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About Acea

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    Kerbin Naval Engineer

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  • Location Jebediah's Naval Arsenal, KSC

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  1. 1. So far only missiles/bombs have a variable drag option, which could make a flare stay longer in the air. 2. Idk if cluster bombs have such a function like drag chutes... but firework launchers are possible with current BDAc. 3. I heard that @harpwner had been working on weapons like napalm and phosphorus bombs, seems it would need some different damaging methods.
  2. Parts have a larger crash tolerance under water - only SLW and AA weapons can have a proximity fuze - SLW type does not provide any visual aiming method - I had to use BOMB type. That's the basic explanation. Anyhow the solution is now under test and seems it works not bad, so that's gonna be fixed in next update if things go on well. The manually aiming issue is a long-existed problem, which happens when you are not actually pointing at target vessel, but the terrain behind. This would become much more obvious at sea, since you are aiming at the seabed far away. Either let AI handle it, or do it more precisely.
  3. Sure. Now all necessary functions are complete, we're still polishing details. It may come a little late.
  4. Log: We guess some more decorative elements would be cool... what do you think?
  5. You can try SM Marine too, which I'd personally recommend. And that's how the Sten is supposed to work now. I'm looking into that and maybe try a different way of operating in next update.
  6. All parts work fine for me so far, I guess that's safe enough to say it's compatible
  7. I've already posted a request, like more than half a year ago, and just got forgotten afterwards. I guess it would be quicker to do all the inheriting stuff, anyway thx to y'all.
  8. But torpedoes don't have any proper aiming mark now... I know it wouldn't cause any trouble to guided torpedoes, but for unguided types that would be a fatal flaw, that's why I'm giving my aerial torps an unguided bomb type. And proximity fuses would only work with AAMs and SLW type weapons, while I cannot actually set my own aerial torpedoes to SLW type when no aiming method could be used. I guess this is a long-existed issue? Also the default impact tolerance definition is here: if(TimeIndex > 0.5f) { if(torpedo) { if(vessel.altitude > 0) { part.crashTolerance = waterImpactTolerance; } else { part.crashTolerance = 1; } } else { part.crashTolerance = 1; } } Seems that it would only affect torpedoes and is actually quite simple. What I need is either a lower impact tolerance, or an aiming mark for at least unguided torpedoes. IMO the latter one would be a better solution, while it would take more effort.
  9. I think I've told you guys not to release this damn monster...
  10. Build a ship with a deeper waterline. Also it's a known issue that torpedoes would bounce off curved surfaces, I'd get a solution next time. EDIT: Tried multiple times and couldn't get any useful solution. If only BDAc set default crash tolerance of torpedoes to a lower value like 0.2... No. Just... no.
  11. I'll test it later and maybe get a solution in next update EDIT: Okay got it. Just open cfg files of HVAR and Tiny Tim with Notepad, find this value and modify it into: dropTime = 0.1 //how many seconds after release until engine ignites Would be fixed in next version.
  13. Hey there, long waited update here now. We have got a lot of work done during the absence of BDAc, and we hope you guys like them. Changelog 0.7.0 (IMPORTANT) - "Land of Dragon"Used new compression method to get a slightly lighter package.Updated plugin to adapt to latest BDArmory Continued.Tweaked yaw speed of 12.7 cm/50 cal Type 3 Naval Gun Dual Mount Turret up to 6 dps.Tweaked up overheat speed of most small caliber AA guns.Tweaked thrust time of shipborne torpedoes to match real world values.Tweaked QF 2-pounder "Pom-pom" Mark ⅥA Mount's rate of fire down to 96 rpm.Torpedoes now use the sound effect from vanilla BDAc (old sound effect removed).Temporarily removed BDAc short name localization files. Removed the DEFORMATTER file (all localization tags are sorted into separate part cfgs).Remade model of 5"/38 cal Mk 12 Naval Gun Mark 30 Turret and all torpedoes.6"/47 caliber Mark 16 Gun Triple Turret could fire VT shells (for AA battles) now.Shortened default drop times of High Velocity Aircraft Rocket (HVAR) and Tiny Tim Unguided Rocket.Propellers of torpedoes would rotate now when deployed.Overhauled definitions of all parts/bullets according to new BDAc configurations.Optimized textures of some Japanese weapons.Minor changes in Chinese descriptions.High Velocity Aircraft Rocket (HVAR) and Tiny Tim Unguided Rocket have less thrusts now.Fixed Flag Pole now has a waving flag.Fixed bullet configuration of 28 cm SK C/28 Triple Turret.Enlarged lift area of Fritz X Guided Anti-ship Bomb, High Velocity Aircraft Rocket (HVAR) and Tiny Tim Unguided Rocket.Compressed more textures to reduce memory leak.Added 5 new parts: - ROC Navy: 10.5 cm SK L/40 (Mitsubishi Version), BL 6 inch Mk XXI Naval Gun, Kiangnan 152 mm Single Mount - Misc: Aerial Flare Bomb, Depth Charge Rack