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Everything posted by harpwner
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Now that it's a lawn dart... I think I'll make it
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UPDATE TIME! (Thank you all for waiting so patiently for this update, I know school got in the way so everything I wanted to do was suppressed by work I had at home. Updates will be less frequent but I will NEVER quit on you, just expect me to take more time than normal.) Now for the changelog! 0.3: -Added Genie Nuclear Air to Air Missile -Added Tomahawk Conventional Cruise Missile -Added AGM-158 Cruise Missile -Added Flare and Chaff refill boxes (No Crossfeed, mainly for KAS/KIS) -Major changes to nuclear explosion effects, minor tweaks to the rest. -Gave existing missiles exhaust effects I haven't done as much extensive testing with this update, so please, I beg you all to report any issues/concerns you have with this update ASAP!
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It shall be done at some point soon, 0.3 is on the horizon (which means possibly this evening) with new stuff including the Genie and some extra effect tweaks. like it was said, wire guided is for the future when that gets supported Once I figure out how to get rocket pods working, you will see a large influx of that weaponry
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hey if you want to do a little bit of plugin coding that'd be helpful for a few things... I've got a couple of ideas. If you want to help you can throw me a skype message and I can collaborate alot easier. I'm still refining some mechanics, a large update is coming soon. So I'll see what balancing I can do with the MIRV (it IS thermonuclear after all)
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The Genie is the ONLY nuclear yield weapon in the pack designed with an atmospheric explosion on a sidenote, I am about to make a video with weapons from the next update. as well as showcasing what I have right now.
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Maybe at some point, but with what I'm doing right now (finishing up the Genie, giving all the missiles effects and whatnot, as well as adding flare and chaff refill boxes) it's not too high on the priority list
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believe me when I say I would LOVE to be able to do that, but I don't think I can without doing some programming which... I'm not farmiliar enough with to do. I think I'll talk to BD and see if there's any support for it, or ask to add it since some bombs could use it.
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Thanks Prometheus, also I'm gonna send you updated explosions when I arrive home! Wait, conflict with the NAS addon? But I'm using that in my game... Hmmm I'll give it a thorough look when I get home
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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
Hey BD, I want to know if there's a proximity detonation option for missiles? I need to know since I'm making an unguided nuclear air to air missile and want it to detonate a certain distance from a target. If there is none, I can just make it a guided one but just wanted to know if you had an option for proximity detonation somewhere! -
I will be making the Davy Crockett AND the Atomic Annie as kerbal operated turrets at some point when the turret tutorial is released. of those two missiles, I did promise LORDPrometheus that I would not copy what he is doing, the AIM-26 is already in his pack and therefore I will NOT be making that. The Genie however, I will make (unless he doesn't want me to)
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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
Yay new update! I was talking about a built in game feature -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
harpwner replied to BahamutoD's topic in KSP1 Mod Development
oh my god ksp already has warp drive?!?!?!?! -
Hey everyone, sorry for the lack of messaging over the past 2 days, reason being that school just started for me yesterday and my time is going to take a hit from it, this doesn't mean I'm stopping developement however, as I have a great time management system! so without further ado, questions to be answere! I had just sent him a message a couple minutes ago about exchanging knowledge and maybe so far as to collaborate, at this point in time I have not gotten a reply but I'll get back to you all on that and about that cruise missile... I saw that comment just never had time to acknowledge it, yes I will make that missile! EDIT: I'm putting off the missile for just a bit to add parachutes to the MOAB and the Tsar Bomba
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lol I guess so, though I could probably make a few with MIRVs... North Kerbin Dynamics goes along with the NKHC (North Kerbin Harpwner Coalition) from a series I started about a week ago called Kerbal Konflicts after I started this pack I decided to use that name here since it seemed best
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but... the nukes DO have mushroom clouds... as for the bigger tsar, it's blast radius was increased to 30km, will be released with the cruise missiles in 0.3
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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
Do we have support for bombs that can deploy a parachute after launch? My Tsar Bomba and MOAB might like one! for now I've decided to add radial attach support to those bombs so you can attach a parachute manually, but I'd like to have one for the bomb built in EDIT: looks like I found the stock module for parachutes, so ignore the post I'll get to work lol -
you do realize that I did add those right? though they really shouldn't have been released before 0.3... I accidentally left them in the build so... surprise! Adding to suggestions list, I thought about it while making my AGM 158, I'll give the tomohawk 2 part variants... one with a 1000lb warhead and one with the W80
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thanks for the heads up, I haven't played with mass much... I'll work on giving them semi-realistic yet balanced weights
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it seriously depends on what missiles can do, I'm guessing something that acts like the KV would do... no promises though I can do that, in fact I will do that just gotta wait for Baha's turret tutorial
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update incoming! NEW UPDATE OUT! Version 2.2: -Fixed the nuclear explosion effects (others are on their way) -some new textures for the bombs (still W.I.P, but visually have more depth and look better IMO) -Added a Tsar Bomba! 15km blast radius -Added the Thermonuclear MIRV: a 0.625m part with the same yield as the B-83 -Added the Brimstone, still a WIP -Made Paveway Laser Guided -note that not all the effects are ready yet, some will still have the dirt, I am working on this
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that is ENTIRELY likely, I'll rush out a fix when I wake up in the morning, just containing the fix (because the new weapons just ain't ready yet, which yes... does include the Tsar Bob-a) you'll also get a taste of my new texture work, some of the details are still incomplete but you can see that the textures have new depth! EDIT: Also (obviously) replaced the dirt with proper smoke (will be adding a little bit of dirt to simulate dust kickup, but you get the idea) A few edits must be made to the effect as it is in heavy WIP, but the fix is out and it's HUGE
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believe me when I say this update is taking a long time because: A) I am studying and seriously considering the footage I am recieving I just found a MASSIVE bug with my nuke effects... it only works on certain kerbin rotations, so I'm gonna see what I can do about that! SUCCESS it's basically 2am and I figured out how to fix these explosions! it had to do with the way velocity was handled globally, so I decided to switch it over to local velocity and that did the trick!
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well, there's alot of unity physics that loves to screw with me so it's a bit finicky even getting those explosions to work, I can try but no promises!
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