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KSP2 Release Notes
Everything posted by harpwner
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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 looked at the code and simply can't find the culprit. Granted I only saw the parts directly involved with the tab, but the memory leak (which is what I believe this is) doesn't make sense code-wise. I'm not an expert with code though, still kinda working on my skills with it. Nevertheless, I couldn't find the problem and just don't have the time to comb through all of the code, sorry guys :/ I'll keep taking the occasional look but I'm quite busy. -
These aren't problems with my mod. The nuke effects and destruction work off of modified BD code that doesn't actually change how it's calculated. High powers like my nukes and long lasting effects mean these issues are more obvious with my weapons than others, it's just something I can't fix.
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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 boy... I can comb through his code a bit and see what could be the culprit, but I can't do much more than that if he doesn't at leas appear for a few minutes. I just hope I can get by with my new series. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
harpwner replied to BahamutoD's topic in KSP1 Mod Development
Baha there is a huge issue right now, and I believe it needs urgent attention. There seems to be a huge memory issue in the latest version in BDArmory that, when in the SPH or VAB and in the BDArmory category, the memory usage of KSP rises to ungodly high levels until it simply kills your computer. This process isn't very fast, but if you leave it for long enough things start to go wrong. This originated in the NAS post, but on further investigation it seems to not just be NAS, but BDArmory itself. -
Acea, I'm sorry to say but I confirm it's happening to me too, I'm going to try it without NAS and see if it is just NAS or BDArmory entirely It is not localized to NAS, it seems to happen even without it. I'm going to bring this to Baha's attention
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I'm looking at adding new fire and heat functionality to my addon. This means NAPALM! Basically it may take a bit of experimenting to see how Baha handled adding heat to ships in an area, but other than that I should be good. Let's not also forget that I made nukes, so nuclear heat effects that effect craft at a wider range would also be a worthy endeavor for me.
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Well I'm going to have to pass. This project is more of a hobby and I'm rounding myself out by doing everything. Plus the particles I've made are my pride and joy so
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Frankly the default ammo types don't cut it, that's why we use CAL
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To your first point, The problem with that is creating a lot more code functionality that I'm simply too busy to bother with. I can give it a shot to see how complex it'll be, but no promises. As for the second though, I forgot the withhold the Zumwalt from release... it just doesn't work like I want it to... Creating it is difficult enough as every time I create a model for the body it glitches out and the textures don't like me... It's just a mess really
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woops... I may have forgotten to delete a line that broke things, I'll throw up a hotfix (it's up now) The MIRV is guided independently, as you can launch it.
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oh thanks... posted it late so you can imagine I was getting tired
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UPDATE! (more changes later, just needed to push this out!) 0.7: Honestly I don't remember much of what I did but here's the gist of it: + Added explosion shockwaves officially + Some plguin additions I forgot = Replaced MIRV model and texture again = 1.1 compatability = Various effect improvments (oh, and fixed the file structure finally!)
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Weird, I'll see if there's a way to resolve that too
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Wait mine doesn't? it seems like that really shouldn't be the case
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I'm not sure how that's done, I guess I can take a look, but I yes I can see how that would be easy and I'll see what I can do
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That was beautiful... thank you so much for using my mod in such a great cinematic! now for business, I'm finally done with all those dang school projects, so I'm gonna get to work. If I am lucky, this thing is getting released TONIGHT
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Likely this weekend. It would be sooner if I didn't have 4 projects over the course of the week... or an SAT on Saturday... school never leaves me any breaks for this kind of stuff, but I'll get it out as soon as I can get it done. Just a few more effects and I will have a 1.1 compatibility update with some aesthetic changes, and some functionality ones as well!
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not really no, since I didn't add an more guns since I got busy, thanks for the offer though
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One is not too far off my friend, I'm actually updated to1.1 already, burp just want to add some things before I go for a release So far I've revamped some old effects and updated a couple models/textures Also some new plugin additions to have things go nice and smooth.
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you can't... this mod is not compatible with 1.1 yet. I never said it was
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Sadly no... I have to completely move over everything to Unity 5 and the new scripting API... maintaining a 1.0.5 version is just hours of extra work for the same result
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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 so much for fixing the explosions, runs great in 1.1 now I've got my addon to update -
Mod work is starting up again, as I just finished up this:
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well we have good news and bad news: good news is - I checked out the current version of my plugin and just needed to change references in order to get it working with 1.1, seems no code changes were to be made and that's great, still means I have to release a new version though to address the 1.1 update. bad news is - BD hasn't fixed explosions as far as my knowledge goes... I'll checkup on that now* he did now!
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Your file structure should look like this (with BDArmory present): You may have a different folder there, because of the way I zipped these files; when I created the zips, they had the version names in them and that made it so the wrong folder is present the moment you unzip it. oops also, what do you mean by 'pinpoint the scud?'
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