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Everything posted by harpwner
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so... a kerbin-buster it would be! nah, if I do make it I'll balance it... maybe it'll be as bit as the BD physics range
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Oh the Tsar.... that may cause problems with ksp loading... it may even make a reasonable dent in Kerbin! I'll think about it
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What if I told you I'm already working on it B-83 is on the way! it's extremely destructive!
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New Update released! Version 0.1.1: -Changed MOAB's blast radius to be more realistic -Tweaked the explosion effect of the MOAB, looks way better now
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Great Idea! I've added that to the planned list, I think I'll get started on that after the B-61 Nuclear Bomb I dun served 'Murica proud! OMG I feel very stupid, I just updated the post.. thank you for pointing out my error That's what I get for posting a new thread at midnight! Oh.... I added an extra zero... I meant to make the blast radius 180 meters... I'm gonna go throw out a hotfix once I've had my coffee... and also edit the explosion effect!
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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 everyone, I just released the first version of my BDArmory pack here! The North Kerbin Dynamics Ordinance pack is a pack made with modern weaponry in mind (with the exception of one of my bombs) that cause large amounts of damage! These weapons are a Work in Progress however I'm happy with my progress so far. I ask that BD does NOT post this on the front page simply because there are only 4 parts, but I just wanted to post this right here to get some feedback and suggestions. I am very open to suggestions but please be mindful that the only person working on it is me, and I do have a life (surprisingly) -
Improved Explosion Effect! The definitive BDArmory Nuclear Weaponry (and other things) Pack! REQUESTS ARE ENCOURAGED! Donations = More Coffee! Welcome to North Kerbin Dynamics, supplier of Nuclear Weaponry and other modern or old weapons that will make you appreciate explosions even more than Michael Bay! This pack REQUIRES BDAc BETA 1.1.0, earlier versions will NOT work with this mod! Download on Curse or Spacedock NKD SPACE DIVISION: Videos: Changelog: Licensed under Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) Keep an eye out on my YouTube channel for a full overview of the mod (coming at some point soon): https://www.youtube.com/channel/UCebuxPejQ5u3wd1VC-hNQjA
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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
Actually yeah... I've been working on a pack these past couple of days and I've been holding off a few different turrets I want to make simply because I have no clue how they work. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
harpwner replied to BahamutoD's topic in KSP1 Mod Development
I can confirm my guard mode is working fully and beautifully red, are you sure you downloaded 0.94 and have guard mode setup properly? as well as teams? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
harpwner replied to BahamutoD's topic in KSP1 Mod Development
I can confirm this... my CIWS fired 2 bursts in total that were a minute apart... and then it stopped trying altogether I had to switch to it and manually refresh guard mode for it to start firing again. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
harpwner replied to BahamutoD's topic in KSP1 Mod Development
BahamutoD I could just kiss you but I won't sorry Now I can continue my war series! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
harpwner replied to BahamutoD's topic in KSP1 Mod Development
Upgraded before I posted that... it's a problem in 0.9.1 (I always keep tabs on the forum) again is it something I'm missing, or is the fix actually confirmed to work? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
harpwner replied to BahamutoD's topic in KSP1 Mod Development
Hey Baha, How exactly does Guard mode with AA guns work? I've tried everything to let my CIWS guard the KSC from attacks I've sent but only the missile truck fires.... is there something I'm missing I have guard mode set max range with 360 FOV and an interval of 2 I have also linked it to radar (and done it without linking) with no success. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
harpwner replied to BahamutoD's topic in KSP1 Mod Development
Quick question bugging me here is there a way to make multiple weapon managers with different groups... say a fire group for defending a vessel against projectiles while you attack with other stuff? again just a quick question, other than that I love this mod! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
harpwner replied to InfiniteDice's topic in KSP1 Mod Releases
Hodo, what missiles are you using, as stated before, the zephyr missiles are more of an A-G weapon than an A-A, they are slow because of that. If you are using the AIM-9 missiles, then you shouldn't be having a speed issue. The way i use those missiles, they end up ALWAYS going faster than me (even at mach 2.5) and why would you need a better gun than the 30mm or the 50 cal.? those server MY purposes very well. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
harpwner replied to ferram4's topic in KSP1 Mod Releases
Boat parts + ferram (doesn't do this without ferram) causes spontaneous faster than light and highly explosive exiting of the sun's SOI http://www.youtube.com/watch?v=aSIt02RNHhU- 14,073 replies
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- aerodynamics
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
harpwner replied to InfiniteDice's topic in KSP1 Mod Releases
No luck with the Kerbenders, they seem to prefer my jet engines over the enemies... At best i can get one of the missiles to lock the enemy but the other one still chases me, I've tried guard mode, IFF differences with all no luck if you could create a kerbender that does react differently in the air that would be great. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
harpwner replied to InfiniteDice's topic in KSP1 Mod Releases
That's interesting, i just thought since the nature of the missile was heat seeking it would make sense (but just in this mod) that it would turn towards my plane's heat source. Ill try again and see if i cant fix it. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
harpwner replied to InfiniteDice's topic in KSP1 Mod Releases
I hope you will like this video I posted just yesterday using the new update. Aerial combat FTW! Just a suggestion BTW, since I can't use the AIM-9k missiles due to them turning back on my plane, I still think the Zephyrs should get a speed upgrade. I'm noticing that with using ferram the missiles just can't keep up (this is shown in the video) -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
harpwner replied to InfiniteDice's topic in KSP1 Mod Releases
Well, the AIM 7 missile can go mach 4 (1316 meters per second) so I think the zephyr missile if that only should be changed to go to mach 2 or something. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
harpwner replied to InfiniteDice's topic in KSP1 Mod Releases
THIS MOD IS EPIC with that note, time to report something slightly annoying (but not game breaking with this mod) when using a missile on a jet that goes above a certain speed, notably around 300 m/s, the missiles cant keep up and lag behind I feel like the missiles should have added velocity or just be faster in general EDIT: I have also discovered that speeds over 200 m/s cause the guns to destroy my own aircraft -
Would it be possible to have an action group hierarchy. Let me explain. say you had a bunch of missiles on a jet. You wanted to fire all those missile with the same key, but NOT at the same time. Say missile 1 (on the very inside to the left) then missile 2 with the same key (on the inside to the right) and then 3 (a little out on the left wing) and so on. Would it be possible to add this feature, it's been something I have wanted to use in ships, something that recognizes the key has been pressed before or if the missile is gone or something. Just a suggestion.
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This is a sweet baby, can slip to mach 1 very quickly and finds no trouble obliterating it's target. I used a few mods: B9 aerospace, DJY's Pwing (AWESOME MOD), Romfarer's Lazor System, Ferram's aerospace, and the missile pack for the lazor system. Just Before Takeoff: Off The Runway: Obliterating Target With Romfarer's Missiles: Showing off the D-K50 Dumbfire Bomb: Dropping The Bomb as a Test: BOOM!: The nosecone of the bomb was a custom warhead that i edited (as a seperate part) so it uses Romfarers missile explosion. I have 2 warheads, a 1.25 meter and a .5 meter one. The D-K50 uses the .5 meter, with formidable blast radius. PROS: Carries 8 small missiles, 2 medium missiles, 1 D-K50 Formidable blast radius (D-K50) obliterates any target in its path (all weapons on the aircraft) stabilized by wings (D-K50) Predictable Trajectory (D-K50) CONS (all about the D-K50): Short Range Unguided Needs a few mods Mods Required: B9 Aerospace: http://kerbalspaceprogram.com/0-19-1-b9-aerospace-pack-release-2/ Lazor System: http://kerbalspaceprogram.com/lazor-system/ Lazor Guided Weapons: http://kerbalspaceprogram.com/lazor-guided-weapons/ Procedural Dynamics P-wing: http://forum.kerbalspaceprogram.com/showthread.php/29862-0-20-Procedural-Dynamics-Procedural-Wing-0-4 My Warheads (requires Lazor Guided Weapons and Lazor System): http://www./download/7ki5lua5kivuczc/Harpwner's_Warhead_Pack_for_Lazor_System.zip TV Aerospace: http://kerbalspaceprogram.com/0-18-1-taverios-pizza-and-aerospace/ Ferram's Aerospace Research: http://kerbalspaceprogram.com/ferram-aerospace-research/ Sorry about all the mods, most are for the plane though. the bomb will be seperately posted shortly, still requires my warheads, TV Aerospace, P-wing, and Lazor System with the Guided Weapons.
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I am having the same issue, i really want to try this feature.