badboyz31 Posted May 19, 2015 Share Posted May 19, 2015 Please take a screenshot of the BdTurret module from any of the affected part's configs and post it here I have a hunchThat'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. Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 19, 2015 Share Posted May 19, 2015 http://s23.postimg.org/wpgjuu4wn/Untitled.jpgThat'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.No I wast clear I meant to take a screenshot of the config file not the actual part Link to comment Share on other sites More sharing options...
PrototypeTheta Posted May 19, 2015 Share Posted May 19, 2015 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. Link to comment Share on other sites More sharing options...
badboyz31 Posted May 19, 2015 Share Posted May 19, 2015 (edited) No I wast clear I meant to take a screenshot of the config file not the actual partThat'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 May 19, 2015 by badboyz31 Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 20, 2015 Share Posted May 20, 2015 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. Link to comment Share on other sites More sharing options...
badboyz31 Posted May 21, 2015 Share Posted May 21, 2015 The config should contain this lineDeploy_Animation= falseThis 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 = UD4MinigunBallTurretmodule = Partauthor = Spanner model / Code plugin BahamutoD// --- asset parameters ---mesh = model.murescaleFactor = 1// --- node definitions ---node_attach = 0.0, 0.02763486, 0, 0, 1, 0, 0// --- editor parameters ---TechRequired = precisionEngineeringentryCost = 2100cost = 950category = Utilitysubcategory = 0title = UD4MinigunBallTurretmanufacturer = SM Solutionsdescription = 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, allowCollisionattachRules = 0,1,0,1,1// --- standard part parameters ---mass = 0.4dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 25maxTemp = 3600stagingIcon = SOLID_BOOSTERMODULE{ name = BahaTurret //fireKey = mouse 0fireSoundPath = 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 = HAalphaDual105smodule = Partauthor = Spanner model / Code plugin BahamutoD// --- asset parameters ---mesh = model.murescaleFactor = 1// --- node definitions ---node_attach = -0.0, 0, 0.0, 0, -1, 0, 1// --- editor parameters ---TechRequired = precisionEngineeringentryCost = 2100cost = 3500category = Utilitysubcategory = 0title = HAalphaDual105s manufacturer = SM SOlUTIONSdescription = A surface mounted dual 105mm gun. Slow ROF but huge impact, complete with limited on board ammo// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 0,1,0,0,1// --- standard part parameters ---mass = 12dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 25maxTemp = 3600stagingIcon = SOLID_BOOSTERMODULE{ 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 Link to comment Share on other sites More sharing options...
LORDPrometheus Posted May 21, 2015 Share Posted May 21, 2015 Okay, here's the cfg files for PART{// Kerbal Space Program - Part Config// // // --- general parameters ---name = UD4MinigunBallTurretmodule = Partauthor = Spanner model / Code plugin BahamutoD// --- asset parameters ---mesh = model.murescaleFactor = 1// --- node definitions ---node_attach = 0.0, 0.02763486, 0, 0, 1, 0, 0// --- editor parameters ---TechRequired = precisionEngineeringentryCost = 2100cost = 950category = Utilitysubcategory = 0title = UD4MinigunBallTurretmanufacturer = SM Solutionsdescription = 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, allowCollisionattachRules = 0,1,0,1,1// --- standard part parameters ---mass = 0.4dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 25maxTemp = 3600stagingIcon = SOLID_BOOSTERMODULE{ name = BahaTurret //fireKey = mouse 0fireSoundPath = 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 = HAalphaDual105smodule = Partauthor = Spanner model / Code plugin BahamutoD// --- asset parameters ---mesh = model.murescaleFactor = 1// --- node definitions ---node_attach = -0.0, 0, 0.0, 0, -1, 0, 1// --- editor parameters ---TechRequired = precisionEngineeringentryCost = 2100cost = 3500category = Utilitysubcategory = 0title = HAalphaDual105s manufacturer = SM SOlUTIONSdescription = A surface mounted dual 105mm gun. Slow ROF but huge impact, complete with limited on board ammo// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 0,1,0,0,1// --- standard part parameters ---mass = 12dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 25maxTemp = 3600stagingIcon = SOLID_BOOSTERMODULE{ 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 filesNow I'm very confused since the Cfg is intact and has the line for the fix I am very perplexed by this Link to comment Share on other sites More sharing options...
badboyz31 Posted May 21, 2015 Share Posted May 21, 2015 (edited) Now I'm very confused since the Cfg is intact and has the line for the fix I am very perplexed by thisDon'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 May 21, 2015 by badboyz31 Link to comment Share on other sites More sharing options...
Capefear73 Posted May 26, 2015 Share Posted May 26, 2015 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? Link to comment Share on other sites More sharing options...
AntiMatter001 Posted May 27, 2015 Share Posted May 27, 2015 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... Link to comment Share on other sites More sharing options...
Cdodders Posted May 30, 2015 Share Posted May 30, 2015 same bug... Link to comment Share on other sites More sharing options...
toric5 Posted May 31, 2015 Share Posted May 31, 2015 using updated version, weaponized mk1 cockpits node is far behind where it should be. Link to comment Share on other sites More sharing options...
badboyz31 Posted June 5, 2015 Share Posted June 5, 2015 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. Link to comment Share on other sites More sharing options...
AntiMatter001 Posted June 9, 2015 Share Posted June 9, 2015 (edited) EDIT3: sorry for double post. please read post below this one. Edited June 9, 2015 by AntiMatter001 Link to comment Share on other sites More sharing options...
AntiMatter001 Posted June 9, 2015 Share Posted June 9, 2015 https://www.dropbox.com/s/u6lanwegiyuq1ht/Spanner%27sBoomsticksUpdated.zip?dl=0updated for BDArmory 8.2 guys enjoy!albeit there is the white bullet issue againGuys 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... Link to comment Share on other sites More sharing options...
DrDimic Posted June 23, 2015 Share Posted June 23, 2015 It's still huge white bullet for me(Is there a way to get rid of it? Link to comment Share on other sites More sharing options...
BossSquirrelz Posted July 5, 2015 Share Posted July 5, 2015 Im still having the issue of the turrets flipping out when deselecting this. This happens to all the SB parts. Link to comment Share on other sites More sharing options...
zxczxczbfg Posted July 11, 2015 Share Posted July 11, 2015 Recommendation for new weapons:M2 Browning fixed .50M1919 Browning fixed or flexible .30Oerlikon FF/Oerlikon FFL/MG FF/Type 99 (these are close to interchangeable for KSP's purposes) fixed non-rotary 20mmBofors Gun (the WWII-era one) flexible 40mmFlak 18/36/37/41 (again, interchangeable for KSP's purposes) flexible 88mm Link to comment Share on other sites More sharing options...
123nick Posted July 29, 2015 Share Posted July 29, 2015 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. Link to comment Share on other sites More sharing options...
AlbertKermin Posted August 3, 2015 Share Posted August 3, 2015 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. Link to comment Share on other sites More sharing options...
EdusacconBR Posted August 11, 2015 Share Posted August 11, 2015 can you update it to BD armory 0.92? Link to comment Share on other sites More sharing options...
sashan Posted August 15, 2015 Share Posted August 15, 2015 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. Link to comment Share on other sites More sharing options...
LORDPrometheus Posted August 16, 2015 Share Posted August 16, 2015 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 Link to comment Share on other sites More sharing options...
amankd Posted September 25, 2015 Share Posted September 25, 2015 hi im trying to recreate the halo gauss turret for my halo mod, and i was wondering if you could lend some light on how goy got the mag cannon FX to work? Link to comment Share on other sites More sharing options...
LORDPrometheus Posted October 5, 2015 Share Posted October 5, 2015 hi im trying to recreate the halo gauss turret for my halo mod, and i was wondering if you could lend some light on how goy got the mag cannon FX to work?You need a new particle fx Link to comment Share on other sites More sharing options...
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