Gojira Posted May 12, 2015 Share Posted May 12, 2015 Why is it that almost all of the best mods for this game are the ones that are completely and entirely useless?...and how is this useless exactly? Link to comment Share on other sites More sharing options...
Kvantovy Posted May 12, 2015 Share Posted May 12, 2015 Thanks for this great mod, BahamutoD. It's so cool that the AI is using guns in dogfight now. It seems to me, however, that the "Armed/disarmed" button is bugged. It's enough to change the allegiance of one of the NPCs to other team for all to start fighting, even if they are all set to "disarmed". I also think it would be helpful to have sth like global "Arm/disarm" button. We could then set the stage for the fight and give the order to start fighting to all crafts at once. Link to comment Share on other sites More sharing options...
Ethanadams Posted May 12, 2015 Share Posted May 12, 2015 Little problem guard mode always goes for a gun not the 20 missiles on the craft or the 300 bombs on the craft why? Link to comment Share on other sites More sharing options...
Forty21112 Posted May 12, 2015 Share Posted May 12, 2015 Armed and Disarmed options are only used by the player. What it does is basically allowing you to use the LMB to fire weapons. AI Guards don't need to have their weapon manager Armed to fire weapons. Link to comment Share on other sites More sharing options...
Ethanadams Posted May 12, 2015 Share Posted May 12, 2015 Tats not the question my question is when I do have guard mode on how come it never uses the missiles or the bombs but just gun? Link to comment Share on other sites More sharing options...
Melfice Posted May 12, 2015 Share Posted May 12, 2015 Tats not the question my question is when I do have guard mode on how come it never uses the missiles or the bombs but just gun?That wasn't a reply to your question.This one is: Maybe the guard has decided the missiles are not adequate for the job.Did you install air-to-ground missiles? That might be an answer. Link to comment Share on other sites More sharing options...
Kvantovy Posted May 12, 2015 Share Posted May 12, 2015 Armed and Disarmed options are only used by the player. What it does is basically allowing you to use the LMB to fire weapons. AI Guards don't need to have their weapon manager Armed to fire weapons.I see. Is there an option for what I thought it does? To tell a group of units: "fire at will boys" after setting up the battlefield? I want to make a battle of several units and it's kinda impractical to begin the fight by manually switching one unit at the time to engage others. Link to comment Share on other sites More sharing options...
Ethanadams Posted May 12, 2015 Share Posted May 12, 2015 This mod is awesome when paired with mechjeb because mechjeb uses rovers and is a bit more accurate with missiles guiding Link to comment Share on other sites More sharing options...
Endersmens Posted May 12, 2015 Share Posted May 12, 2015 Mechjeb can't pilot missiles....they pilot themselves using the Weapon manager.....or can it? Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 12, 2015 Share Posted May 12, 2015 Mechjeb can't pilot missiles....they pilot themselves using the Weapon manager.....or can it?Maybe for the build your own missiles but I doubt it would be any more accurate Link to comment Share on other sites More sharing options...
Endersmens Posted May 12, 2015 Share Posted May 12, 2015 yeah, I had a suspicion he meant ICBMs or something. But agreed, they shouldn't be more accurate anyways. Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 12, 2015 Share Posted May 12, 2015 yeah, I had a suspicion he meant ICBMs or something. But agreed, they shouldn't be more accurate anyways.In fact I'd guess theyed be Waayyy less accurate since mech Jeb is designed for not colliding with things and acting like a missile whereas the missile AI is programmed for missiles and missiles alone Link to comment Share on other sites More sharing options...
BahamutoD Posted May 12, 2015 Author Share Posted May 12, 2015 I see. Is there an option for what I thought it does? To tell a group of units: "fire at will boys" after setting up the battlefield? I want to make a battle of several units and it's kinda impractical to begin the fight by manually switching one unit at the time to engage others.No, I was going to do that (peace time option that you can switch off after setting things up) but I forgot. I'll put it back on the todo list. Link to comment Share on other sites More sharing options...
Ethanadams Posted May 12, 2015 Share Posted May 12, 2015 I meant better than the new missile guidance that you can put on rockets Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 12, 2015 Share Posted May 12, 2015 (edited) I meant better than the new missile guidance that you can put on rocketsIt won't be more accurate to use mech Jeb for missiles in any situation except for coming in from orbit where landing autopilot with a landing speed set to several hundred m/s is very effective Edited May 12, 2015 by LORDPrometheus Link to comment Share on other sites More sharing options...
CrayzeeMonkey Posted May 12, 2015 Share Posted May 12, 2015 Hello!I've been trying to make a T-34-76 turret to get a hang of making turrets for your mod. But no matter what i try i cannot for the life of me get it to work.The specific problem is that when i put my turret onto a craft and launch it and using the right click menu i try clicking "Toggle Turret" and it does nothing. I really don't know what's wrong. I've check the debug log and when i launch my craft with the turret there is exactly one "[Exception]: NullReferenceException: Object reference not set to an instance of an object". I don't know what's causing this. The most helpful debug message in my opinionØŸSo here are the parents and children in Unity. The Config File:PART{// Kerbal Space Program - Part Config// // // --- general parameters ---name = awefulmodule = Partauthor = Crayzee// --- asset parameters ---mesh = model.murescaleFactor = 1// --- node definitions ---node_attach = 0.0, 0, 0, -1, 1, 0// --- editor parameters ---TechRequired = precisionEngineeringentryCost = 2100cost = 3500category = Utilitysubcategory = 0title = T-34-76manufacturer = Koseph and Ko.description = A 76mm cannon on an armored turret. Don't expect this to work.// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 0,1,0,0,1// --- standard part parameters ---mass = 2dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 125maxTemp = 3600stagingIcon = SOLID_BOOSTERMODULE{ name = BahaTurret weaponType = cannon rotationSpeed = 0.5 fireSoundPath = BDArmory/Parts/m1Abrams/sounds/shot overheatSoundPath = BDArmory/Parts/50CalTurret/sounds/turretOverheat hasFireAnimation = true fireAnimName = fireAnim spinDownAnimation = false yawTransformName = aimRotate pitchTransformName = aimPitch roundsPerMinute = 10 accuracy = 25 bulletMass = 8.35e-3 bulletVelocity = 1650 ammoName = CannonShells requestResourceAmount = 1 maxTargetingRange = 5000 bulletDrop = true projectileColor = 255, 247, 0, 255 cannonShellPower = 8 cannonShellRadius = 30 minPitch = -4 maxPitch = 27 yawRange = -1 onlyFireInRange = false maxHeat = 3600 heatPerShot = 60 heatLoss = 740 tracerStartWidth = 0.8 tracerEndWidth = 0.01 maxEffectiveDistance = 5000}RESOURCE{ name = CannonShells amount = 10 maxAmount = 10}This is CRAZY, Where did you learn this all? My mind cannot wrap around what i have to do. I saw your video on that mech platformer video game your making, and really i cannot even code physics on even the most primitive of programming languages (Good luck on it too!). What tutorial did you read to be able to make plugins for KSP? I am a horrible 3D artist and i have some ideas like a better TTSeatFixer mod and an addon plugin to BDarmory with shell penetration and fuze delays that require plugin work.I'm sorry if this seems a bit "quick" i was quite irritated when i wrote this. Link to comment Share on other sites More sharing options...
eeveelution Posted May 12, 2015 Share Posted May 12, 2015 Hello!I've been trying to make a T-34-76 turret to get a hang of making turrets for your mod. But no matter what i try i cannot for the life of me get it to work.The specific problem is that when i put my turret onto a craft and launch it and using the right click menu i try clicking "Toggle Turret" and it does nothing. I really don't know what's wrong. I've check the debug log and when i launch my craft with the turret there is exactly one "[Exception]: NullReferenceException: Object reference not set to an instance of an object". I don't know what's causing this. The most helpful debug message in my opinionØŸSo here are the parents and children in Unity. http://i.imgur.com/Fw4GVIF.jpgThe Config File:PART{// Kerbal Space Program - Part Config// // // --- general parameters ---name = awefulmodule = Partauthor = Crayzee// --- asset parameters ---mesh = model.murescaleFactor = 1// --- node definitions ---node_attach = 0.0, 0, 0, -1, 1, 0// --- editor parameters ---TechRequired = precisionEngineeringentryCost = 2100cost = 3500category = Utilitysubcategory = 0title = T-34-76manufacturer = Koseph and Ko.description = A 76mm cannon on an armored turret. Don't expect this to work.// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 0,1,0,0,1// --- standard part parameters ---mass = 2dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 125maxTemp = 3600stagingIcon = SOLID_BOOSTERMODULE{ name = BahaTurret weaponType = cannon rotationSpeed = 0.5 fireSoundPath = BDArmory/Parts/m1Abrams/sounds/shot overheatSoundPath = BDArmory/Parts/50CalTurret/sounds/turretOverheat hasFireAnimation = true fireAnimName = fireAnim spinDownAnimation = false yawTransformName = aimRotate pitchTransformName = aimPitch roundsPerMinute = 10 accuracy = 25 bulletMass = 8.35e-3 bulletVelocity = 1650 ammoName = CannonShells requestResourceAmount = 1 maxTargetingRange = 5000 bulletDrop = true projectileColor = 255, 247, 0, 255 cannonShellPower = 8 cannonShellRadius = 30 minPitch = -4 maxPitch = 27 yawRange = -1 onlyFireInRange = false maxHeat = 3600 heatPerShot = 60 heatLoss = 740 tracerStartWidth = 0.8 tracerEndWidth = 0.01 maxEffectiveDistance = 5000}RESOURCE{ name = CannonShells amount = 10 maxAmount = 10}This is CRAZY, Where did you learn this all? My mind cannot wrap around what i have to do. I saw your video on that mech platformer video game your making, and really i cannot even code physics on even the most primitive of programming languages (Good luck on it too!). What tutorial did you read to be able to make plugins for KSP? I am a horrible 3D artist and i have some ideas like a better TTSeatFixer mod and an addon plugin to BDarmory with shell penetration and fuze delays that require plugin work.I'm sorry if this seems a bit "quick" i was quite irritated when i wrote this.Do you have an animation called "deploy" on the turret? Take a look at where the deploy anim is in the example and put your deploy animation in the corresponding object. Link to comment Share on other sites More sharing options...
PrototypeTheta Posted May 12, 2015 Share Posted May 12, 2015 Try deleting muzzleTransform. If that fixes it you have the exact same problem as me. Link to comment Share on other sites More sharing options...
BahamutoD Posted May 12, 2015 Author Share Posted May 12, 2015 (edited) CrayzeeMonkey, do you have a fire animation? If not, make one, or set "hasFireAnimation" to false.PrototypeTheta, that's not a solution to anything because muzzleTransform is required if you want to have muzzle flash/smoke. You should try to find out the real reason behind why muzzleTransform is causing you problems. Edited May 12, 2015 by BahamutoD Link to comment Share on other sites More sharing options...
PrototypeTheta Posted May 13, 2015 Share Posted May 13, 2015 I'm not calling it a solution, it simply means he's got the same issue.As for an actual solution, well two weeks later and I'm still stumped. I'm sure it's something simple though, it always is. Link to comment Share on other sites More sharing options...
Spooglecraft Posted May 13, 2015 Share Posted May 13, 2015 I got no idea why or if it would help, but try renaming 't34stalinium' to 'turret'. Link to comment Share on other sites More sharing options...
Endersmens Posted May 13, 2015 Share Posted May 13, 2015 Hey BD, I have a suggestion for the Missiles guidance pod. Could you tweak the space missile guidance and add it to it as a toggle? So we can make space missiles and have them be guided? It could use Monoprop for maneuvering and such, and/or engine thrust for forwards momentum. Link to comment Share on other sites More sharing options...
JellyCubes Posted May 13, 2015 Share Posted May 13, 2015 Try deleting muzzleTransform. If that fixes it you have the exact same problem as me.Do your muzzleTransforms have a particle emitter attached to them? Link to comment Share on other sites More sharing options...
lonewolf73 Posted May 13, 2015 Share Posted May 13, 2015 hey i downloaded this mod the other day and love it however i am running into a slight problem the missiles dont hit the target after selecting it they fire at it but miss by several 100 meters.... is this just my bad aiming or is it a problem? also i am missing the cross hair for the machine guns and ammo boxes please help me fix this Link to comment Share on other sites More sharing options...
lonewolf73 Posted May 13, 2015 Share Posted May 13, 2015 hey does anyone know if i have to download another mod to fly two aircraft one as an AI and the other as me? Link to comment Share on other sites More sharing options...
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