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[WIP](Important news)Spanners Boomsticks, Parts to complement BD Armory


SpannerMonkey(smce)

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Please take a screenshot of the BdTurret module from any of the affected part's configs and post it here I have a hunch

Untitled.jpg

That's a screenshot of "before and after" equipping the SB turrets. Stock BDarmory turret does not act this way anyway. Thanks for looking into this problem.

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That's not a problem caused by the config, that's because aimRotate or aimPitch aren't set up correctly. Sometimes they apply unwanted rotation to your part, it looks fine in Unity, it looks fine in-game, until you disable the turret and whatever rotation is on those two transforms gets applied to the part itself. It is incredibly annoying and usually needs a reconstruction to sort out.

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No I wast clear I meant to take a screenshot of the config file not the actual part
That's not a problem caused by the config, that's because aimRotate or aimPitch aren't set up correctly. Sometimes they apply unwanted rotation to your part, it looks fine in Unity, it looks fine in-game, until you disable the turret and whatever rotation is on those two transforms gets applied to the part itself. It is incredibly annoying and usually needs a reconstruction to sort out.

Yep, thanks PrototypeTheta. I think that would explain the problem I'm experiencing. So far I have not meddled with the config files or any other files in the SB folder

Edited by badboyz31
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That's not a problem caused by the config, that's because aimRotate or aimPitch aren't set up correctly. Sometimes they apply unwanted rotation to your part, it looks fine in Unity, it looks fine in-game, until you disable the turret and whatever rotation is on those two transforms gets applied to the part itself. It is incredibly annoying and usually needs a reconstruction to sort out.
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The config should contain this line

Deploy_Animation= false

This overrides the return to origin command in the current BDArmory Baha made it so I could set that line up during the 8.2 update. With that line the turret will not return to origin but will also not do the crazy flip thing. I'm checking to see if the Config somehow became overwritten when he installed it on his system.

Okay, here's the cfg files for

PART

{

// Kerbal Space Program - Part Config

//

//

// --- general parameters ---

name = UD4MinigunBallTurret

module = Part

author = Spanner model / Code plugin BahamutoD

// --- asset parameters ---

mesh = model.mu

rescaleFactor = 1

// --- node definitions ---

node_attach = 0.0, 0.02763486, 0, 0, 1, 0, 0

// --- editor parameters ---

TechRequired = precisionEngineering

entryCost = 2100

cost = 950

category = Utility

subcategory = 0

title = UD4MinigunBallTurret

manufacturer = SM Solutions

description = A 8 barrel 30x173mm rotary cannon the standard version that doesn't empty a magazine in one shot. Designed to fit under the nose of the UD4 but has found use cutting the grass around KSC

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 0,1,0,1,1

// --- standard part parameters ---

mass = 0.4

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.2

angularDrag = 2

crashTolerance = 25

maxTemp = 3600

stagingIcon = SOLID_BOOSTER

MODULE

{

name = BahaTurret

//fireKey = mouse 0

fireSoundPath = BDArmory/Parts/gau-8/sounds/GAU8Cannon

overheatSoundPath = BDArmory/Parts/gau-8/sounds/GAU8End

oneShotSound = false

autoReturnTurret = false

hasFireAnimation = true

fireAnimName = fireAnim9B

spinDownAnimation = true

yawTransformName = aimRotate

pitchTransformName = aimPitch

roundsPerMinute = 3900

accuracy = 5

bulletMass = 4.25e-4

bulletVelocity = 983

ammoName = 30x173Ammo

requestResourceAmount = 1

maxTargetingRange = 5000

bulletDrop = true

projectileColor = 255, 20, 0, 205//RGBA 0-255

startColor = 255, 30, 0, 160

shellScale = 0.66

autoLockCapable = true

minPitch = -95

maxPitch = 1

yawRange = -1

onlyFireInRange = true

rotationSpeed = 6

instakill = false

maxHeat = 3600

heatPerShot = 36

heatLoss = 900

tracerStartWidth = 0.22

tracerEndWidth = 0.01

fadeColor = true

maxEffectiveDistance = 1000

}

}

PART

{

// Kerbal Space Program - Part Config

//

//

// --- general parameters ---

name = HAalphaDual105s

module = Part

author = Spanner model / Code plugin BahamutoD

// --- asset parameters ---

mesh = model.mu

rescaleFactor = 1

// --- node definitions ---

node_attach = -0.0, 0, 0.0, 0, -1, 0, 1

// --- editor parameters ---

TechRequired = precisionEngineering

entryCost = 2100

cost = 3500

category = Utility

subcategory = 0

title = HAalphaDual105s

manufacturer = SM SOlUTIONS

description = A surface mounted dual 105mm gun. Slow ROF but huge impact, complete with limited on board ammo

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 0,1,0,0,1

// --- standard part parameters ---

mass = 12

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.2

angularDrag = 2

crashTolerance = 25

maxTemp = 3600

stagingIcon = SOLID_BOOSTER

MODULE

{

name = BahaTurret

weaponType = cannon

rotationSpeed = 0.2

fireSoundPath = BDArmory/Parts/m1Abrams/sounds/shot

overheatSoundPath = BDArmory/Parts/50CalTurret/sounds/turretOverheat

autoReturnTurret = false

hasFireAnimation = true

fireAnimName = fireAmim7a

spinDownAnimation = false

yawTransformName = aimRotate

pitchTransformName = aimPitch

roundsPerMinute = 6

accuracy = 25

bulletMass = 8.35e-3

bulletVelocity = 1650

ammoName = CannonShells

requestResourceAmount = 1

maxTargetingRange = 6000

bulletDrop = true

projectileColor = 255, 247, 0, 255

cannonShellPower = 8

cannonShellRadius = 40

minPitch = -2

maxPitch = 30

yawRange = -1

onlyFireInRange = true

maxHeat = 3600

heatPerShot = 60

heatLoss = 740

tracerStartWidth = 0.8

tracerEndWidth = 0.01

maxEffectiveDistance = 5000

}

RESOURCE

{

name = CannonShells

amount = 40

maxAmount = 40

}

MODULE

{

name = TweakScale

type = surface

}

}

I copied everything directly from each of the .cfg files

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Okay, here's the cfg files for

PART

{

// Kerbal Space Program - Part Config

//

//

// --- general parameters ---

name = UD4MinigunBallTurret

module = Part

author = Spanner model / Code plugin BahamutoD

// --- asset parameters ---

mesh = model.mu

rescaleFactor = 1

// --- node definitions ---

node_attach = 0.0, 0.02763486, 0, 0, 1, 0, 0

// --- editor parameters ---

TechRequired = precisionEngineering

entryCost = 2100

cost = 950

category = Utility

subcategory = 0

title = UD4MinigunBallTurret

manufacturer = SM Solutions

description = A 8 barrel 30x173mm rotary cannon the standard version that doesn't empty a magazine in one shot. Designed to fit under the nose of the UD4 but has found use cutting the grass around KSC

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 0,1,0,1,1

// --- standard part parameters ---

mass = 0.4

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.2

angularDrag = 2

crashTolerance = 25

maxTemp = 3600

stagingIcon = SOLID_BOOSTER

MODULE

{

name = BahaTurret

//fireKey = mouse 0

fireSoundPath = BDArmory/Parts/gau-8/sounds/GAU8Cannon

overheatSoundPath = BDArmory/Parts/gau-8/sounds/GAU8End

oneShotSound = false

autoReturnTurret = false

hasFireAnimation = true

fireAnimName = fireAnim9B

spinDownAnimation = true

yawTransformName = aimRotate

pitchTransformName = aimPitch

roundsPerMinute = 3900

accuracy = 5

bulletMass = 4.25e-4

bulletVelocity = 983

ammoName = 30x173Ammo

requestResourceAmount = 1

maxTargetingRange = 5000

bulletDrop = true

projectileColor = 255, 20, 0, 205//RGBA 0-255

startColor = 255, 30, 0, 160

shellScale = 0.66

autoLockCapable = true

minPitch = -95

maxPitch = 1

yawRange = -1

onlyFireInRange = true

rotationSpeed = 6

instakill = false

maxHeat = 3600

heatPerShot = 36

heatLoss = 900

tracerStartWidth = 0.22

tracerEndWidth = 0.01

fadeColor = true

maxEffectiveDistance = 1000

}

}

PART

{

// Kerbal Space Program - Part Config

//

//

// --- general parameters ---

name = HAalphaDual105s

module = Part

author = Spanner model / Code plugin BahamutoD

// --- asset parameters ---

mesh = model.mu

rescaleFactor = 1

// --- node definitions ---

node_attach = -0.0, 0, 0.0, 0, -1, 0, 1

// --- editor parameters ---

TechRequired = precisionEngineering

entryCost = 2100

cost = 3500

category = Utility

subcategory = 0

title = HAalphaDual105s

manufacturer = SM SOlUTIONS

description = A surface mounted dual 105mm gun. Slow ROF but huge impact, complete with limited on board ammo

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 0,1,0,0,1

// --- standard part parameters ---

mass = 12

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.2

angularDrag = 2

crashTolerance = 25

maxTemp = 3600

stagingIcon = SOLID_BOOSTER

MODULE

{

name = BahaTurret

weaponType = cannon

rotationSpeed = 0.2

fireSoundPath = BDArmory/Parts/m1Abrams/sounds/shot

overheatSoundPath = BDArmory/Parts/50CalTurret/sounds/turretOverheat

autoReturnTurret = false

hasFireAnimation = true

fireAnimName = fireAmim7a

spinDownAnimation = false

yawTransformName = aimRotate

pitchTransformName = aimPitch

roundsPerMinute = 6

accuracy = 25

bulletMass = 8.35e-3

bulletVelocity = 1650

ammoName = CannonShells

requestResourceAmount = 1

maxTargetingRange = 6000

bulletDrop = true

projectileColor = 255, 247, 0, 255

cannonShellPower = 8

cannonShellRadius = 40

minPitch = -2

maxPitch = 30

yawRange = -1

onlyFireInRange = true

maxHeat = 3600

heatPerShot = 60

heatLoss = 740

tracerStartWidth = 0.8

tracerEndWidth = 0.01

maxEffectiveDistance = 5000

}

RESOURCE

{

name = CannonShells

amount = 40

maxAmount = 40

}

MODULE

{

name = TweakScale

type = surface

}

}

I copied everything directly from each of the .cfg files

Now I'm very confused since the Cfg is intact and has the line for the fix I am very perplexed by this

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Now I'm very confused since the Cfg is intact and has the line for the fix I am very perplexed by this

Don't worry LORDPrometheus, it seems like I am the only one reporting this problem. Maybe there is something wrong with my BDArmory. I'll try to check it first.

[uPDATE]

It's finally fixed. Apparently, my BDArmory was still under version 0.8.0. Today, I went to BDArmory thread and found that the latest version is 0.8.2. After I updated the BDArmory, SpannersBoomsticks turrets seems to have no problem anymore now. Thanks for the support LORDPrometheus, and my apologies for making things worse.
Edited by badboyz31
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I'm sorry, but as of late I am having the same problem. I have the latest versions of both mods and I have tried re-downloading them too. Any other ideas as to what could cause this?

getting the same bug here. your not alone.... but it may be something else causing the bug to happen...

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I'm sorry, but as of late I am having the same problem. I have the latest versions of both mods and I have tried re-downloading them too. Any other ideas as to what could cause this?
getting the same bug here. your not alone.... but it may be something else causing the bug to happen...
same bug...

Please try updating your BDArmory version to 0.8.3 (latest as of now). The turret tilting bug disappeared right after updating. Maybe it was a compatibility issue.

If you are not sure, try to use another installation of vanilla KSP (that is, without any mod) and add only BDArmory and SpannerBoomsticks just to make sure if it's working fine, and then add your mod one by one to figure out which could cause the trouble.

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https://www.dropbox.com/s/u6lanwegiyuq1ht/Spanner%27sBoomsticksUpdated.zip?dl=0

updated for BDArmory 8.2 guys enjoy!

albeit there is the white bullet issue again

Guys and Gals of kerbin. please update to this! make sure your extracted folder reads "spanners Boomsticks Updated" and delete the old "spanners boomsticks1" one in your gamedata before you stick the new one in.

if you don't folow that your own your own sorry.

EDIT: it works. thanks alot guys. one thing tho. the turrets don't turn BACK to where the original position was...

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  • 2 weeks later...
  • 2 weeks later...

Recommendation for new weapons:

M2 Browning fixed .50

M1919 Browning fixed or flexible .30

Oerlikon FF/Oerlikon FFL/MG FF/Type 99 (these are close to interchangeable for KSP's purposes) fixed non-rotary 20mm

Bofors Gun (the WWII-era one) flexible 40mm

Flak 18/36/37/41 (again, interchangeable for KSP's purposes) flexible 88mm

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  • 3 weeks later...
does this work 1.0.4? or 1.0.x? im somewhat sure it does, but i guess its ok to know if it really is, or if it needs a update anyways.

In 1.0.x, the weapons seem to work fine. However, arming then disarming the guns seems to make them turn their base ninety degrees relative to how they were previously installed, typically with disastrous consequences.

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In 1.0.x, the weapons seem to work fine. However, arming then disarming the guns seems to make them turn their base ninety degrees relative to how they were previously installed, typically with disastrous consequences.

I've disabled autoreturn parameter using MM, they work fine after that. It isn't important anyways now... Please update. :(

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Guys I want to make it clear I am going to be updating this mod but the situation isnt very simple. I have to fully rebuild the mod salvaging only the models and textures and that will take awhile on a college schedule. I will not be able to even start on it until the 22 or later. It will be done but until then the mod is non functional

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  • 1 month later...
  • 2 weeks later...
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