i just need to finish my custom model for the cannon (the model is great, but it doesnt really fit my tanks which are suppose to be using larger caliber single shot weapons).now to finish working on the lander for the tank, its very hard to transport over 20 tons that is about as aerodynamic as a house...... Link to comment Share on other sites More sharing options...
Yummy Posted December 2, 2013 Share Posted December 2, 2013 (edited) Im having the same problem Edited December 3, 2013 by Yummy Link to comment Share on other sites More sharing options...
Yummy Posted December 3, 2013 Share Posted December 3, 2013 i can't fire the gun even i was pressing the fire key. Oop, meant to quote this. Link to comment Share on other sites More sharing options...
Themohawkninja Posted December 4, 2013 Share Posted December 4, 2013 me too!when i put two guns at the same time i have the gun firing sound effect starts playing continuously!!!!I would also like to report this bug.Furthermore, each additional gun you add seems to play another instance of the sound file, so three guns equals two instances, four guns equals three instances and so on. Link to comment Share on other sites More sharing options...
The Destroyer Posted December 4, 2013 Share Posted December 4, 2013 Gatling gun? That's cute...-snip-Cool mod, but stock weapons have Gravitas.Psst. I can use IR to turn the gatling gun right at the weapon, blow it up, and proceed to destroy your puny tank in 5 seconds. Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted December 4, 2013 Share Posted December 4, 2013 *Lights an Orion Engine and heads for Jool.*Oh, sorry, didn't see you guys there...Kzinti Lesson, folks. LEARN IT. Link to comment Share on other sites More sharing options...
Lucchese Posted December 7, 2013 Share Posted December 7, 2013 I would also like to report this bug.Furthermore, each additional gun you add seems to play another instance of the sound file, so three guns equals two instances, four guns equals three instances and so on.if (Input.GetKeyDown(keyFire) == true && (vessel.isActiveVessel == true)) sound.audio.Play();if (Input.GetKeyUp(keyFire) == true && (vessel.isActiveVessel == true)) sound.audio.Stop();I have no idea what i could change or do differently to stop the "extra" sounds from playing..Took me 5 hours to get the sound to work in the first place Link to comment Share on other sites More sharing options...
kong Posted December 8, 2013 Share Posted December 8, 2013 how do i post picture??? Link to comment Share on other sites More sharing options...
kong Posted December 8, 2013 Share Posted December 8, 2013 Gatling gun? That's cute...Cool mod, but stock weapons have Gravitas.i can use use the lazor guided missile truck to destory that tank up there Link to comment Share on other sites More sharing options...
panzer1b Posted December 9, 2013 Share Posted December 9, 2013 I have discovered a bug fix that removes the small issue resulting from firing while moving backwards within atmosphere (which glitches physics usually resulting in explosions on your own craft, or the gun wobbling around like crazy).im not sure if im 100% correct, but part of the code was shifting the bullet's spawn point in such a manner that when moving in reverse the bullet would spawn within the gun hitting it and causing damage to it. Or at least that's what it looks like from some messing around with parameters.DYJ, if you would like the c# file with the specific fixes commented in it i would be happy to give it to you (since im currently using a fixed version of your mod. Please send me a PM if interested in this fix, after some more debugging/testing i have to double check if it didnt create any other bugs). Link to comment Share on other sites More sharing options...
Recommended Posts