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KSP2 Release Notes
Everything posted by harpwner
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
harpwner replied to BahamutoD's topic in KSP1 Mod Development
could be a good thing, I mean really previously there was no real limit to payload, I don't see a problem with a payload challenge. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
harpwner replied to BahamutoD's topic in KSP1 Mod Development
1.0.5 nearly broke my youtube war series... kinda rubs me the wrong way since steam was like: 'I'm just gonna dl that' basically, my 1.0.5 doesn't work and I haven't pinned down the cause... with so many mods how could I? on a sidenote, my addon shouldn't have any sort of incompatibility, and as far as I've heard BDArmory has no incompatibilities either... so that's good to go -
I would love to do something like that, sadly however, I don't know how to make rocket pods for BD, I did just figure out cluster bombs thanks to his help though One day, maybe a rocket launching cluster turret would work, but that day isn't today :/
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I doubt his withdrawal from modding is permanent, however it is quite a shame... Yes the moskit was planned from the start, I was only going to do nuclear but I can also fo a conventional variant.
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[1.3.1] Cloaking Device (v0.11a Oct 14, 2017)
harpwner replied to wasml's topic in KSP1 Mod Releases
well, mainly I wanted permission to make a part for my pack that would work with BDArmory, sort of like a jamming cloak where radar can't pick you up -
oh these nukes are devastating, they certainly do destroy things! I hope you know that asking for ETAs is against the rules right? any who, don't expect anything right now because nothing gets done until RGBPeter is back
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yes you will! it has been re-textured, and functionality has been fixed!
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I'm back on the development scene! Just got a bunch of projects done and it looks like I can get back to modelling and debugging RGBPeter is still on leave, but until he's back I can get the models done and ready!
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I see that, I actually did realize I took it a bit far myself. and yeah, forums can get toxic, but adaptation is necessary since, I develop a mod/addon
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I had a bit to spill... been a bit rough to keep up with the knowledge I can't really do anything for a bit. I'm glad people like you are here to help moderate and generally be great around here. yeah I didn't deal with that too well, but at the same time... the timing was not good either. As for mod progress and such, well as was previously mentioned work is halted because I'm busy and RGBPeter has disappeared temporarily. That means no textures and I can't model or debug, just give it some time, and we'll end this standstill and release 0.6 not too far after.
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ok, there is no reason to be sarcastic about it. Have you not realized that I'm in school most of my day? Have you also looked at other posts? I'm sorry for not conforming to your specific needs, clearly I need to be better in serving you. You asked for dumb cluster bombs, but that's way too broad. You need to be more specific in requests, just asking for a general type of bomb doesn't help me make them. and about the smoke cloud thing, yeah I'll get to that, but realize I have a lot of time in which I am out and not working on this mod. All you need to do is reiterate your point later on in a sort of self-bump... but being sarcastic and rude is not the way to approach it. I hate to show my sour side but jeez it's not that hard to approach this appropriately and civilized unlike how you just did.
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I think so but I'm not sure, I'll have to test it sometime (very busy this week)
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nope... that's all i can really say, without some serious Plugin coding which I haven't really started yet
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ok THAT is BD's fault... AGMBallistic is glitched unless it's air launched
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The MGM caps are a bit bugged, they are meant to be used at the front of the tube but... for some unknown reason, it doesn't disassemble itself like it did during the test phases anymore... I'm working on it
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I'll look into the sub munition approach for the MGM, I really wanna see if it's even possible because I think it's altitude based.
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depends, since the boost phase is just like the cruise phase just named differently, technically 2 staged rockets are possible. The only problem is ejection of the stages, if it's a 2 stage rocket that has separating boosters or an entire section that separates, I can't do that. However if it's external boosters that stay attached then yes, I can do that
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I don't really understand what you mean? Are you asking to make a missile in a single body that fires different boosters at different times? If so there's only a booster and cruise stage, so a 4 stage rocket isn't even possible in the current state of BDArmory. INCONCEIVABLE
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THAT'S ABMIST I can do some ABMs, if they are single stage. If it's multi staged then what I can do is just leave it out of the model if thr stage itself is short. Aside from that, multistage is not possible in BDArmory without making your own craft and using that missile guidance module
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
harpwner replied to BahamutoD's topic in KSP1 Mod Development
The radar I assume is just a simple mistake. They are GPS guided -
It will be part of 0.6, it'll be a pretty big update with texture changes and a bunch of new things... as well as tweaks and such. Don't expect it too soon, a week or so may be enough time but we also need to consider our schedules... this week hasn't exactly been light The problem is the second stage. I can't make a multi-stage missile since the boost parts that you define don't eject. What can be done is a single staged one, but multi-stage just can't happen (which is why I'm withholding the Trident for a later date)
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New upcoming guns in 0.6: M777 Howitzer (155mm) 2A3 Kondensator (406mm) M1 Howitzer (240mm) 2A65 Howitzer (152mm) Expect to see these in about a week (busy and all) don't forget to suggest!
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