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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
that's what I tried before, but it was fairly glitchy... didn't even use the tungsten rounds or the proper amount of charge... -
only if that regular airliner suddenly had a railgun pop out, it's all about the style when you deploy
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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
Is there support for multiple ammunition types for 1 gun to fire? my railgun uses tungsten shells but I also want it to use electric charge -
if it retracts into the bay? it would look way cooler if you have a preset to extend it!
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I feel like you guys deserve a progress report on the nuke revamp... so here's a pretty good GIF (NOTE: I accelerated it 4x because the clouds from the nuke hang for about a minute for effect) demonstrating my progress, this is a 340kt B61's explosion. http://gph.is/1h4CNJd (I'm still getting used to gifs)
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Quick Update! Nothing big though sorry :/ 0.4.1: -Updated for C.A.L Compatibility (now required) -also fixed the GSh's ammo, it's 23mm now! Thank you for putting together the Community Ammunition Library Prometheus, it is a great idea to have a shared ammunition library, helps with compatibility and usability. This mod now requires the Community Ammunition Library which can be found here (and on the front page) http://forum.kerbalspaceprogram.com/threads/135344-WIP-1-0-4-C-A-L-BDArmory-Community-Ammunition-Library?p=2217878#post2217878
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[WIP][1.0.4] C.A.L BDArmory Community Ammunition Library
harpwner replied to LORDPrometheus's topic in KSP1 Mod Development
I'm gonna go ahead and throw out an update while I'm waiting for my War Thunder realistic battle... Done! and the battle was awful... -
the only real way is having some kind of CIWS auto-fire upon it after it drops, to my knowledge nothing in BDArmory allows remote detonation. Trust me you wouldn't want it anyway, since the explosion effect is only meant to look good when it explodes on the ground... there is no air burst or space explosion anyway... that'll change when BD adds that functionality
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I'll do that at some point, I hate the picture there anyway it's just that I'm too lazy to be honest. The second set is now being employed for Hydrogen Bombs, anything that's just a fission weapon will have a more generic explosion (modified version of the first set) it will be longer than expected to fully recreate them, but 2 new nukes, the B61 and Castle Bravo (air dropped), will be added with the nuke revamp.
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Good new and bad news Bad news is that I'm not 100% sure on how I can fix it... Good news is that in 0.5 (set to release by next weekend) will have a full nuclear bomb rework with more real world values, and so the MIRV will also be completely remade, maybe fixing this glitch in the process. Aside from all that, thanks for the comment, and I'm happy this mod is being received so well. If you have any more issues/suggestions then by all means post it!
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I've edited it, it looks better now... Those pictures were really just general structure
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welp, it looks like I don't need to wait for a verdict, my video is finished and it's quite obvious with a 3-0 score that the second explosion is better I'll work on the general coloration, but don't you guys agree that after tweaks, it has way more potential than the current one?
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Right you are, the B61 is one of the new bombs that will be added for all those voting, I'm going to wait overnight (after I do my Kerbal war series post-commentary) before I make a final decision, I've posted these pics on BD's thread and here, so by the morning I should have sufficient information on which is the best picked by you guys thank you so much for helping me out
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which of these sets of 2 images is the better explosion? I need a quick opinion so I have a proper basis for the rest of my explosions
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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
I need a quick opinion for my pack, because I'm kind of split which of these nuclear explosions do you think is the best? I'm working on a revamp of my expansion and I'm kind of split on which explosion of the two I've come up with is the true best. it's the first two or the last two (since they are in sets of two being the same explosion at different intervals) take your vote, I just need a quick opinion so I have a sort of basis for all my other explosions. -
HUGE NEWS GUYS when 0.5 is released, it will include ANOTHER nuclear bomb revamp! why? well I got a bunch of values wrong, the B-83 is actually, the biggest nuclear bomb in the U.S arsenal, and is a 1.2 Mt bomb! not 200Kt also Castle Bravo and a couple other bombs will be added, a new smaller bomb for a less OP B-83, and generally better effects with the bombs (again) stay tuned for pics and more info!
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Actually, it looks as if thr warheads will have to wait... BD's warhead module doesn't include a field for the explosion model, so no nuclear explosion...
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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
I'm too busy and I guess BD is too go for it! -
I'm going to keep it 180 since BDArmory already protects from that!
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I didn't want to mirror it exactly, but I guess you're right in those terms. I will increase it to 200 rounds only though (since seriously that's 10 minutes of continuous fire, and there's nothing more than the turret itself being attached). I'll tweak all the other values as well. and wait, it can't turn around 100%? I'll keep it full rotation for now but huh...
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That would be amazing, but after giving it though, it's currently impossible. First you have the fact that, after looking at the BDArmory code, prodimity detonation ONLY works on aam missiles, and therefore radar guided, which doesn't work for ground vehicles. Though anti-radiation would work, it would only be for those who have radar on the vehicles, making it ineffective against other target types. Alternatively, I could make a probe core sized warhead that you would attach to a probe with a weapon manager, and then out guard mode on, I could make the warhead jump up a bit when the enemy hits detection range and explode when it hits the ground again. Though it is bulky, it's really the only current feasible way to do it Either that or a flat warhead of sorts with low crash tolerance so it explodes when run over You decide really.
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nope I see it I can't help without any sort of error report or something, sorry :/
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I'll do both, and actually from there I'm capping off requests for 0.5 (unless there's something EXTREMELY interesting. What I have so far: +AK-230 CIWS +GSh-23l Helicopter Turret +Modular Gunpod (seperate guns that can be attached: M61 Vulcan, M129 Grenade Launcher, GSh-301 Cannon, and GSh-23l) +Scud Missile (minimum range is 4km! GPS guided artillery missiles) -Removed GSh-23l Gunpod (Replaced with Modular) from here until 0.5 release, you can suggest anything, but the only things that you suggest from here that may make it into 0.5 is gun requests for the gunpod, I'm going to also make a 2 hole'd variant of the gunpod for dual guns in each. currently in plan: -W-54 and Castle Bravo -Nuclear Tomahawk and Scud -Nuclear warhead (not MIRV) -25mm and 40mm AC-130 Guns -secondary gunpod variant with more guns -ship artillery missiles, small and deadly, will be either GPS or Laser Guided (like using the FLIR)
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Hey, just wanted to mention that the license used on this post will not allow me to use your mod in videos (since they are monetized) is that an accident or on purpose? There is a license that allows commercial use like youtube (the one BDArmory uses) if you need to change it like I had to on my post. Just a heads up really!
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actually, I have an idea... though it may be a while and thus be in a later update. I can probably end up making a modular gunpod, with a main pod as a part (with a certain amount of nodes with holes) and a few different guns added with nodes able to be attached in the gunpod. These guns would work individually of the pod, and maybe I'll have a resource switcher module so there can be multiple ammunition types inside of it. just an idea, and probably will end up being what I do... starting NOW!
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