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Acea

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Everything posted by Acea

  1. They should work and make sure you're using the latest BDArmory Continued. If still not send me a copy KSP.log and I'll see what went wrong
  2. That'd be totally nice, we have one on SpaceDock page of NAS too. You deserve this and I hope it'll help with your development
  3. Log: We're still making progress and let's review some recent footages. In next version you can expand your own arsenal with power of 1940s international cooperation, and we'll see you in 0.5.5!
  4. I don't understand why you're asking other modders to make a mod pack for you instead of learning modelling by yourself
  5. Basically because we use reallife manufacturer names. You can see all those parts, their manufacturers are the main or representative ones which really took part in production during WWII.
  6. Hang them outboard your ship, maybe on a rotary bomb rack, and turn ripple on. This works at least for me. Disabling clearance check in BDArmory debug menu should help too.
  7. Here comes another quick update! It's in fact more like a fix, but considering the total amount of changes, I decided to provide a full update individually and give it a new version number. Updatelog 0.5.2 (FIX) - "Mathematical War" Strengthened joint of Vickers 14 inch/45 Naval Twin Turret. Obviously increased blasting powers of torpedoes considering shockwave effects under water. Increased launching speeds of torpedoes. Improved firing effects of all guns. Deleted a useless backup texture. Decreased blasting radius and default cruising depths of torpedoes.
  8. Log: I'm recently following Fall of Kerbin series on YouTube, which uses NAS as main naval battle weapons, and seems quite exciting. The series also exposed some of existing problems inside this mod, which should be fixed in following updates.
  9. A short carrier hull should also be nice since existing carrier parts are way too long
  10. I guess that's not a weapon from 1940s... We may make modern naval weapons in the future, but not especially for NAS.
  11. All right after searching over more data we're here to release the hotfix. This version focuses on realistic weapon sizes and plugin maintenance, and enjoy it! Updatelog 0.5.0.5 (HOTFIX) - "Red Star over Oceans" Temporary solution to ASW plugin spamming log files. (Toolbar button is a placeholder) Strengthened joint of 41 cm/45 3rd Year Type Naval Gun. Fixed wrong size of 37 mm/67 66-K Automatic Anti-aircraft Gun Turret, 3.7 cm SK C/30 Anti-aircraft Gun Dual Mount, Bofors 40 mm Dual Mount, Dual M2HB Mount and Oerlikon 20 mm Dual Mount. Fixed accuracy settings of most guns. Added weapon manager module to STEN Mk. II Submachine Gun.
  12. Yeah those are both our mistakes. The .50 machine gun is in fact too large and will be fixed in the next update, and we'll fix accuracy settings of several certain guns. Thanks for your reminding.
  13. That's a remaining issue from original ASW plugin, since it doesn't really affect game experience, and all parts work perfectly too, just ignore that for now. The TweakScale issue... I guess it has been mentioned about a year ago. Personally I tend to be historically accurate all the way and compromise only when it is necessary, like half-cut masses of all guns and ammunitions now. I don't really like to make BDArmory weapons scalable, mainly due to the fact that you can't make their parameters change with your scale settings, which means you can make a destroyer-sized gun with the ablilty to destroy a battleship with one salvo. That's not the type of realistic behaviour that I'd prefer, so, sorry man. EDIT: BTW in fact I love to use TweakScale, you can see those non-BDArmory parts in NAS and the universal ammo box from C.A.L
  14. Log: Oops I just checked all small caliber AA guns and found many of them have got wrong sizes. This should be fixed in the next minor update, which would come soon.
  15. Hello everyone here's the update you've waited for so long! We present you a brand new super power, the Soviet Red Navy, and some more weapons to fill your arsenal! Updatelog 0.5.0 (IMPORTANT) - "Red Star over Oceans" Tweaked auto proximity range of AA and DP guns again (to prevent shells from exploding too early). Removed hydraulic sound effects of all manually-operating only AA guns. Reduced shell damaging radius of 40 cm (46 cm)/45 Type 94 Naval Gun Triple Mount. Lowered impact tolerance and max depth of ship-based torpedoes. Lowered firing rate of 10 cm/65 Type 98 Naval Gun. Lowered default and maximum cruising depths of torpedoes. Fixed wrong size of Type 96 25 mm AT/AA Gun Triple Mount, and it now fires airburst rounds. Fixed shell exploding effect of BL 14 inch Mk VII Naval Gun Quadruple Mount. Fixed inappropriate proximity settings and shell damaging radius of Bofors 40 mm Dual Mount. Compressed more part textures. Added 8 new parts: - Imperial Japanese Navy: 20.3 cm/50 3rd Year No.3 Naval Gun, 41 cm/45 3rd Year Type Naval Gun - Les Forces Navales Francaises Libres: 380 mm/45 Modele 1935 Gun Quadruple Turret - Royal Navy: 18" Mark XII Aerial Torpedo - Soviet Navy: 180 mm/57 B-1-P Turret, 130 mm B-2LM Turret, 37 mm/67 66-K Automatic Anti-aircraft Gun Turret, 12.7 mm DShK 1938 Heavy Machine Gun Single Mount
  16. BDArmory do not calculate collision damage of cannon shells, while monumentum shells cause a great deal of it. That's the unfair point since this change occurred in BDA 0.10.1 update, and I'm recently trying to persuade new maintainers to balance this issue.
  17. Wow just found out you're back! Totally missed the alpha test and I'm now looking forward to official release of the carrier parts.
  18. Log: And here it comes... a preview of our new weapon! It's still under tests and adjustments, and be patient people. This stuff would come with the next update.
  19. Log: We're working on prototype tests of a British aerial torpedo. Therer's no image right now due to some network issues but there'll be as soon as we finish it.
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