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KSP2 Release Notes
Everything posted by harpwner
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Meet 2 hours of work xDI think just the normal V-1, with inaccurate gps guidance
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That's just in blender, the scale will be changed upon unity import. Also, thanks for the report, I'll get on it ASAP (Still in school though)
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Quick ohka progress report from the middle of my class: whaddya think?
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Here's the problem with that: I'm horrible at IVAs... it probably won't be anything like that anytime soon, and the worst part is this implies that I would need to make a seperate part, just a warhead: and that means I can't make a custom explosion D: so, I think we'll need to stick to a cruise missile... maybe in the future when I figure out how to make IVAs (because I've looked at their cfg files... not fun) I can't make it REQUIRE a kerbal... but I CAN make it an optional seat
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I'd be happy to make this, though... I may want to try a few things. First of all it will have rocket propulsion, and the explosion WILL be spectacular. The real question is make it a separate craft or cruise missile. I'm thinking cruise missile, with a low accuracy if I can manage it. If you have any further thoughts, or requests, post here.
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Do you suggest the warhead...? or the whole plane (jet... rocket?) by the way, considering what it is, I think it counts for heavy ordnance... just, need more specifics!
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The problem is that every nuclear bomb has a different yield, which means a different sized explosion. I have to make/retweak an effect each time... And test it Consider about 1 and a half hours for each nuke
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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
-removed- oops... I didn't quite study the posts I was replying to -
IMPORTANT I will be replying to posts on the forum, but I cannot get any work done until next week. The reason? I am running on 2 school projects, the near end of a quarter, and my birthday is in a couple of days. Thanks for all your time, and please have patience... requests will still be taken, but progress won't begin on 0.6 until next week
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I may be able to change the guidance to cruise... But no promises if it'll work
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I'm going to try something... Interesting... With the Trident missile Maybe give it variable payload and such As for the paris gun, no... It's too big, same reason I won't do the schwerer gustav
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omg... I remember that thing... I'm gonna pass on that since, the Atomic Annie was a challenge in itself
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ohohohoho YES I've seen it but never searched it.... now I'm really glad you brought it up added to the personal to-do list
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Any chance? ANY CHANCE? by that I mean, yeah I'll make it. Considering the votes, next update will consist of large guns and large missiles, which that will be included. As for everyone else, make requests based on those 2 categories! EDIT: Correction, 3! nukes too everyone!
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that'll be changed, honestly it was laziness but I'm going to turn it into DDS soon enough
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The cap was meant to have a very low impact tolerance, and the missile works fine in my test environment... I'll look into it when I get home
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Also, the smaller end of the MGM tube faces the rear
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it was the wobble, and the fact that I didn't like the texture or model
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well, I removed it because frankly it wasn't all that great.... I'll send you a pm with the file... but until then the official release will be without the MIRV as I really don't like it in its current state
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oh... just a moment EDIT: HOTFIX 0.5.1: =fixed the resource oopsie
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You know what time it is? UPDATE! 0.5 +Added Castle Bravo +Added B61 Nuclear Bomb +Added AK230 CIWS +Added GSh Helicopter Turret +Added Modular Gunpod (seperate guns to be inserted) +Added M26 Artillery Missile (with rocket tube) +Added MGM140 Artillery Missile (with MGM tube) +Added Scud Missile -Removed MIRV, will be replaced soon -Removed the old GSh gunpod =Replaced ALL the explosions, now new and improved =Replaced ALL the nuclear statistics with much more realistic ones
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