zacharii
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Everything posted by zacharii
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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
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
zacharii replied to bac9's topic in KSP1 Mod Development
oh why thank you. didn't even know someone was crazy enough to go for it -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
zacharii replied to bac9's topic in KSP1 Mod Development
For those wondering, it doesn't not work with 1.1 pre-release -
[WIP][1.0.5][Beta 0.1.4] N.A.N.A. Sinking About
zacharii replied to kimiko's topic in KSP1 Mod Releases
Seems to not appear in-game, nor in the parts file within the mod. Am I missing something like an maritime patch? -
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
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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)
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
zacharii replied to BahamutoD's topic in KSP1 Mod Development
On the topic of putting things on the front page, could you put my sound extension on the front page? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
zacharii replied to BahamutoD's topic in KSP1 Mod Development
Will do, putting that on planned options for the sound extension -
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:
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
zacharii replied to BahamutoD's topic in KSP1 Mod Development
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 -
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.
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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
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
zacharii replied to BahamutoD's topic in KSP1 Mod Development
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 -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
zacharii replied to BahamutoD's topic in KSP1 Mod Development
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 -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
zacharii replied to BahamutoD's topic in KSP1 Mod Development
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. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
zacharii replied to BahamutoD's topic in KSP1 Mod Development
Hey BD! Its the guy that's trying to bridge the gap between RPM and Armory. I scribbled down some ideas and then upon looking through the RPM folders I found a config that lets the Hullcam cameras work as RPM cameras. I was wondering how you made the TGP capture the image, and if it is possible to to do the same thing(to some extent). As for Radar - I'm thinking a devoted "prop" in the style of the Eagle, and a whole separate MFD page in the style of Russian radar display. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
zacharii replied to BahamutoD's topic in KSP1 Mod Development
Re-voting is definitely happening. 112 votes are coming out of no where from things that where not prominent right off the bat. On the current chart, as of 11/7/2015, the recorded votes have way too many anomalies to still assume people are playing fair. I think we need a new poll that can actually enforce, or at least try to, a one vote system. (Google forms, A poll thread?) EDIT:: There are at least 5 anomalies in the current graph. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
zacharii replied to BahamutoD's topic in KSP1 Mod Development
Hey guys, just preaching to anyone who cares, but I got the sidewinder growl to work with a some errors (ex, sometimes when the weapon manager targets a craft both sound fx go off at the same time, but only sometimes.) and I think I'll release it with some other sound fx too in a bundle sometime later. and a little request/curiosity, has anyone thought of developing "small arms" like a .50 cal browning or some sort of PKP rifle that aims like a turret? I have no experience with the turret source code, it will still continue to confuse me to the bitter end. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
zacharii replied to BahamutoD's topic in KSP1 Mod Development
Hey guys, just wondering if anyone has started a little script(module?) of BDArmory which adds the growling and buzz of the AIM-9 and a shoot command for the BVR missiles. I was also going to start on the sounds of a radar and early warning locking you up when, say, an AMRAAM is fired(though I think I might just edit the sound files for the already existing launch warning). I ask this because I don't want to waste anyone's, or mine, time because this mod is thriving and crowded and I don't want to step on someones shoes. Thanks -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
zacharii replied to BahamutoD's topic in KSP1 Mod Development
Woo!! Grats on making the release time, at least on the Pacific (couldn't say the same about eagle dynamics though *cough* *cough*) Thanks BD! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
zacharii replied to BahamutoD's topic in KSP1 Mod Development
Cool Stream! Really enjoyed the interaction and the design process n all that. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
zacharii replied to pingopete's topic in KSP1 Mod Development
Have you tried doing what Chris P. did and removing ATM and BoulderCo ? I might try that tonight. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
zacharii replied to pingopete's topic in KSP1 Mod Development
I came across a "bug" where it would get stuck on this... I think its a case of my incompetence in installing but it will load EVE overhaul without RVE fine. On a Mac. EDIT :: apparently some loose folders had gotten into my BoulderCo folder (excluding ATC configs)