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KSP2 Release Notes
Everything posted by harpwner
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Actually not a bad idea, however I am not sure how those rocket launchers work in the unity setup.. I'm sure I could find out by combing through the rocket launcher code for a bit.
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I have a much better method in development already (though difficult to test right now) Basically, from the research I did, I started creating a way in which a blast cone is used instead of a blast sphere. This cone will have an adjustable angle before it detonates, higher angles mean less range and power but larger area of effect, while smaller angles do an inverse of that. The blast itself will either originate from the front of a cannon or originate from a launched charge that detonates after a set amount of time, as depicted in this diagram I found:
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I'm currently working on the code to make something brand new! The Casaba howitzer was mentioned a few times, correct? So I'll take a look at this. As for the scud though, that's always been an issue having to do with KSP's way of handling high speed travel, sadly you'll just have to deal with it sorry.
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Ah thank you, I hadn't checked the github yet. It would seem to be a full blown ksp issue though, reading through the comments... hopefully either squad fixes ksp or BDArmory was the real issue or this mod won't be nearly as enjoyable
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Well there in lies the problem I don't have a picture of it properly working. Put it this way if the fire effects / explosion effects are not where the bomb itself detonated, it ain't working too well
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Are you using the latest version of the mod? Fixed it! The license file and source folder should now both be in the mod download. If there are any other issues please do tell! And thank you for bringing this to my attention, my bad I'll look over the rules more carefully next time.
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Oh whoops you know I had that feeling in the back of my head that I was forgetting a rule but couldn't put my finger on it. Once I get home today I'll find a good way to get that done (currently at school)
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functional but kinda broken basically untested since the whole effects but means it's hard to tell whether it's working or not but things have burned and exploded so yeah.
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So it turns out the big issue that was plaguing me and preventing my release is a problem with BDArmory itself... so I'll go ahead and release the compatibility update, and pass on the issue to the other thread. The actual issue will be described here: Anywho, update time! NKD Update v0.8.2 * Compatibility with BDArmory for 1.2.1 * Added in the Mk77 Incendiary Bomb (WARNING: NAPALM CODE IS UNFINISHED!) * Various improvements to code * Various improvements to textures and models * Other things I forgot
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To speed things up I'm going to get napalm as good as I can and release it tonight if I can, then you guys can point out all the bugs for me You don't have to if you don't want to?
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Well seeing as Ksp isn't too AI friendly, coupled with the fact that I'm pretty unfamiliar with AI, I don't see that being a possibility
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well poo childish response I know but I ran into a big issue that's a little setback you see, while testing napalm, I came to find a few bugs in the system, so they have to be ironed out... through code so yeah, it'll be a bit longer, but I'll keep going at it!
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I'm getting there man I'm getting there! I'm on the very last few things, making sure it works smoothly and implementing the 1st (and only for this update) napalm/incendiary bomb hint: It's the Mk77
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It won't be very long before it's ready to release, tomorrow I'd say if I get stuff done All I really have to do is refine napalm, the 1.2 compatibility is also done!
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Napalm has been in development actaully, and if my previous progress has carried over well then this update will certainly have that implemented into a bomb or two I WANNA MAKE IT SO BAD but I dunno what kind of coding it may require so it's one of those 'we'll see' kind of things. Now for the progress update: I fixed the explosions! that's about it, but progress is already looking good and all I really have to do is make it 1.2 BDArmory compatible. Should be done soon.
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MULTIQUOTE So I'm alive still but have just been busy, now that there are issues tho I think it's time I get back into this! This weekend (after I watch Doctor Strange on Friday and play Dungeons and Dragons on Saturday) I will gather time to update and finalize an update for this mod. Hopefully it will only need a little work so I can release it next weekend or something!
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I need to apologize once again for my absence. I have gained a surprising social life and school has a grip along with college apps on my life so things have been busy for me. What free time I've had I've been spending on World of Tanks and upholding my YouTube channel where possible. I have been periodically looking at posts but always at poor times to reply so sorry for the lack of them... I want to once again thank those on these pages helping other users in my absence. I will be back of course, I love developing and testing with this mod, the issues of school and my particular game addiction at this moment won't last forever so don't consider this dead!
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??? This is odd, you say it was working before but doesn't now? I'll have to look into it. I think the problem may have something to do with me accidentally leaving experimental Napalm code in with the nukes. O_o Yes. Yes it can. Make sure you are dropping the bombs within the green circle dropzone thingy, if you drop them outside of it or without a GPS target they have a weird glitch. I've tried to fix that but it's been abusive to me so for now you must mark a GPS target and drop it in the circle.
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I actually modeled the GBU-44 off of the Viper Strike variant... I can change it to laser guided in between updates. Speaking of updates, I have been taking a little bit of a break. Back in school now and a whole new host of responsibilities have fallen upon me. Once my schedule hits a balance and I'm thoroughly rested I'll begin working again. I bring news of a working Napalm script though! The next couple updates will be small and quicker once I work again, as I am going to be remastering most of the parts with help from @Quabbo as well as only adding a couple parts in the process.
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Well after some positive reinforcement from my friends and from some of you guys I finally decided to put a donation button up here and on Spacedock. Thank you to everyone who has stuck with this mod for so long. I feel like I've become part of a great community, and I think it's time I stopped procrastinating on the next big update... We are revamping all the models and textures! I also... may add functionality for napalm (MAYBE) depending on how difficult it is to code.
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Thanks for your input! I will setup a donation button if a certain number of people like or reply to my post with a positive answer, I only want to do it if the community surrounding my mod would be OK with it. Also I don't think this is a breach in rules. Looking at other forum pages alone Ferram's Aerospace, an extremely popular modification that I use myself, has a donate button. I think that rule applies much more specifically to links such as ad.fly (like you said) and all the ad based revenue things. I found a post where @Capt'n Skunky (Hi!) said that there is no real issue with people making money from their own work via donation... so the rules don't seem to inhibit donations at all.
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WOOO I get to make a Tunguska then! I do want to start retrofitting some of the stuff I have already made with this tech if need be, and I would like to see if there's a way to make multiple guns work with individual muzzle flash (Involving me combing BD's code, and if it can't work I need to make an override. and if THAT doesn't work... dang ) Well THAT would be one heck of a complex model... 2 gatling guns... I have no words. I want to so bad but I'll have to see how many internet references I can find, since this is clearly the type of thing that requires a lot of internet research and background images to model off of P.S: Also I feel like I need to ask before doing this but... Would it be ok/do you guys think I should put up a donation button? I don't like to ask for donations (which is why it's optional of course) but the fact is that I'm not really working any real job and buy my stuff off of YouTube income. I'm not technically unemployed due to my age but my Paypal is underwhelming, and while I try to jump-start my YouTube channel it has occurred to me that donations would be helpful. I definitely can live without donations and I can't stress that enough, but maybe I could put it towards expensive programs that may help development... such as that texturing program on steam that'd make all my models look better but is way out of my current price range. Just a thought really... back to procrastinating on college applications.
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Your welcome, I originally tried to do it with 1 set of transforms but there was conflict between the turrets so I thought of multiple transforms (which @Papa_Joe also thought of soon after) and I tried it and it worked! and actually a little bit disappointed... I wanted to make a Tunguska Edit: First nukes and now this, I love finding new things here... running out again but I'll think of something!
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Those turrets I may make, been working on various tank/armored vehicle turrets. I won't make any seperate mods catering to a single individual. The time it takes to model alone is hours I don't have, and if you really want to have these weapons I suggest you learn to create them for yourself, or otherwise ask another BDArmory mod maker.
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Huh, well ain't that something. Of all the issues that has never really been one, and I woula never figured it out!
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