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KSP2 Release Notes
Everything posted by jrodriguez
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Hi all, I have released a new version of B9-PWings compatible with KSP 1.4.X . You can find it here: https://github.com/jrodrigv/B9-PWings-Fork/releases/tag/v0.50 B9-PWings is a very important mod for me so I decided to fixed it.
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New release of CameraTools recompiled for KSP 1.4.x https://github.com/jrodrigv/CameraTools/releases/tag/v1.10.0
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[KSP 1.10.1] Destruction Effects v1.12.0 (09/23/20)
jrodriguez replied to jrodriguez's topic in KSP1 Mod Development
Hi all, I have released a new version recompiled for KSP 1.4.2 https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.8%2C0 -
Would you mind to open an issue in our Github Issues section, adding a description and steps to reproduce the problem? I will take care of it.
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It is very strange. A 3000 tnt mass will create a massive mess (maybe even destroy the entire KSC) Can you try to change the detonation distance to 1-5 meters with your missile? Maybe you can also try a different stock missile?
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uhmm that is strange... Can you make the following test? 1. Spawn a vessel with only the MK1 pod 2. Spawn a 3000 tntMass warhead and using vesselMover place it exactly next to the MK1Pod (as close as possible < 1 meter) 3. Detonate the warhead (you can right click the missile and detonate, or the explosive module in case you are using modular missiles) My expectations are that the explosion should destroy de MK1 pod. If I'm wrong then we have an issue.
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Sorry I don't understand your suggestion. TntMass and hitpoints are not related at all!
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I still thinking you have a root problem. Does the vessel works when you remove the missile?
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Please for further comments you should go the original thread of BDAc. Can we close this thread? Or maybe a moderator?
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If you found the code to fix the doppler effect, please let me know so I can update Camera Tools
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I respect your opinion. But I don't think we will change anything at all. Several months of development and balance plus a couple of months of beta testing are behind of this release.
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Hi all BDA users, We just published a new awesome BDArmory release (still for KSP 1.3.1). https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.1.0-final Changelog v1.1.0 * NEW FEATURES: * Bullet decals. * Damage consequences for engine damaged. #433 * ENHANCEMENTS: * New damage model: the new system uses hitpoints instead of temperature. * Realism overhaul for ballistics, penetration and armor. * Realism overhaul for explosive damage and forces. * Improvements to Cruise Guidance. * Option for Modular Missiles to correct Roll. - For more detail you can check the issue #307 and the Wiki https://github.com/PapaJoesSoup/BDArmory/wiki/ * FIXES: * Kerbals can be killed again * Modular missiles are not usable without Guard mode #377 * Standby Mode is being bypassed if there is an active radar on one of the teams #406 * Bullet trajectories and Pilot AI should no longer be affected by vessel movement and vessel switching https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.1.0-final This is going to be the last release for KSP 1.3.1. We are already working on a release for KSP 1.4.1 MH
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Not sure what you mean. Modular missile are using decouplers as rails. However, stock missiles can use whatever part with an attach node.