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Everything posted by Acea
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帮你编辑过去了。以后发帖建议直接编辑原贴,这样看着整洁一些,还可以善用Spoiler(编辑器眼睛图标)。 终于算是有人来中文区了,欣慰。要不要把这个链接转去贴吧分享一下?吸引点人过来。
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[WIP] Universal Fleet Solutions - A Modular FTL Spaceship Project
Acea replied to Acea's topic in KSP1 Mod Development
That's because of the bloom option from KS3P. It should look like this when you don't have KS3P or that option on: (idle) (flash when being fired upon) -
能看是能看的,就是这个图床压缩略图看着非常蛋疼。实名推荐imgchr。
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[WIP] Universal Fleet Solutions - A Modular FTL Spaceship Project
Acea replied to Acea's topic in KSP1 Mod Development
Nope, actually we're developing our own FTL drive methods. -
[WIP] Universal Fleet Solutions - A Modular FTL Spaceship Project
Acea replied to Acea's topic in KSP1 Mod Development
Nov. 26 Update: -
[WIP] Universal Fleet Solutions - A Modular FTL Spaceship Project
Acea replied to Acea's topic in KSP1 Mod Development
https://cdn.discordapp.com/attachments/206472058228572162/513989953361805327/First_load_demo.mp3 Working on something special. -
https://github.com/PapaJoesSoup/BDArmory/issues/595 This could be dealt with some third-party coding, but I guess it would be useful to someone else too. Would you consider that?
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[WIP] Universal Fleet Solutions - A Modular FTL Spaceship Project
Acea replied to Acea's topic in KSP1 Mod Development
Nov. 7 Update: E.V.A.D.E. Emergency Vessel Anti-Defunctionalization Engine, a.k.a. E.V.A.D.E., was a design recovered from the ruins of our former lead engineer's home, after a "suspicious explosion" and his disappearance. This device, as far as we know, could build up an extremely strong unmodulated subspace field, so strong that it would drag anything attached to it into a hidden dimension, through which everything gets thrown into a random point in universe, in infinite void or in the core of a dying star. We've done some necessary calibrations to make it safer, but be careful anyway. Warranty void if anyone hits anything upon arrival. -
[WIP] Universal Fleet Solutions - A Modular FTL Spaceship Project
Acea replied to Acea's topic in KSP1 Mod Development
Yeah we're considering to make two versions, stock shaders and Textures Unlimited. Depends on how we could handle the new stock highlight shader though, I'd prefer a better performance rather than lagging while looking awesome. -
[WIP] Universal Fleet Solutions - A Modular FTL Spaceship Project
Acea replied to Acea's topic in KSP1 Mod Development
Oct. 28 Update: S.H.I.E.L.D.S. Specialized Harmonic Inertial Ejection/Laser Deflecting System, or S.H.I.E.L.D.S., is based on a patent inherited from a closed individual studio. Though we know nothing about how it works, this device, when put together like this and powered up, could generate a specialized force field, which seems immune to high speed incoming objects and even laser beams, and "bounce" them off like a thick wall does. Although it consumes so much energy that we spent quite some time to pay all our electricity bills in the following months, it'd be quite useful to those who always face a risk of something hitting them. -
[WIP] Universal Fleet Solutions - A Modular FTL Spaceship Project
Acea replied to Acea's topic in KSP1 Mod Development
In fact I knew almost nothing about Halo... good to know though. And thx -
[WIP] Universal Fleet Solutions - A Modular FTL Spaceship Project
Acea replied to Acea's topic in KSP1 Mod Development
Oct. 13 Update: W.A.R.P Core Wideband Anomaly Redirect Propulsion Core, or W.A.R.P. Core, was the first product fully independantly developed by Universal Fleet Solutions. Using subspace wave created by vibrating Subspace-Master™ system, we can now arrange natural subspaces, which are usually in chaos, into a "tunnel" through which a spaceship could travel faster than light... well that's the simplest way to explain it at least. The full version caused 8 heart attacks during the 42-hour long lecture by our lead scientist at a new product conference, you wouldn't want to know more details. Rendered image: (might be different with actual part) -
[WIP] Universal Fleet Solutions - A Modular FTL Spaceship Project
Acea replied to Acea's topic in KSP1 Mod Development
Standard scales would be 5 m, 10 m and 20 m. Will be compatible with 5 m Kontainers too of course. -
[WIP] Universal Fleet Solutions - A Modular FTL Spaceship Project
Acea replied to Acea's topic in KSP1 Mod Development
Oct. 9 Update: Modelling by @Icecovery in process. First part is taking shape. Rendered image: (might be different with actual part) -
Kerwis Team Presents (work in progress) I'm always interested in futuristic battles in science fiction, which could be really fantastic. Giant warships jump into a battle straight from lightyears away in a glimpse of eye, laser beams and shells fill the screen with death and destruction, and pilots firing all missiles at enemy flagship... That's always romantic. But there's much more behind it. Cargo ships carrying goods and materials across vast space and colonies, through high speed stargate networks; civilian FTL spacecrafts travel into the furthest unknown where nobody has ever set foot on; civilizations spread into universe and build megacities on planets they just discovered a few years ago... We are speaking here to announce a brand new project, by which we are trying to set a standard for future KSP FTL crafts. Modular starship parts (which would be compatible to well-known mods like B9 HX and USI MKS Kontainers), multiple FTL methods, futuristic power sources, and so many more in our plan that I can't cover them all here. We would do it step by step, it may take a bit of time to realize and polish, and we hope you guys would like it when things become true and solid. TO-DO LIST (DEC. 24/2018) Basic FTL (faster than light) method and parts - Wideband Anomaly Redirect Propulsion (W.A.R.P.) Core (Warp Drive Core) (done) - Emergency Vessel Anti-Defunctionalization Engine (E.V.A.D.E) (Emergency Jump Engine) (done) - General Arriving Terminal Equipments (G.A.T.E.) (Star Gate Parts) Modular ship parts (at least in 2 styles Type-A done) - Command pods and control parts (SAS/RCS) (done) - Structural parts (done) - Switchable resource containers (done) - Armor panels and shield generator (done) Weapons (based on BDArmory Continued) - Kinetic Weapons -- Electromagnetic Guns (AP) -- Plasma Guns (HE) -- Point Defense Guns (CIWS) - Energy Weapons -- Laser Main Guns -- Laser Point Defense (CIWS) - Missiles and Torpedoes -- Small/Medium Tactical Missiles -- Large Strategic Missiles -- Space Torpedoes There might be more added to this list, I would provide information about our progress now and then. You're also welcomed to provide suggestions and new part concepts here. Looking forward to more ideas to make this project great.
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It'll be fixed when the next update comes. Very soon. When I get back home from my holidays. New parts have been finished and need a final check (as well as further localization work), anyone who could do French/German/Portuguese (Brazil) localization please help us.
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BDAc has received a series of major updates after 1.3, so NAS is no longer compatible with older versions.
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Might be caused by low system specs or 32-bit OS/KSP. I guess either should be the case.
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Flaks are set to automatically change the detonation distances. They do have a pre-set distance in case shells didn't reach any target.
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Known issue, tested and solved, would be fixed in next update. Thx for the feedback anyway
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1. So far only missiles/bombs have a variable drag option, which could make a flare stay longer in the air. 2. Idk if cluster bombs have such a function like drag chutes... but firework launchers are possible with current BDAc. 3. I heard that @harpwner had been working on weapons like napalm and phosphorus bombs, seems it would need some different damaging methods.
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Parts have a larger crash tolerance under water - only SLW and AA weapons can have a proximity fuze - SLW type does not provide any visual aiming method - I had to use BOMB type. That's the basic explanation. Anyhow the solution is now under test and seems it works not bad, so that's gonna be fixed in next update if things go on well. The manually aiming issue is a long-existed problem, which happens when you are not actually pointing at target vessel, but the terrain behind. This would become much more obvious at sea, since you are aiming at the seabed far away. Either let AI handle it, or do it more precisely.
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Sure. Now all necessary functions are complete, we're still polishing details. It may come a little late.