MightyDarkStar Posted October 10, 2014 Share Posted October 10, 2014 what ammo boxes are you meant to use for the respective weapons? Link to comment Share on other sites More sharing options...
DeepOdyssey Posted October 10, 2014 Share Posted October 10, 2014 .30 cal use 30mm ammo, seems little silly. Though i'm not a gun nut, it's still bothers me. I have changed it already, but i guess you should know. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 10, 2014 Author Share Posted October 10, 2014 Hey, I'm working on finishing a little update including some re texturing , so any comments are welcome . I'm by no means a gun nut, i just like making cool stuff ( quite happily standing on the shoulders of the plugin dev giants to do it as well!)On some of the re textures I've included a little numerical reference to correct ammo , I'll continue to add those, as even i sometimes get mixed up especially as I have so many different types and shapes now, But until i get the update published there are for most of them references to ammo type in the part selector windowImages below as a little taster of upcoming stuff n things, The mag cannon is currently nothing more than tuned up 105, although with very high speed shells and virtually no drop over 2 km it's a fairly destructive piece of kit. Currently it's crew able by one fine Kerb although that's open to change, also likely to change is the ammo but I''m loathe to scrap it, instead may come a laser version, that's already sitting in the unity waiting room awaiting completion of the Thunderkerb2.The armed mk1 cockpit is definitely a work in progress, and although fully functional in use , the IVA is being troublesome , more bother than I've had with any other I've done, and constantly refuses to sit in the right position.As you can see from the image , I have taken a swipe at some more stock like textures and added two new miniguns a single and double unit type, the downside for you fine lot is that the bullet storm has been dropped for now as it's a bit much. Also any craft using the previous parts especially the dropped turrets will definitely be broken, part names having been changed in some cases for clarity Minor works have been done to most parts, with firing rates and slew rates being adjusted heavily downwards for the artillery units, more in line with reality i think., the APC dual 105 has had the range massively reduced as well as power and spread of shells and blast radius.The new heavy duty 50 cal minigun was designed to sit on the top of a security drone and features a built in camera for those using RPM and or the probe control room allowing for remote mayhem, it also features an ammo loading simulation feeding from the built in ammo boxDelivery is expected in a couple of days , or once I've fixed the daughters car, whichever comes soonest Thanks for the support and comments all useful and appreciated Link to comment Share on other sites More sharing options...
MightyDarkStar Posted October 11, 2014 Share Posted October 11, 2014 Yeah, yeah, yeah, those new guns look nice but HOLY FRICKIN' FRICK! That cockpit literary has my jaw on the floor. The integrated guns look lovely jubely and the transparent canopy looks sweet too. I think I need to see the IVA first before I die of amazement. Link to comment Share on other sites More sharing options...
MightyDarkStar Posted October 11, 2014 Share Posted October 11, 2014 Not like I'm trying to disown the guns at all but WOW!! Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 11, 2014 Author Share Posted October 11, 2014 Hey MDS the IVA is proving troublesome as mentioned in thread, so it's not suitable for consumption just yet, hopefully should get it nailed one way or the other this week and I'll let you have a test version. Link to comment Share on other sites More sharing options...
ceburas Posted October 14, 2014 Share Posted October 14, 2014 i am anticipating that new mini-gun it looks excellent and the rpm camera sounds like a genius idea Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 19, 2014 Author Share Posted October 19, 2014 The new update has just been pushed up to Kerbal stuff after getting a couple of pokes from interested parties. Everything as mentioned previously is included, even the weaponized mk1 cockpit and a laser version of the huge mostly ornamental MAG cannon, it will destroy things but is not quite a planet popper, and the laser version is a bit limp to say the least, but it looks good,.Toying with including the thing below if anyone's interested comes with built in weaponry, IVA for 4 but could be lots more and has RPM cams to deal with the lack of iva rotation in the turret, large cargo bay, and lighting and quite a few animated bits n bobs Link to comment Share on other sites More sharing options...
MightyDarkStar Posted October 19, 2014 Share Posted October 19, 2014 Yes! Will download tommorow! Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 19, 2014 Author Share Posted October 19, 2014 And freshly out of unity now being tested and balanced a nice little CIWS replica Link to comment Share on other sites More sharing options...
Damaske Posted October 20, 2014 Share Posted October 20, 2014 SpanerMonkey,I have a few questions aboot the Quad 50 cannon in a marine style housing, Is there anyway to make it fire its guns one after another and not all 4 at the same time, and increase its max heat /reduce its heat gen? As it it right now it seams to overheat way to fast and (to me) It does not make seance to fire all four barrels at the same time. If memory serves me right another 4 gun Anti-air craft fired its 4 barrels in a rotating fashion to help reduce heat and increase firing time. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 20, 2014 Author Share Posted October 20, 2014 SpanerMonkey,I have a few questions aboot the Quad 50 cannon.It's something thats bugged me since a made it, i'd much rather have it fire in the manner described , I looked at that when I finished it but couldn't get it to behave , I'll take another go as I've had another idea regarding the how. Link to comment Share on other sites More sharing options...
Guest Posted October 20, 2014 Share Posted October 20, 2014 Nice Phalanx. Any chance of getting that in a more realistic textures? Basically, bright gray with a white radome. Link to comment Share on other sites More sharing options...
Damaske Posted October 20, 2014 Share Posted October 20, 2014 Might want to ask BahamutoD about it as he has his hydra rocket pods fire in a certain order might be the same way as in this also? I've begun to experiment with the heat myself If i find a good setting I'll post it up here to share. Link to comment Share on other sites More sharing options...
Mekan1k Posted October 20, 2014 Share Posted October 20, 2014 Download is not an update... Link to comment Share on other sites More sharing options...
Damaske Posted October 20, 2014 Share Posted October 20, 2014 Download is not an update...confirmed Download form both link (dropbox and Kerbalstuff) Are the older mod and does not contain the new stuff. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 20, 2014 Author Share Posted October 20, 2014 Links fixed , sorry for the confusion, screw up. Thanks for bringing it to my attention. as always assumption once again is the mother of all screw ups, I'd assumed that the KS link was the same and forgot to delete the old dropbox version.Thanks againRE alternate fire sadly the rockets and guns use two very different systems so it's not that easy, I've made rocket launchers but not bothered adding them as there's not enough variety of designs to be worth pursuing. trying out some ideas Link to comment Share on other sites More sharing options...
Strayed Posted October 20, 2014 Share Posted October 20, 2014 Am i the only one getting massive issues with Tweakscale?when i alt-click duplicate parts or use symmetry it auto scales the other part way way up to 5m, and there is no way to fix it. I'm removing Tweakscale & infernal robotics, but this also doesn't happen with the other BDArmory parts. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 20, 2014 Author Share Posted October 20, 2014 The addition of tweakscale is very experimental, as it's not required in most cases, there is a chance of some conflict always, and I have not encountered similar issues with my install although I will check it again just to make sure, BDArmory parts do not feature tweakscale as standard and issues like yours may be the reason. Do check your log for instances of error however, while i can't fix any issues tweakscale has with the BDA plugin I can fix issues with the parts themselves Link to comment Share on other sites More sharing options...
Mekan1k Posted October 20, 2014 Share Posted October 20, 2014 The mac cannon needs a bigger shot- or a faster shot. Possibly both. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 20, 2014 Author Share Posted October 20, 2014 As mentioned in the intro the mag cannon is not at all as meaty as it should be, I'm well aware that the performance doesn't match the size , It's early days for that particular item and making it as powerful as it should be is high on the agenda Link to comment Share on other sites More sharing options...
Guest Posted October 22, 2014 Share Posted October 22, 2014 Can you convert all your textures to MBM or PNG? TGA is notoriously bugged, it takes up memory and sometimes refuses to load. Seriously, don't use it. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 23, 2014 Author Share Posted October 23, 2014 I should have them all converted to png very soon and will update as soon as they are Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 23, 2014 Author Share Posted October 23, 2014 (edited) Hi all just a quicky post to let you know that the latest update is available, more texture work, converted all textures to png , added Phalanx CIWS and single barrel 30mm Ball turret . further work on mk1 weaponised, internal and external some experimental smoke effects when firing, these are a completely new experience being the first time I've messed with the KSP particle emitter. So they may yet disappear if I can't achieve the results I want Due to exceeding the current possibilities of the BA plugin it is not possible at this time to arrange the weapons so that multi barreled units fire in rotation or alternate. As this would entail a complete re write of the plugin please don't hold your breath, as you know Bahamuto has several mods he works on, and I'm patient so you'll have to be also.Thanks for your interest Edited October 23, 2014 by SpannerMonkey(smce) typo frenzy Link to comment Share on other sites More sharing options...
AntiMatter001 Posted October 26, 2014 Share Posted October 26, 2014 awww sad to hear about the non firing one after another thingy (thought it would be easy because of how the weapon manager knows how to fire bombs one after another to keep balance) but oh well.i'd like to ask if it's posible to make some more surf attach cannons? i think the cannons we get are very... bulky... and would like something like the howitzer cannon (maybe smaller?)if i'm just being an ass asking for this then just ignore it. i just thought 4 cannons and a heckton of machineguns/rockets is a bit iffy Link to comment Share on other sites More sharing options...
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