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Everything posted by Next_Star_Industries
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Being Russian is not my native language, the jokes in this one make me nervous. Some things do not translate over, such as jokes, to other languages. We, as Americans, think they are funny while others don't. I would not want to offend anyone, so I better pass on this one. Быть русским не мой родной язык, это может быть слишком для меня. Некоторые вещи не переводят, например, шутки на другие языки, которые другие считают смешными. Я бы не хотел никого обижать, поэтому я лучше передаю его. сожалею I will translate the parts that I know for sure if this helps. Я переведу части, которые я точно знаю, если это поможет.
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Nope this isn't a bug at all, it's because it's adding your blastRadius in the NuclearExplosionModule to the MissileLauncher blastRadius. and it's a very easy fix either in code or with config files I've already fixed it. In the NuclearExplosionModule code change the public floats to private float blastRadius; private float blastPower; and inside void Detonate() add blastRadius = weapon.blastRadius; blastPower = weapon.blastPower; and it fixes it. I've also been able to add the "light flash" effect to explosions making them way more realistic looking.
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using UnityEngine; public class spin : MonoBehaviour { public Rigidbody rb; void FixedUpdate() { float rads = rb.angularVelocity.magnitude; Debug.Log(rads); } } I believe this is what your wanting. Send message to screen with: ScreenMessages.PostScreenMessage(meassage, duration, ScreenMessageStyle style);
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I have a plan to add a right click button just for this option, but for now it will detonate on impact of anything. You can also use advanced tweekables and tweekeverything to get more options. I have set things up so that different explosionFX happen at different altitudes wouldn't have a mushroom cloud in the air or in space so they are different. The next update will be based around improving the air and space explosionfx types. I think the ground explosionfx are good for now but I have more plans for them later. Update: There is already an option in BDA's right click menu inside the VAB/Hanger to override the detonation height.
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v1.7 is now uploaded version 1.7 - Added a camera over exposure effect for explosions. Made adjustments to the Diamondback II missile. Fixed craft exploding outside of the blast radius. Made more config file adjustments to all weapons. Corrected some issues in the explosion module. Made more explosionfx adjustments. Added Localization dictionary for CS.
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Download from here NKD I put detailed instructions on page 64 on how to install this mod.
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I plan to make all the real nuclear bombs, nuclear torpedo, and ICBM past and present I can find the data I need on and fictional ones as well. I have to release this next update to correct some stuff like craft exploding outside of blast area which I have done now just testing things more so no new weapons in the next update. Then it's back to models and all future updates will include at least one new weapon but there will be many weapon packs and other things as well. NKD has Castle Bravo in it to fix the explosion problem going on in the current version simply copy the blastRadius and blastPower values in NuclearExplosionModule to the MissileLauncherModule and change the NuclearExplosionModule values to 0 in the config files of weapons with the values in the NuclearExplosionModule. NP Harpwner done a great job with it.
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I have fixed the issue of craft exploding outside of the blast area and will be in the 1.7 update.
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@harpwner if you are having issues with craft exploding outside of the blastRadius change your config files so the blastRadius and blastPower in your module are 0 and put your values just into the misslelauncher module and it fixes it without having to change anything inside your code.
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Solved/found work around to the problem with craft exploding outside of the blastRadius. It is because of my call to blastRadius in code it's adding it's value to BDA's, but I need it there. So if I simply make the configs o for the blastRadius, blastPower, and blastHeat in my module and place those values just into the misslelauncher module everything works perfect. Imagine it's Harpwner's problem as well. Update: I found the problem in the code as well. Had to change from a public field to private for blastRadius, blastPower, and blastHeat and told them to get that info from misslelauncher instead and it has solved the problem.
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No code at all needs changed for what I'm thinking. It seems likely that realistic space battles would most likely just be laser type systems/turret and would be close quarter type battles do to how we travel in space. It would be to easy to shot down any projectiles unless they were close as well.
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I'm wanting to be able to make space fighters and have battles in space. Missiles aren't really an option up there so brainstorming weapon systems that would work in space. With real physics not "Star Wars" type physics.
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My end goal with my mod is to simply extend and compliment BDAc's weapon list and to help push things into space. Started with nukes well because everyone loves big explosions. While KSP is a flight sim, and it's fun to nuke the KSC, it's also a space sim and is the final direction I want to go with my mod.
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Yes it does. It's NKD just without the module and a temp bomb I placed in it. I modified the configs to point the explosionfx into BDA's explosionFX code instead of NKD's.
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The 1.2.2 v I have is just NKD without Harpwners module to allow nukes to work just through BDAc and it's on Curse. BDArmory Weapons Extension v1.3 that's what got me started doing this was needing an update to KSP 1.3 and noone released one so I did. Once Harpwner released his update I removed all ties to NKD and have continued on with my own stuff.
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My mod yes it's released BDArmory Weapons Extension would like this figured out before I release v1.7
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blastRadius being multiplied is exactly what I'm seeing over here as well. I'll accept any help and appreciate all advice as I am new to this scene. I'm heading in a different direction with my mod then Harpwner is with his. After what you have said it really has me thinking it's because of the way I'm calling on explosionFX to create the explosion(pemiiter) for the mushroom cloud of nukes.
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See now it's making sense it has to be because of the blastRadius I have in my code not working right with BDA's blastRadius. Thanks for the info it helped more then you know.
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Now that just gave me alot of info. Could it be that because I have a blastRadius in my code that it could be adding this to BDA's blastRadius? This could be my problem and that would also make sense for NKD as well. I tried this (kinda) didn't work out so well.
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I'm not using NKD I have written my own code so it's not a NKD-BDA core error. If that's what is causing the craft to be destroyed outside of blastRadius then it's just a BDA issue and has nothing to do with NKD. My code and Harpwners code are nothing alike.
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How is the blastHeat and blastPower calculated for config files? Is there some formula you guys are using? Craft gets destroyed outside of the blastRadius of my nukes. I tried to use the Mark 83 as a guide (35 for blastPower at 1000lbs) that puts blastPower equal to 70000 per kiloton and not sure if this is right? blastHeat I know is a kelvin temp but that seems extremely high considering the heat nukes produce and this could be my problem as well. I have a 50 kiloton yield what should blastHeat and blastPower be? I calculate blastRadius based on the 5psi over pressure of real nuclear blasts since this is the area of the most damage.
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v1.7 coming along way faster then expected, working on more fx stuff and then I need to create all the air explosion effects.