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Everything posted by harpwner
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I am revamping explosion effects (focus on nuclear ones) I am planning to have an Atomic Annie I'm probably only going to make bombs that are to be dropped from a plane, so no Ivy Mike As for lighting up terrain, I'll do some experiments on that now actually, since I am working on the Tsar Bob-a! (ok not a final name but still xD) seems that I can't do lighting without code either! as for the space effects and high altitudes... sorry but that just isn't possible... at least, not without me seriously screwing with code... and I don't know unity/ksp codewise enough to actually do that. maybe in the wayyyyy future (like, when I'm also developing my game) which is when I'll be really familiar with how code operates in Unity
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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 dunno 'bout all you guys, but once I figure out how to make them turrets... I'm making an atomic annie > this is definitely going to be OP... -
GOOD NEWS EVERYONE! I just recently got a hold of new ways to texture things, and am now working on a full revamp of all of my textures! this will take time and will be released before any new bombs (save the MIRV and the Brimstone, which I've been working on) Expect this update by sunday at the latest... unless other crap gets in the way
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these explosion textures are mainly placeholders for now, hence their non-official names in the file structure they're not the highest priority on my list... I'll get to it eventually
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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
oh... I stand corrected then I must be fairly lucky then... -
fair enough, for the next update then. I'll be adding the Brimstone missile too
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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
not KerbalFoundries, never got that bug and have been using it for a while -
oops... I kinda typed that description really fast, must not have been thinking, yeah it's a GPS bomb, minor fix since it's only the description.
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ehhhh no, my B-83 has a 1.5km radius... and that I gave a 200 kiloton yield (well actually that was just a random label I put on it) maybe I'll give it a 10km blast radius... since that marks BD's extents of physics loading/unloading anyway
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I have NO IDEA how to do a multirole missile, I don't even know if BDArmory supports it... however, a tsar bomba is possible, but in a kerbal form I'll probably call it the Nuclear Jeb or something or maybe I will just call it the tsar bomba, the issue really is balance... do I want a bomb that will basically take out half the planet? or will I scale it down
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I'm not sure if any of those conflict with with it, though your altitude is perfect, that leaves addons to the problem. The only addons in your list I do NOT have are B9 and Vanguard... so those seem like the most likely conflict... if anything else if you haven't already, reinstall my addon
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oops um I'm after the AS-39... I'll just casually change that to the Exocet
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that sounds like the most likely explanation, seeing as I'm always dropping my bombs from about a kilometer in the air
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Not sure what to tell you, can you give me a list of installed mods? I'm confused simply because I literally cannot reprpoduce this, as you're saying the mod that I've had working properly for days just fails to work for you.
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that's totally normal when I managed to complete it I had full-blown rabies
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Errrr, can you confirm that your BDArmory works properly? other missiles and such? because I've worked on this for hours and not once have I encountered this. hmmmmm, an atomic annie would be interesting... I may make a turret that takes the shape of the Atomic Annie cannon, and it fires those nuclear shells... - - - Updated - - - Update has arrived! Version 0.2.1: - Made the MOAB's grid fins fold, flinging out when dropped - Further modified MOAB's explosion, more transparent dirt clouds - Edited MOAB's texture - Reduced the MOAB's poly count by a ton (by redesigning grid fins) Sorry that took so long, but animations are finicky when you import them from blender in DAE format...
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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
My pack is actually on the front page, I asked Baha to put it up there... thanks for raising some attention though -
sorry about the wing thing, but I'm not gonna go that far, reason being is that I want realistic large weapons... just finished the new fins and importing animations now, reduced it to 173 polys each it also turns out that the way I modeled the MOAB, I'd need to completely redesign the wings because of A) the way it's made and where it's placed
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I can do retractable fins, it'll be a couple hours since I need to redesign those fins anyway (they have like... 2000 polys EACH)
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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
Thank you for adding my pack Baha, just released my 0.2 update with a Nuke! (and yes it does make a mushroom cloud) -
New Update released! Version 0.2: -added FOAB -added B-83 nuclear bomb -a few more tweaks Enjoy your DOOM SHROOMS!
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
harpwner replied to sirkut's topic in KSP1 Mod Releases
any chance of making toggleable presets? I'm making these cool cargo bay openings for my helicopter and jet for missiles... but I have to assign next and previous presets in the action groups. -
I haven't seen this happen, I'll get back to you if I can reproduce it. And I'm glad you like it minepagan, I wonder if it was for a lack of trying or what but that effect only took like 2 hours to get working perfectly... just need better cloud textures xD
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so... hows about the first mushroom cloud to be in ksp... not bad eh?
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like I've said, I am working on some nuclear weapons... already made a regular airdropped one with a 200kt yield (unreleased) I'm pretty satisfied with the blast radius of 1.5km for it
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