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Everything posted by harpwner
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Oh that will probably require some tweaks on my side. Though honestly it could also be the way I configure the SCUD, since my method is essentially trial and error.
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SCUD still needs work, you'd be surprised how difficult it is to configure a missile that's meant to go further than anything else in BDArmory at the moment
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The problem is that my module is what creates what I have called 'progressive explosions' see, when the BDArmory missiles and bombs explode, they check for everything in an area and destroy them immediately (oversimplified but that's the essentials). progressive explosions essentially turn this explosion into a blast wave. This makes bombs, like nukes, more realistic in my plugin and adds another feature to bombs. The craft exploding outside the radius is simply a bug that will need to be resolved in time.
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I've been trying to find a way to add a flash of light but still haven't figured out how. I can illuminate the terrain but flares simply don't work I've found. I'll keep trying periodically while coding the nuke rework but right now I've got nothin.
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I never said it was implimented yet, but I am working my way into code for a full rework of nukes. Again, not implimented yet. And they aren't broken, I'm failing to replicate your scenarios within my test environment. The only times it doesn't work is when BDArmory is missing, or it's not properly installed. I have no other mods. I've only thought so far of converting yield to blast radius, forgot completely about heat. I'll take a look at these.
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I actually already made an equation that accurately (within 15m) calculates radius based on yield, which I will be using as power from now on in tonnes. Because I can't access BDArmory code to modify it, or if I can it's easier now that I have a second module of my own instead of having to redo it every time BDArmory releases and update. The W88 is a known issue, and the Genie doesn't use the module which is something I forgot and will change in the next update :P. But... What you're describing actually means that your dll file may either not exist, not work, or not be installed properly. Check your plugins folder, and see if NorthKerbinMod.dll is present. Sometimes computers block dll files from download so they can accidentally be removed without knowing. There have also been known file structure issues so please take a screenshot of your GameData and inside NorthKerbinWeaponry if the dll thing doesn't work. That's all I can really say, as the only occasions in which these things have happened are during dll removals and/or improper installation.
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that's not how the modules work at all. The reason they have 0 values is because they are meant to produce no explosion and let my module take over, as it is redundant for things like guidance to be recoded by me when I can simply piggyback on them. The ModuleMissile in those parts is only to give it an interface with BDArmory and its weapon module. I'm not sure what is going on that only the free-fall bombs have issues, could you elaborate on how you're having them detonate?
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Progress Report: Been working on some new parts, will tease those soon enough. They have been requested multiple times so it would be pretty weird if I ignored it. Also added a few new features to HarpExplosive (the module that gives nukes their functionality) which now checks for the weapon being fired/dropped and another feature that will also be teased at a later date that will probably double the size of the effects folder More news coming soon, been a little busy with post-grad stuff and hanging out with friends before a few head out for the rest of summer, but had plenty of time to work on this. I'm very glad to be back
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Also be sure you have BDArmory of the appropriate version, playing KSP 1.3. Other than that, I don't know what to tell you. You also could just be experiencing the issue with explosion offset mentioned earlier.
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Make sure you've installed it correctly, North Kerbin Weaponry should be in Game data. Please also delete previous builds of the mod.
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Released an update for 1.3.0: Changelog: = Compatibility with KSP 1.3 Enjoy! Notice the effects will still have an offset issue until BDArmory Continued releases their fix, I have no ETA on that.
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I'll send you a private message with the 1.3 updated plugin (really only two changes were required) for testing. Nothing else in the file structure has really changed.
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This is troubling, but also means it isn't a core issue with my mod. I tried BDArmory alone and witnessed it by dropping bombs, so it just looks like another bug that I'll have to wait on. I'll go ahead and clean up and release if I manage to make it home later (I may be out all night viewing Saturn and the Moon). I'll keep tabs on that bug page and see how close it is to fixed. Until then, I might only be releasing guns, the hype I'm getting from Battlefront 2 is making me want to develop a Star Wars pack.... Thank you all for your time, I will do what I can to mitigate any other issues. Harpwner
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My 1.3 update is ready for release, but there's something bugging me that's stopping me from releasing it. Has anyone experienced current BDArmory weaponry exploding after being dropped from a plane, only for its explosion effect to appear somewhere other than where the bomb actually hit? I can't seem to find a fix for it on my end, and I should ask if other people have the same issue.
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Seems someone just took my mod, deleted the plugin, and re-released it.... not cool. Didn't even seem to talk to me about it. Legally it's sound, but morally sketchy. Edit: I'm not okay with the fact he said nothing, to clarify. Turns out I missed the comment, my bad on that part. I did some plugin work to have it operating again, will do an official 1.3 update soon. Nothing really new will be added until I am sure everything currently in is stable Final Edit: Special thank you to @SpannerMonkey(smce) for maintaining while I've been gone, it's been very helpful. I am currently looking through everything I can to see what I can fix up with the current 1.3 plugin I'm working on. It's in a releasable state, but making sure I'm not leaving anything out. Something odd is going on with my KSP install too so that's really the only delay everyone.
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*BREATHES* I'm back! Graduation isn't far from now and summer vacation has all but started, which means I have plenty of time to work on my favorite mod before I ship off to college. I'm going to work on a couple new things, and figure out what I will do to update the mod. It's been a while, so I'm taking things slowly as I get used to development again. Thank you all for being patient! - Harpwner
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The tracks are not a part of NKD, but just part of another pack I was using when designing my banner. New stuff coming soon, or at least an update on it. Big stuff.
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I'll have to look at the update at some point this weekend, sadly I have a paper to write and other stuff to attend to before spring break... so don't expect an update before then.
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Quick question for when I start again: should I make the mushroom cloud linger for longer? They can last for quite a while and was just kinda curious if that's something anyone would want implemented. Also: Tomstah, I haven't had much motivation for doing that, maybe I will but it's more of a 'we'll see' kind of thing.
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After some messing around I found that explosions and their effects work fine when you are traveling below 300 m/s and less than 300m above the ground. not sure why the number 300 got involved but that's what I found. If you have any questions don't be afraid to PM me, I'm more active on the forums now that the busiest of my schoolwork has begun to slow down. As for the next update, well the details of that will remain confidential until I start working on it again around spring break.
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I have no issue with this, hilarious how only one line needed to be changed... and at that, only capitalization! well I'm still kind of bogged down. haven't touched ksp for a while and, if I have to be honest, am having troubles to do with relationships. I need stability before I can work on this again, and the very earliest estimate I can give is around spring break. Just be aware it could be as late as early summer when I return. I am keeping tabs here but just nothing development-wise. sorry everyone - Harpwner
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For those wondering where I am right now, it's not uncalled for. I'm giving myself a mental break for some personal reasons, however, also for reasons having to do with BDArmory. From what I've seen, the BDArmory thread is still down, and the code that is breaking all my explosion effects is still broken. With such integral parts to this addon being broken or gone, I've decided that for the time being I would shift focuses. Right now I'm working on more college applications (a bit late) so I can get those off my mind. I've also gotten just a bit sucked into Elite: Dangerous so there's that as well. Do not fret! I will return, but only when BDArmory returns nice and fixed.
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I think it's supposed to be 203, typo on my part I think
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Oh my lord it is a Christmas miracle. To be honest I was a bit worried and just thought you got to busy but you're back! I'll give you the AO maps tomorrow! (And be on skype)
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