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Everything posted by harpwner
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FIIIIIIIIINNNNNNNNNNEEEEEEEEEEEEEE all joking aside though, yeah I'll do it also I can't do anti-satellite missiles... just impossible for right now.
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I can do both, but wait... The tsar is a hydrogen bomb... I assume though you want something more practical, so consider both of those requests done
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yeah yeah I'll do that too... lol but seriously yeah it's been requested a bunch so that'll be part of 0.5
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you make Phalanx I make AK-230 and AK-630 problem solved!
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I'll need to fix the GSh then... I have no idea where I got 14.5mm from O_o I'm going to make the turreted variant of that as well as a small ship mounted CIWS, as for the gun-pod with all those guns, I'll pass since that's a lot of weapon config to deal with.
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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 had that issue with the Atomic Annie, make sure that when you are making it's config, you aren't leaving fields blank or deleting an animation line instead of setting it to false. It causes an error where it fails to load the settings properly. Debug view is your friend -
you're the first one to have this issue, so no it isn't a feature xD not sure what to tell you, maybe you hit memory limit?
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So, here we are again, with a new update! and a new way of presenting them too! Version 0.4: +Added Atomic Annie (or Nuclear Valentina) +Added Railgun (Designed loosely based on the BAE Railgun) +Added Mk45 127mm Naval Gun (probably my best texturing job yet!) +Added Radial variants of the Railgun and Atomic Annie +Added GSh 23l gun pod +Added 12,000lb dumb bomb =Fixed up the Genie's explosion based on video footage =Tweaked the textures of all parts, now with specular mapping, shiny! =Tweaked the size of the slim flare dispenser, now it's slightly bigger -Removed the Brimstone missile (until I have missiles down) -- Quick note on the Paveway IV, no it isn't broken, it needs to be dropped within range or else it will just fly upwards and fall -- The Railgun does NOT use electric charge, I couldn't figure out how to make 2 ammo types expend at once so I decided to let it fire it's normal tungsten rounds instead -- The ammo boxes for the new resources (14mm, 127mm, tungsten rounds, and M65 shells) are going to be in an upcoming update, don't worry... all the turrets have ammo -- Nuclear Tomahawk is also being pushed back, will be released with the ammo boxes -- Parachutes will have to wait, as I honestly don't have enough will to model them yet -- Sounds for many of the weapons are placeholder, keep that in mind for the future -- Of course, any questions, concerns, or bugs should be reported here! Happy destroying!
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I've been trying to figure out how to remove the flash after an amount of time, but it won't work... I'm gonna keep trying but until then, I'll remove the flash in 0.4
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I'll schedule that for 0.5 I say that simply because this most recent update I've been working on is high on the modelling... so I'm going to wait a bit... Don't worry though, the last thing I need to finish before I release 0.4 is the Railgun... which is giving me problems if I have to be honest. I'll get it done though!
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UPDATE: I'm thinking actually at this point that, since it is an existing modern weapon, I will make the BAE Railgun instead of the MG Railgun. Don't worry though, the MG Railgun will come at some point, but not too soon.
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Sorry but sadly I won't be able to do the delay, no BDA support :/ The railgun isn't too high on my priority list, this weekend maybe I'll make it and probably also release 0.4.
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Welllll Paveway is pulling up sharply, the problem is recent (and probably has to do with drag) They were working before, but now they dont wanna lol
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I actually just recently encountered the paveway issue.... And I'm having trouble finding the source (but I won't quit!) And the MOAB is gps guided, it's not supposed to be too accurate. I will also check its settings when I get home. As for the Tsar, That's on purpose. The actu test carried out was deemed too dangerous for the aircraft, and it was at very high altitude. In the fairly near future, the Tsar and MOAB will have parachute variants, that'll make em more accurate and easier to escape the Tsar
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I can give you a radial version, since I already have it in separate pieces, easy to just take the cannon itself off in unity and make it a separate part. and the Nuclear Valentina has a seperate resource called the M65 Shell, which it carries 3 on its own.
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Don't kill me for saying this... I've never played Metal Gear with all that said, I think I'll go ahead and make it (though not high on my priorities) since pictures exist and I can find ways to balance it. EDIT: ATOMIC ANNIE PICTURED TIME!!!
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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
THANKYOUTHANKYOUTHANKYOU time to finish the Atomic Annie I mean Nuclear Valentina EDIT: Looks like I'll still need a tutorial.... cannon no worky -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
harpwner replied to BahamutoD's topic in KSP1 Mod Development
^ That I'm working on my 'Nuclear Valentina' Cannon, and I'm just trying to decipher how based on the cfg files... -
I've known how to use those for a very long time, just despised it because quite frankly I never got the results I wanted. The Atomic Annie will NOT have normal maps BUT, I just figured out yesterday that adding a layer mask with a specular map gives me the results I want on certain materials, the Atomic Annie will be the absolute first released part to have a calculated specular map. I think the results are nice at the moment, I'm actually at this very moment working on it's mount, and after texturing that it will be going through the tedious process of figuring out how turrets work since BD has yet to release the tutorial for it...
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Is Jebediah a bad ass? I guess not actually, can't seem to find a bomb to name after him. OK yes it's a nuclear cannon. It'll fire some smaller nuclear charges and reload in like, a minute. It's gonna be modeled after the Atomic Annie, but not exactly look like it because that would be wayyy too many polys.
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*salutes* affirmative! I will get working on that ASAP... buuuuuut here's what I am currently working on: I'm gonna call it the "Nuclear Valentina" instead of the Atomic Annie
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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
Would it be possible to make a missile launching turret? something like... the ASROC launcher that I want to add to my expansion? -
I'm probably gonna remove the brimstone temporarily, simply because I don't like how it operates, looks, and works. I'll just remake it some other time.
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I wanted to do that for a bit, but the problem is that even the dark parts that I want to be pitch black shine... the shader just doesn't work as well as I would like it to.
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