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harpwner

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Everything posted by harpwner

  1. I've encountered an issue. I've got a custom set explModelPath in the part module for my B-61 nuke under MissileLauncher but it will not display any other explosion model than the default explosion. I usually conduct all my tests with this nuke so I haven't tried the other parts, but everything else works except that line. Edit: Another issue: it seems the explosions still don't happen in the same place as the bomb actually lands. It also seems that 340,000,000 kg of TNT yield tends to put planes into space
  2. I assume it has no effect on the actual explosive power or range though currently
  3. Nuclear bombs (well all bombs really) have an increased destructive range when detonated in the air due to the way shock-waves behave, though this isn't too important, it would be a really cool feature if pulled off. I actually thought of setting something up to simulate it and a slider on my bombs to dictate what altitude they detonated at.
  4. Ah now I see, Thanks! I was once planning on retrofitting all my explosives with the system, but this is far better!
  5. Thank you, this is exactly what I need to keep the particle shock-wave working! The only reason mine wouldn't work is because my plugin used the old methods instead of this new one, and thus is not in the part cfg but a base part of my module. Now I gotta ask, will it still apply damage within that range instantly, or will it create a 'blast wave' of sorts that propagates outward much like mine did before the plugin broke? I ask because Nuclear weapons are really large and the blast wave of sorts added a layer of functionality that was both kinda cool and also helpful for escaping the blast if you were too close when dropping it. Thanks for your time!
  6. Hello All, To make a long story short, the changes made to explosions in this beta has completely borked my plugin and it requires a ground-up overhaul to fix. I want to keep as many features intact as possible, however, so I need to know how the new system works. Could I get an equation for the tnt yield relating the blast radius of an explosive? Or whatever is used when creating the rays for the explosion (unless it uses a different system)?
  7. Thanks for the guidance then. I will hop on GitHub once I clean up this old version a bit, it'll also probably help me remember to package my source when I release
  8. yeahhh but worrrrrk I'm not organized enough for that, but I did learn the cloud lesson this time lol.
  9. I'm gonna be vastly behind because A. College and B. My code was lost in hard drive limbo upon a computer upgrade. I'll see where I can get today but this code I have as backup is from 1.2 so it may be best to leave me behind if you must. I'll report back later since today is my day off from working.
  10. Whoa wait what? I had a new computer upgrade so that accounts for the off time... but this is news to me. I tested with BDAc 0.3.0.0. before release so maybe I released the wrong one? Also a LOT of my files got wiped because I switched hard drives for boot, which means I have to revert and re-update through that... sorry.
  11. Always make sure you are running the latest version of everything, my addon is now up on Curse and is currently 1 version ahead of what has been mentioned previously. I have, at that point, fixed the file name issue because that was a dumb issue anyway.
  12. That's a bit less of an issue and more of a whoopsie, I think the PNG version is the one that needs to be deleted... However, this does bring up a good point, there is a lot I need to do in terms of file management (and something I need to triple check when I return) Conversions to DDS need to happen to help speed up loading times and decrease the stress created during explosions, and I actually only extensively looked at nukes since the update, so I need to look at the turrets and normal bombs to be sure they still work fine... they sort of slipped my mind since the game breaking fx bug. Any more issue reporting is much appreciated, I do work alone for the moment after all, and things will slip under the radar whether it be due to time constraints or being too tired to actually notice any issues.
  13. I have now put up the mod on curse, it is updated... However not yet publicly available since Curse moderators must approve it. Patience is key, I hope it'll be done tomorrow so that I can update this mod page and post a change-log. Thank you everyone for waiting so long, I know this update won't be impressive but on my to do list for the next is something that this update has kick started. Hint: The user will have MORE POWER! HOLY CRAP THAT WAS FAST here is the link: https://kerbal.curseforge.com/projects/north-kerbin-dynamics-v0-84 Changes are simple: = fixed explosions destroying planes outside of radius (at least in my environment) = fixed parts of blast wave = some code streamlining - removed napalm because it wasn't working!!!! Upcoming: = reworks on some models = reworks in code = reworks the way explosions are created + make explosion fx completely code-based + make modular nuclear weaponry + more things to play with
  14. One of the basic things I've been doing lately is testing with all the latest things installed. That being said, I have been absent for a while so I'll do another pass tonight to be sure everything is up to date and works before I will release. Also double reminder, the mod will be moved to curse so you can bash me if the front page link doesn't change when I do so.
  15. EUREKA! So it turns out that I have managed to fix the problem where explosions would destroy you outside of their radius. The mod should be released sometime either tonight or tomorrow. I'm just doing cleanup as now it's in a stable state. Things to-do: - Make sure this issue isn't present with any nukes - Make sure all code works fine (save napalm, the problem child) - Put it on curse, they offer a rewards program - ??? - Profit No new parts sadly, but I have set up a framework for variable yields!
  16. I've actually been working on an air and space detonation system for a bit, but am trying to find the most effective was to measure what the atmosphere is... still not fully familiar with ksp code Also my explosions are set models, so I may end up, at one point, creating a separate file that accounts for explosion yield and generates stats from that like I am already working on for blast radius and power. But as I brainstorm... I hear Elite 2.4 came out... Edit: I know I've been out for a while, more for motivation than anything else. I have this thing where I cycle which games I have interest in and KSP is kind out of cycle... but this shouldn't last much longer!
  17. Maintaining is hard when you're stuck in uni in a CS class that assumes you've never touched a computer I just need enough down time to properly get an update finished. I had hoped I could do it before move in but the date changed on me so I got trapped in limbo rest assured though, my build is compatible but I just need to FIX ONE THING ... it has to do with explosions... kinda core to this addon... so that is why it's not out yet. And yes, I'm tired, which explains the informality and brokenness of this post.
  18. Yes it is, the mod is compiled for 1.3, but not the latest BDAc update. The only reason I haven't released yet is because of something that is annoying me with the effects to a great degree... one thing ain't workin' and I am killing myself trying to fix it. To clarify, the mod is in fact compatible with ksp 1.3, but not the latest BDAc. Because there are multiple versions of BDAc for 1.3, it still is compatible with 1.3. I will update the front page to reflect this.
  19. I haven't seen the explosions following vessels, so more testing is required. Maybe I'm limiting my tests too much but at least explosion duplication is no longer a problem It also could be my code change so I'll revert it and test it with the latest BDAc just to see if that's what is making a difference.
  20. Testing has actually gone well for once It took a bit of finagling, but I managed to get my personal build up to speed with the latest BDArmory with minimal changes to code. I also attempted a couple things that should help with the whole explosion issue, however there is another thing. I simultaneously updated BDAc and made a code change related to explosions... and one of those things seems to have stopped the particle effects issue where explosions would duplicate or appear where they shouldn't be. I will confirm later, but @gomker said that the issue seemed fixed in the latest BDAc update, so if this holds... it means I can finally work on new things!
  21. Thanks @gomker, will do ASAP Just got back from the beach yesterday so sorry if I missed anything (it was a short trip). Going to also test the latest version with various issues I've been having, will report back shortly
  22. *FACEPALM* AND I KNOW WHY TOO when you set explosion paths in config files, it asks for the directory with the root being game data... meaning when I set explosions in the part configs... it looks for North Kerbin Weaponry, and fails because it has to match. I am a big dumb, and will fix it next update. If anyone else is having issues with explosions, remove the version number (if it isn't removed already).
  23. I don't want to start a debate here, definitely not my intention... but I never really thought it was a BDArmory problem. I always knew it was something on my end, but because I'm essentially a rookie when it comes to Unity and even coding (this is a form of practice for me) I never knew how to fix it. I don't recall explicitly saying it was a problem with 'other mods' and if I really did then it is more likely due to my habit of posting at 4am instead of at a sane hour In all seriousness, I apologize for coming off wrong with this bug, I am aware it is on my end but I also know what is NOT causing it, and I think that's where the confusion is coming in. I would've made this clearer sooner if Bureaucracy wasn't the primary form of documentation in modern society (college strikes again). Also, for the previous comment: I don't mind anyone posting on my thread, and I certainly don't mind hinting towards other addons; this is a community after all, and I would appreciate a little respect for @Next_Star_Industries He has been very patient with me as I am essentially juggling things and helping out how he can... With that said, I would like this to stay a little more on topic, as demonstrating other mods working doesn't make this one any less buggy. @Next_Star_Industries I will try whatever formerly mentioned fixes you presented in the coming days, it's just life has had me try and be in 500 places at once so this took the back seat... again. Just try not to make me sound so daft
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