tetryds Posted March 29, 2015 Share Posted March 29, 2015 Firstly, thanks for a truly awesome, excellently made mod.Secondly, I was wondering if it is, or ever could be possible for parts that are surface attached to turrets or barrels to move with the turret/barrel? I get the feeling this is a question about the module used to animate the turrets but i couldn't find which is used. Thanks again!There were many talks on this, it would use InfernalRobotics to move the turrets, which I believe would require a lot of work and rewriting of a big part of the mod.I would also love to see that ingame, but maybe we would be better with more simpler yet missing features before convincing Baha to go for that?Anyway, I would not have any problems in having it early, so it's up to what is planned for the mod.But I believe we will see things moving together with turrets at some point (can't wait to attach lots of rocket pods on the barrel of my tank barrel for ultimate destruction ). Link to comment Share on other sites More sharing options...
sumghai Posted March 29, 2015 Share Posted March 29, 2015 I was wondering if it is, or ever could be possible for parts that are surface attached to turrets or barrels to move with the turret/barrel?There were many talks on this, it would use InfernalRobotics to move the turrets, which I believe would require a lot of work and rewriting of a big part of the mod.I would also love to see that ingame, but maybe we would be better with more simpler yet missing features before convincing Baha to go for that?Anyway, I would not have any problems in having it early, so it's up to what is planned for the mod.But I believe we will see things moving together with turrets at some point (can't wait to attach lots of rocket pods on the barrel of my tank barrel for ultimate destruction ).Yes, adding IR-like vessel rebuilding would require changes to the way the joints of all the turrets would be configured, although one advantage of this would be the ability to make turrets that can be reloaded directly via KAS/KIS (e.g. a vehicle-mounted M2 Browning HMG with an ammo box that a Kerbal on EVA could manually remove/replace)I definitely agree that BahamutoD should probably focus on major features that don't necessarily rely on the potentially troublesome turret rebuilding code - at least, for the time being.A couple of (other) things Baha might be interested in tackling now could be: - Moving away from individual ammo boxes for each ammo type, and instead have ammunition stored in the turret / Weapons Manager itselfAmmunition storage and/or management system(s) - Some weapons like CROWS-type turrets could have small, specialty ammo boxes that attach directly to the weapon body/receiver (hence the suggestion for the IR-style child part position rebuilding)- For the M1 Abrams tank turret or user-built craft that use multiple weapon/bullet cartridges/shell types, instead of having specialty ammo boxes, *universal* ammo storage part(s) could be configured by the user to store different ammo types at different quantities, in a manner similar to Modular Fuel Tanks. A custom part module would be needed:{ name = BahaAmmoStorage maxCapacity = 0.25 // Maximum total capacity, in KSP metric tons, of this universal container's ammo capacity. In other words, whatever mix of ammo you have in there, this is the upper limit.}MODULE - Form factors could include surface-attached boxes, stacked containers, or even built into the M1 Abrams Turret itself. - The UI would allow users to add/edit/remove ammo types and quantities for each of these universal containers (e.g. maybe today I want 100 .50 cal. and 200 20x102mm rounds, but tomorrow I only want 495 20x102mm rounds) - Another advantage is scaleability - new ammo types and subtypes can be introduced without having to make dedicated storage containers unless necessary (e.g. CannonShells_HEAT, CannonShells_Incendiary, CannonShells_AP) - Mines (ranging from small anti-personnel to larger anti-tank mines) with proximity or contact detonation Link to comment Share on other sites More sharing options...
Ya_Boi_Assault Posted March 29, 2015 Share Posted March 29, 2015 (edited) For all of those people who are enjoying the update with cruise missiles, the AGM-86 when deployed in altitudes in between 300-1000m it will skip the surface when left with normal default cruise altitude. It does rather extremely well with formation/follow the leader flying if fired off in a pair or a massive swarm as noticed in the gallery I have posted. when deployed at altitudes of 1000m+ if i remember, it will do what is known as a "pop-up" attack, it will climb to a high altitude and then dive to attack speed "yes i quote star wars :3" towards the target. With the RBS-15 it will boost then go in a super/hypersonic cruise phase and target like normal missles. However, the AGM-86 is AIR LAUNCH ONLY. It needs airspeed before it can fly. Trust me I have fired one of these thing on the ground before....... Michael Bay payed me a surprise visit. With the RBS-15, it is both Air and Ground capable due to the boost. Bahamuto I enjoy this update extremely well and to add the variety of weapons, I suggest the Kh-101/55m Russian Cruise Missile or British/French Storm Shadow Cruise Missile. I have added a link to the gallery below that shows what I was talking about. http://imgur.com/a/y4RJz#0Here is a preview of the gallery Edited March 29, 2015 by CaptainCreeper56 Link to comment Share on other sites More sharing options...
sku77s Posted March 30, 2015 Share Posted March 30, 2015 Is there anyway to develop a universal hardpoint for bombs and missles? Most of my playtime is in career and it would be cheaper to reload these from a resource as opposed to paying for an entire vessel.Also placing these in kas is difficult in a rocket pod Link to comment Share on other sites More sharing options...
eeveelution Posted March 30, 2015 Share Posted March 30, 2015 Is there anyway to develop a universal hardpoint for bombs and missles? Most of my playtime is in career and it would be cheaper to reload these from a resource as opposed to paying for an entire vessel.Also placing these in kas is difficult in a rocket podIf you have a really big ship, you could use the ARM grabby things I think. What do you mean by "difficult in a rocket pod"? Link to comment Share on other sites More sharing options...
SnipeZaFrenia Posted March 30, 2015 Share Posted March 30, 2015 ok this is now pissing me off i still cant use my rockets (dumbfire) or any guns/turrets i have reinstalled the mod over 10 time can anyone help me!?!?! Link to comment Share on other sites More sharing options...
sku77s Posted March 31, 2015 Share Posted March 31, 2015 A 2x2x2 structural panel with 8 1x1 dividing it. Makes a typical gtg missle pod. Using the atg 68 with kas to attach them inside to reload is a bugger.Maybe a pic would help. Still it would be nicer to reload a hardpoint as opposed to creating a new jet/ship/tank when the ordinance is expended. Like a couple hundred thousand kerbal bucks better. Link to comment Share on other sites More sharing options...
Hodo Posted March 31, 2015 Share Posted March 31, 2015 If you have a really big ship, you could use the ARM grabby things I think. What do you mean by "difficult in a rocket pod"?Land it back at the KSC and you will recover 99% of the craft amount. So it isnt that expensive.But it would be nice to have a reload option.- - - Updated - - -ok this is now pissing me off i still cant use my rockets (dumbfire) or any guns/turrets i have reinstalled the mod over 10 time can anyone help me!?!?!What is the problem exactly?Do you see them in the parts list? Are they just not firing when you use the vessel? Do you have a weapon manager on the craft? Do you have the FIRE option set to an action group?Need more than just complaining to solve your problem. Link to comment Share on other sites More sharing options...
vardicd Posted March 31, 2015 Share Posted March 31, 2015 Can I just say, this mod, with the new Kerbal Inventory System mod is amazing? How hilarious is it that Kerbals can carry missles and rockets in their pockets and attach them in the field to stuff? I laughed so hard. {only issue is that weapons manager doesn't seem to recognized weapons attached to craft in the field, so manual launch is required.} Link to comment Share on other sites More sharing options...
sku77s Posted March 31, 2015 Share Posted March 31, 2015 (edited) Land it back at the KSC and you will recover 99% of the craft amount. So it isnt that expensive.But it would be nice to have a reload option.Ok so no more tanks on duna... your killin me.I could blitzkrieg the mun for what it would cost to ferry one SAM truck to duna and backAnd my mun base is set.Im gonna go practice at KAS and KIS. I was going to use a docking port and skycrane to replace to assebly but bad things happened when I put docking ports on hinges on cranes. Edited March 31, 2015 by sku77s did it for the grammars Link to comment Share on other sites More sharing options...
vardicd Posted March 31, 2015 Share Posted March 31, 2015 Ok so no more tanks on duna... your killin me.I could blitzkrieg the mun for what it would cost to ferry one SAM truck to duna and backAnd my mun base is set.Im gonna go practice at KAS and KIS. I was going to use a docking port and skycrane to replace to assebly but bad things happened when I put docking ports on hinges on cranes.You could look into using Kerbal construction time, the newest version has a feature that allows you to recover an active vessel into vab or sph storage, edit it and relaunch, paying only for the parts you change/add. It does add build times to everything though, but I like that. I use that plus Roverdude's MKS/OKS with the ExtraPlanetaryLaunchpads to build stuff in places other than KSC. Link to comment Share on other sites More sharing options...
BahamutoD Posted March 31, 2015 Author Share Posted March 31, 2015 The next update will probably be focused on ammo storage, so I will see what I can do about missile storage and reloading. Link to comment Share on other sites More sharing options...
sumghai Posted March 31, 2015 Share Posted March 31, 2015 The next update will probably be focused on ammo storage, so I will see what I can do about missile storage and reloading.One subfeature that could complement improvements to ammunition storage would be the ability for a cannon to fire different types of rounds (e.g. the M1 Abrams turret could fire a choice of CannonShells_HEAT, CannonShells_Incendiary or CannonShells_AP, each with their associated impact effects) Link to comment Share on other sites More sharing options...
Spooglecraft Posted March 31, 2015 Share Posted March 31, 2015 One subfeature that could complement improvements to ammunition storage would be the ability for a cannon to fire different types of rounds (e.g. the M1 Abrams turret could fire a choice of CannonShells_HEAT, CannonShells_Incendiary or CannonShells_AP, each with their associated impact effects)Yes, please. And burst firing and magazines. Link to comment Share on other sites More sharing options...
sumghai Posted March 31, 2015 Share Posted March 31, 2015 And burst firingYes, this too - configurable via a tweakable slider in the VAB/SPH editor scene, if possibleand magazines.I suspect that this may go hand in hand with the IR-esque ability to make surface-attached parts move along with turrets, as this would allow KIS/KAS-powered box magazines to be attached directly to machine gun turrets (e.g. a dual mounted M2 Browning, or a remotely operated crew served weapon like a Mk-19 Grenade Launcher)For larger caliber ammunition, the magazine would be built into the universal ammo storage PartModule itself (e.g. the Abrams turret would have a built-in magazine where users would be able to specify what mix of cannon shells it can fire, as per my previous post) Link to comment Share on other sites More sharing options...
EdusacconBR Posted March 31, 2015 Share Posted March 31, 2015 and please cannonshell boxes Link to comment Share on other sites More sharing options...
sumghai Posted March 31, 2015 Share Posted March 31, 2015 and please cannonshell boxes Cannon shells are probably better stored inside the turrets themselves (like for the Abrams): Link to comment Share on other sites More sharing options...
EdusacconBR Posted March 31, 2015 Share Posted March 31, 2015 but theres only 20 of em i think .-. Link to comment Share on other sites More sharing options...
sumghai Posted March 31, 2015 Share Posted March 31, 2015 but theres only 20 of em i think .-.I proposed an improved ammo storage system that would not only increase the total capacity carried within the turret, but also the types of shells stored. Link to comment Share on other sites More sharing options...
EdusacconBR Posted March 31, 2015 Share Posted March 31, 2015 (edited) oh, why cant i post photos? .-.anyways, what about adding these http://imgur.com/a/h0c0V Edited March 31, 2015 by EdusacconBR Link to comment Share on other sites More sharing options...
KillerChicken196 Posted April 1, 2015 Share Posted April 1, 2015 This mod is amazing but for some reason mine dosen't come with the 30 cal and 20 caliber ammo boxes i need some help because no matter what i do it never comes with the ammo boxes and some of the weapons are useless like the 30 caliber gun and the mini gun. Link to comment Share on other sites More sharing options...
sku77s Posted April 1, 2015 Share Posted April 1, 2015 You could look into using Kerbal construction time, the newest version has a feature that allows you to recover an active vessel into vab or sph storage, edit it and relaunch, paying only for the parts you change/add. It does add build times to everything though, but I like that. I use that plus Roverdude's MKS/OKS with the ExtraPlanetaryLaunchpads to build stuff in places other than KSC.Thanks for the advice.I have those mods just have the same complaints build time for entire vehicle vs a few missles. Also I'm completely modded out. I couldnt get moar boosters if I wanted to. Thats using aggressive atm opengl and I've edited bcdedit vram to 8Gb. If I view any vehicle I cant leave... I have to close the game. but there are mod conflicts im working around/on to play with so much stuffs.Again thank you though!- - - Updated - - -The next update will probably be focused on ammo storage, so I will see what I can do about missile storage and reloading.Just my 2 cents but the ammo boxes as they are function fine. Maybe a device that could generate the recources they used.It would be very explosive and prone to this as well. Kinda like a truck bed/ammo depot you would want to defend at the base. Non combat.This would fix refilling any ammo type. And possibly allow you to spawn missles and rockets on a harpoint you attached in vab.Ergo I fly my Kapache on a fire mission. And land back at ksc. Instead of recovering I have Bill waiting with the ammo dump 4x4 with the generator box in the back. Park within 20m and transfer resources (shells) and click the menu to repair(reload) any hardpoints to their original state with the rocket. Or maybe add a missle selection.Add a nice and hefty electrical charge rate.Thats just my idea for simplicity vs functionality. Also I want a reason to drive a truck full of high explosives to a ammoless tank under fire.Thanks for reading and considering my request earlier. Very much so. Link to comment Share on other sites More sharing options...
Eclipse842 Posted April 1, 2015 Share Posted April 1, 2015 BahamutoD you might want to fix the bug where you can clip rocket pods inside a plane and the rockets still fire fine. Link to comment Share on other sites More sharing options...
Hodo Posted April 1, 2015 Share Posted April 1, 2015 but theres only 20 of em i think .-.In an Abrams there is 40-44 rounds in that turret. I think 26 are stored in the rack behind the turret, and another 14-18 are stored in wet racks at the base of the turret.If that is what you were asking. Link to comment Share on other sites More sharing options...
EdusacconBR Posted April 1, 2015 Share Posted April 1, 2015 In an Abrams there is 40-44 rounds in that turret. I think 26 are stored in the rack behind the turret, and another 14-18 are stored in wet racks at the base of the turret.If that is what you were asking.Well, i just think its a small ammount, cannonshell ammo boxes would be cool, and these cannons too: http://imgur.com/a/h0c0V Link to comment Share on other sites More sharing options...
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