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KSP2 Release Notes
Everything posted by harpwner
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I think I'm just going to wait until the 1.1 release like Baha for the next update. Until then, I'll do a bit of modelling in some preparation, and some code revisions
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er... what? that's new, I've never had that happen upon testing... can I get more details or... is that it? Honestly I have no idea what could cause it
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Hey everyone! Sorry I haven't spoke much, or really got anything done... You see, Christmas has been great, and I've spent record time with my family (lol). This also means I haven't had the time to come here and get things done. Progress has been made toward the blast wave (as I now have a possible method) but it's not implemented at all and only a couple fixes have been done in total, expect work to resume after new years, or if it happens soon enough, a complete overhaul for 1.1 when that comes out. I also have been hard at work for a series that is coming soon, the trailer of which is in production and uh... well taking a lot of time (It shall be spectacular!). If you aren't aware of the series it will branch off of, check out my channel and look for Kerbal Konflict. I'll provide a link to the trailer for that: https://www.youtube.com/watch?v=-Xl-uuClWIk (I know it's pretty crappy, I've improved my skills since then so the upcoming trailer will be much better lol) Anywho, down to business eh? I can give those a shot when the time comes, and at least for now I've officially decided nuclear depth charges aren't going to be a part of my pack for now. Napalm is planned to be another explosive type that I will add in with the nuclear shockwave effect. basically, it'll work almost exactly how InfiniteDice's skillful worked (partly because he's the one who helped me figure out HOW to do it :P) Bushmaster it is! also loving that excrements, if I could do something like that... well the Dreage from my series wouldn't look like a pile of garbage with guns xD
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the reason why that's not in is because BDArmory weapons require arming first, I can code that in at some point but with base functionality it's not possible unless I use the weaker explosive part module
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The MIRVs are meant to detonate after launch, they actually have to detach like a regular missile... and like how real MIRVs work. They are GPS guided too.
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Ohohohohohoho yes, I saw that thing and thought 'it's perfect ' I mostly do things that exist in real life with a specific model and everything, so one of those I probably won't do unless I find some actual nuclear AGMs or Anti-rad missiles. certainly, however that's mostly future plans because I'm focusing on remodels and anti-tank guns and the sort... maybe a new variant for the artillery but not yet I'm afraid. Torpedoes, hmmmmm... well I think mainly that's an Acea thing but hey, I'll add some also, those depth charges I don't think so... again I usually do things that exist in real life, as I said to Andre, maybe
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Your timing is amazing I just got on break, and I was thinking of some proper guns to make. What I'll do is make some swiveling variants (like psuedo-mounts, won't work on turrets) and maybe make some turreted variants at some point. Artillery is cool and all, but we need tank guns heheheheh
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TO EVERYONE! These last few days of the week, I'm busy with multiple projects that are due at the end of the week, and am basically unable to do any sort of fixing or work on this mod until I finish those projects, end the week, and go on break. Once on break I have a lot of different videos to do for YouTube, but those don't take ALL my time like these projects do. So I will reply and everything on the forums, but no progress reports until I can actually make progress. This weekend I will begin to make an overview series on my main channel, Harpwner53. It'll work similarly to Baha's videos but I will actually be talking I'll try to make them helpful so that it's another way of learning how to use my weapons.
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hmmm, that's actually quite doable, though I'd have to make a custom module for it because the cluster bomb has a completely different function. But what I am working on is a custom module altogether for nukes with a new type of explosion and such, so keep your eyes open for updates on that when I'm on break this saturday.
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the issue is really with part modules, I can try to add guidance but I fear the explosive part stuff will conflict with each other. I'll test it later when I'm not busy :/
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I believe the whole concept of a kinetic bombarder is pretty flawed because of how hard it is to aim, however they are quite powerful... kinetic energy can get real dangerous at those speeds.
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The exocet is... Special I'm still working on it's guidance because it can't ground skim, more word on that when I get something done xD
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well, the umlaut isn't really possible I don't think because notepad :/ I'll give it a shot anyway.
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Sorry to say it isn't manned but... I think it is quite possible I can add that functionality real quick, when I get home.
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I have made a formula that's fairly simple (for balance purposes) that I will probably revisit and edit in the next couple updates. The damage and radius are calculated differently, but for starters, you'll need to set a basePower and a baseRadius. my KBW has a base of 5 and 5, this is multiplied then by the formula to get a result (something bigger will want a bigger base) for power, it is multiplied by (0.5 * Part Mass * (0.1 * Part Velocity)) for radius, it is multiplied by (Part Velocity * 0.05) (this keeps the radius nice and small and not OP) I also set the impact tolerance high for the part itself. It makes these calculations every update (not too intensive). In practice, it works pretty well... let's say there's an impact at 1800m/s and my weapon is 8 tons Power: (0.5 * 8 *(0.1 * 1800)) -> (4 * (180)) -> 720 blast power Radius: (1800 * 0.05) -> 90 blast radius this of course is still pretty big, but that was way cut down from my test build, and keeps it not like a tsar from space. Feel free to use my module if you want I didn't forget about you! Don't bother doing that, I think that may simply be a result of it making a lot of adjustments, the shaking is near un-fixable there. I'll try to dampen it but it will always exist sadly.
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Thanks! But that's odd... The MIRV was fixed, is it less jerky at least? I'll check it out in a few
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I will do that later, it was late and alot of things had to be released... So I made last second decision to release with a few very minute things left out 0.6.1 will be released somtime with those fixes and additions
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looks like the page failed to submit lol, it should be up now
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UPDATE 0.6 RELEASED NOW!!! 0.6: + Added Karl Gerat + Added M198 Howitzer + Added M1 8-inch Howitzer + Added 2A3 Kompensator 2P Nuclear Howitzer + Added Ohka + Added Exocet + Added V-1 + Added KBW (Kinetic Bombardment Weapon) + Re-Added MIRV + Added first part module! Kinetic Bombarder - Withheld a few things that you haven't even seen, just thought I'd tell you - Decided to wait a bit longer to add parachutes to Tsar and MOAB = Fixed Ammo Types = Included C.A.L in the download = Fixed multiple explosion effects = Repaired woes with the MIRV (hence it being readded) = fixed up some other stuff I already forgot about = Some retexturing (Exocet, Tomahawk, 12k bomb, Ohka, V-1, Tsar, MIRV) = Began search for RGBPeter (he's disappeared) Thank you everyone for being so patient for this huge update, it took a long time because I expected RGBPeter to get back, so I lazed with modelling. It's been a month now without a word so I finished what I had and released it. The beloved MIRV is back with some company, the first part module has arrive allowing scaled damage with velocity for the KBW, and my best modelling job (The Kompensator) is here with a ton of polys and really good looks. Please report any woes you have at your leisure, I am releasing it late and haven't had too many bug fixes so one's bound to pop up.
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After 0.6 drops, I'm going to throw on the coding and start trying to make a plugin specific to a few of my weapons. The first one will arrive in 0.6 (the kinetic bombarder, which is ready) and afterwards, the Casaba will get it's attention through a custom blast that will be a version of the nuclear explosion, but more directional and directly from the gun.
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Final refinements are being made now, just aesthetics... the KBW (Kinetic Bombardment Weapon) has been finished, and with it the first plugin of NKD. It scales damage based on the velocity of the weapon, only available view the ModuleKineticBombarder module that is similar to the BDExplosivePart module (inherits). The blast radius and power is a base that you want (the example file from the KBW has a radius of 1 and power of 4) and it multiplies slowly as speed builds (about every 10m/s it increases by what you set it by). Feel free to modify the config and give feedback once it is released... I'm doing final tests to balance it out... and to give the module custom explosions since the ExplosivePart module didn't support custom explosion models
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yeah but... ya know, I go above and beyond. This means making a whole new blast effect, and new plugin to go with it
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I'll save it for 0.7, since 0.6 is close and I don't need any more setbacks... really want to make the asteroid though now
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I'll make some edited cfgs of the current squad asteroids if I get to it so far, the KBW explosive module is a success, just an update, that an update is relatively soon
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