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zacharii

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    Bottle Rocketeer

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  1. fengist is back! any plans for catapult and restraining cables for the carrier portion of the pack? I can assist with modeling/texturing if you need any help, that is
  2. oh why thank you. didn't even know someone was crazy enough to go for it
  3. For those wondering, it doesn't not work with 1.1 pre-release
  4. Seems to not appear in-game, nor in the parts file within the mod. Am I missing something like an maritime patch?
  5. MODERN COMBAT WEAPONS By Zacharii Updated as of 12/4/2015 RELEASE V0.5 Initial release - one weapon AIM-120C - An upgraded/updated version of Baha's AIM-120. This version has more agility and maneuverability. Physical changes include clipped fins for maximum space efficiency. Cosmetic changes include a dark grey tone(rather than a white one) and a circular split exhaust pattern, much like the real counterpart. IRIS-T - in production AIM-9X - in production GBU-12 - in production GBU-10 - in production That's it for now! Gallery Installation - Drag "Zacharii" folder into gamedata - done Download (For some reason, Kerbalstuff refuses my connection when trying to save changes and/or publish the mod, help would be appreciated) Kerbalstuff: https://kerbalstuff.com/mod/1330/%20%5B1.0.5%5D%20WIP%20Modern%20Combat%20Weapons?noedit=True Reliant on BDarmory: http://forum.kerbalspaceprogram.com/index.php?/topic/76926-104-bdarmory-v0991-ai-improvements-dlz-2-new-parts-dev-thread-aug-31/ Licence MIT
  6. MODERN COMBAT WEAPONS By Zacharii Updated as of 12/4/2015 RELEASE 0.5 Initial release - one weapon AIM-120C - An ungraded/updated version of Baha's AIM-120. This version has more agility and maneuverability. Physical changes include clipped fins for maximum space efficiency. Cosmetic changes include a dark grey tone(rather than a white one)
  7. On the topic of putting things on the front page, could you put my sound extension on the front page?
  8. Will do, putting that on planned options for the sound extension
  9. Oh sh*t, forgot to take off my sound design headphones. It didn't sound that loud when editing. My bad, will take that into account upon next release c:
  10. Well, I promised, now I deliver. Here is the SFX extended addon for ya'll looking for an alternative sound choice. Thread and mod is still WIP Sound Extension for BDArmory
  11. Thread is still in the works, been busy the last few days. Thats why I haven't declared myself on the BDA thread yet. EDIT :: By source code, do you mean the source material? This isn't a complicated plugin, just sound files.
  12. Release v1.5 Hey guys. This is a little WIP sound extension for BDArmory which currently only replaces BD's provided sound fx for any modules that use the Vulcan sound and the Cannon SFX. __________________________________________________ __________________________________________________ ________ Roadmap: -Vulcan SFX(released) -Bullet supersonic crack SFX(released) -.50 Cal SFX(ready for release) -Cannon SFX(released) { shellWhistle(planned) } -rocketLoop SFX(in progress) -launch SFX(ready for release) __________________________________________________ __________________________________________________ ________ Please give me feedback or suggestions. If this mod isn't updated that much its because I'm working on a different thing; fixed guns Demo Installation hoo boy this is a good one Simply drag the "GameData" folder into the the KSP directory and merge all, and replace all. Downloads Kerbalstuff: http://tinyurl.com/qcq9o2e Dependent on BDArmory: http://forum.kerbalspaceprogram.com/threads/85209 legal stuff License CC-BY-SA
  13. Releasing a sound extension with some sounds from bf2 next weekend + improved vulcan sound, just need to fix sounds cutting in and out in-game. Incoming demo video. EDIT:: It is true, you cannot publish any BF2 content, including audio, since it is covered by http://www.ea.com/terms-of-service#section4 thanks EA
  14. So I figured I'd wait till we get a public release that I'll get in the wrestling ring with the JSI module again. Instead I think I'll concentrate on more AAA choices (Tunguska, Shilka, Pivads, you get the idea) so I get more of a feel for the mod. I made a new prop devoted to the RWR though, I gotta plug it in and test it when we get the big release, until then I'm working on better cockpits and more JSI props
  15. That would be awesome if you could. I think just having a page on the MFD's that reads the camera(that reads the render mesh and so on) should be quite a task on its own. - I'm thinking of using the already made grid splash screen in RPM for a radar backdrop The weird thing about editing the pages is that it turns into HTML or something similar when it displays text, but this isn't the dev thread so I wont complain too much.
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