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harpwner

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    harpwner53

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    Weapons Designer / Manufacturer
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    United States of America

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  1. I actually don't own a Mac and thus cannot test for them functioning there, so fingers crossed it does without me having to do speculative stuff. I'm actually developing for ksp 1.6, as that's what my steam auto-updated for. Given this, and my lack of space on my computer for multiple KSP installs (2tb is not enough anymore), it'll be most updated for the latest version of BDAc and whatever versions that is compatible with first, with backwards compatability MAYBE coming later, time permitting. This is a good question that got me thinking, and I decided that the best way to get suggestions, support, and updates early on would be to set up a discord server. So with that in mind, I've decided to create one. You can join it here, I'll likely also put a link on the front page at some point once I finish it: https://discord.gg/BHjg8DD This particular link expires after 100 uses, just to make sure it doesn't float around forever for some reason.
  2. Actually great question, I haven't checked up on them for a while... I'd say spacedock and maybe curse if I can remember my login.
  3. It's 2019, surprise! I'll give an update. What I've been doing the past month is brainstorming how I'll get this mod back on its feet. In reality, it gets more difficult with each passing update to actually bring this mod up to date. Thus I've decided that the best course of action is an effective reboot. There's gonna be cuts in the amount of stuff at first, but I've already started the preliminary stages of modelling for a few things and am definitely going to be redoing all the former coding I've done to something a lot less reliant on BDArmory. Given that BDAc is the base mod to all this, it'll still be required but I want certain aspects to work without BDAc. So what'll be new? A few things, that I won't necessarily speak of unless I know I can get it to work. Until then, I'll leave you with the hint that I just finished playing through Ace Combat 7... Expect another update in about a week, I'm gonna hold myself to that now that I have a consistent work and class schedule that leaves me Monday, Tuesday, Thursday, and Sunday free. I hope to hear from people soon to keep me in line, and I hope this time I can actually keep myself to a schedule. These software development classes have been a huge help in getting me reorganized. Thank you guys for your patience. While I cannot guarantee quick results, I am back in the fray. Time for me to boot KSP again and see where it sits in 2019!
  4. Feel it may be appropriate to update everyone now that I have the time to do so. I'm sick, and while that is most certainly not the reason I've not been active, it is the reason I'm here writing this message instead of going to work. Simply put, I'm taking high level college courses and balancing that with a part time job that leaves me with little time to tackle fixing much of anything that isn't a project assigned by one of my CS courses. So I will say that if anyone wants to mess around with my mod, go ahead. I want to get involved again but I don't see that happening outside of breaks, and I mean breaks from school AND work, which won't be too frequent. And while my ability to program has gotten far better due to my current courses and further understanding of the languages, I just can't apply it to this right now. I'll be around for the next week for fall break since I got it off, if anyone wants to message me I should get back to them. I am very sorry to everyone awaiting my return, I've dropped the ball on this one. Hopefully that day will come eventually.
  5. Hello,

    I've recently installed NKD via CKAN and forge, and everything seems to work fine, exept the explosions are just the standart KSP ones and no mushrooms etc. Do you have any idea how to fix this?

    Otherwise the mod is pretty awesome.

  6. This is not consistent with my personal setup... something is up in general because many people are saying the explosions aren't working which is odd... I'm just gonna spend a night during spring break making sure everything works.
  7. I almost opened the issue until... I read through every bit of text in BDAc beta op and as it turns out what I was missing was Module Manager. Thankfully I caught that issue before posting on Github. I recommend MM be included with the download if possible, or directly linked. Some people would make the same mistake I did and miss that detail entirely.
  8. Here is KSP.log: https://drive.google.com/file/d/1Zm4DqXfJ9UEfqi-JOdUBB4GSzAOK7PUJ/view?usp=sharing And output.log: https://drive.google.com/open?id=1Ja_9x9507bB9en_aD9r_nTHdzNjbwhdK
  9. Hello Everyone! Exciting day today because I am now releasing a new, small expansion to NKD called NKD Space Division. It'll be downloadable from the op and from this link here on curseforge (once it has finished processing): https://kerbal.curseforge.com/projects/north-kerbin-dynamics-v0-84/files There are only two parts so far, with more on the way: - EMCS 155 Gauss Turret: A railgun mounted on a turret, more robust than the base NKD railgun - Space Nuke Warhead: A nuke made to be used in space combat Everything here is in very early alpha and subject to change. Requires BDAc AND North Kerbin Dynamics to work properly.
  10. There are way too many mods in this list for me to pinpoint any issues. Everything right now is Beta and subject to change, so the only way to pinpoint anything would be to just have NKD and BDAc installed.
  11. Update: no good news I'm afraid Completely reinstalled KSP from scratch, deleted all files and backed up my mods elsewhere. The only mod I have now is BDAc BETA. Same issue, took a screenshot of the debug screen: Where would I find a full log? I could send that if I know where it is.
  12. There is going to be quite a bit more flash to the explosions once I overhaul the effects again too. If I have enough patience and time, I will be making explosions code based which will make the effect far more adjustable and pretty!
  13. Thank you, I want this to go back on topic here. As for this addon: I'm going to figure out what's wrong with my KSP environment with bullet damage because a bug cropped up that shouldn't be happening. Once that's done I'll work on bugs here and another pack is on the way as an extension to this.
  14. This keeps happening no matter what weapon I fire with. The bullets simply stop dead before even hitting the craft. Using an automatic gun, it just ends up lagging the game after a while, going away on a reload. Is this just a me problem or is this a known issue?
  15. Ah that's the issue I think. 1.0.0 BDAc is older than the version I am using, the public beta. I would've updated for that version if it wasn't for the fact that my mod was in shambles after a drive wipe and the code was severely outdated. Decided to just update to the public beta release 1.1.0 as it implements many feature I had in my separate module. Sadly, there are no plans to bring NKD back to 1.0.0.
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