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Everything posted by Acea
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You can try SM Marine too, which I'd personally recommend. And that's how the Sten is supposed to work now. I'm looking into that and maybe try a different way of operating in next update.
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I've already posted a request, like more than half a year ago, and just got forgotten afterwards. I guess it would be quicker to do all the inheriting stuff, anyway thx to y'all.
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But torpedoes don't have any proper aiming mark now... I know it wouldn't cause any trouble to guided torpedoes, but for unguided types that would be a fatal flaw, that's why I'm giving my aerial torps an unguided bomb type. And proximity fuses would only work with AAMs and SLW type weapons, while I cannot actually set my own aerial torpedoes to SLW type when no aiming method could be used. I guess this is a long-existed issue? Also the default impact tolerance definition is here: if(TimeIndex > 0.5f) { if(torpedo) { if(vessel.altitude > 0) { part.crashTolerance = waterImpactTolerance; } else { part.crashTolerance = 1; } } else { part.crashTolerance = 1; } } Seems that it would only affect torpedoes and is actually quite simple. What I need is either a lower impact tolerance, or an aiming mark for at least unguided torpedoes. IMO the latter one would be a better solution, while it would take more effort.
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[1.4.x - 1.7.x] Scott Manley Head Pack Continued!
Acea replied to Heirloom's topic in KSP1 Mod Releases
I think I've told you guys not to release this damn monster... -
Build a ship with a deeper waterline. Also it's a known issue that torpedoes would bounce off curved surfaces, I'd get a solution next time. EDIT: Tried multiple times and couldn't get any useful solution. If only BDAc set default crash tolerance of torpedoes to a lower value like 0.2... No. Just... no.
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I'll test it later and maybe get a solution in next update EDIT: Okay got it. Just open cfg files of HVAR and Tiny Tim with Notepad, find this value and modify it into: dropTime = 0.1 //how many seconds after release until engine ignites Would be fixed in next version.
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ALSO LOOKING FOR FRENCH, GERMAN &PORTUGUESE (BRAZIL) LOCALIZATION VOLUNTEERS. ANYONE INTERESTED AND HAVING FREE TIME PLEASE CONTACT ME VIA PM
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Bahamuto Dynamics Armory Continued addon list
Acea replied to Dimas152's topic in KSP1 Mods Discussions
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Hey there, long waited update here now. We have got a lot of work done during the absence of BDAc, and we hope you guys like them. Changelog 0.7.0 (IMPORTANT) - "Land of Dragon"Used new compression method to get a slightly lighter package.Updated plugin to adapt to latest BDArmory Continued.Tweaked yaw speed of 12.7 cm/50 cal Type 3 Naval Gun Dual Mount Turret up to 6 dps.Tweaked up overheat speed of most small caliber AA guns.Tweaked thrust time of shipborne torpedoes to match real world values.Tweaked QF 2-pounder "Pom-pom" Mark ⅥA Mount's rate of fire down to 96 rpm.Torpedoes now use the sound effect from vanilla BDAc (old sound effect removed).Temporarily removed BDAc short name localization files. Removed the DEFORMATTER file (all localization tags are sorted into separate part cfgs).Remade model of 5"/38 cal Mk 12 Naval Gun Mark 30 Turret and all torpedoes.6"/47 caliber Mark 16 Gun Triple Turret could fire VT shells (for AA battles) now.Shortened default drop times of High Velocity Aircraft Rocket (HVAR) and Tiny Tim Unguided Rocket.Propellers of torpedoes would rotate now when deployed.Overhauled definitions of all parts/bullets according to new BDAc configurations.Optimized textures of some Japanese weapons.Minor changes in Chinese descriptions.High Velocity Aircraft Rocket (HVAR) and Tiny Tim Unguided Rocket have less thrusts now.Fixed Flag Pole now has a waving flag.Fixed bullet configuration of 28 cm SK C/28 Triple Turret.Enlarged lift area of Fritz X Guided Anti-ship Bomb, High Velocity Aircraft Rocket (HVAR) and Tiny Tim Unguided Rocket.Compressed more textures to reduce memory leak.Added 5 new parts: - ROC Navy: 10.5 cm SK L/40 (Mitsubishi Version), BL 6 inch Mk XXI Naval Gun, Kiangnan 152 mm Single Mount - Misc: Aerial Flare Bomb, Depth Charge Rack
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No downscales. I've got this kind of requests a lot, but no. All NAS parts would stay in real world scales. The plugin hasn't been updated yet. I'll get you guys the release within 3 days, if BDAc doesn't get some serious bug reports under 1.4.3 (and we don't either). Anyway here's something new under test:
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Is it possible to give missiles with "torpedo = true" zero cruise phase thrust when they are not under water?
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Not yet but soon. We'll have more surprises when 1.1.0 comes to a final release, maybe I'll consider releasing a test version? Idk now
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Due to the news I guess it's time to get more volunteers ahead of time. Anyone could use German, Italian, French, and Brazilian Portuguese fluently, and would be able to help please contact me, there're about titles/descriptions of 70 parts to translate, we need to get it done as early as possible so it'll be easier for us to deal with coming new versions.
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That could be a BDAc issue since I've seen non-NAS players have the same issue too, or you should use KSP 1.3.1? I don't think BDAc 1.0.0 is fully compatible with 1.3.
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That box is now part of NAS, check my signature for more information. BDAc universal ammo box is acceptable for me too.
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Log: Haven't been active for a while but we are actually working on this project. Latest progress here, and new version would come right after BDAc v1.1.0.
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[V1.2.3] Nice MKseries Body [NMB] [V3.8] [2022.11.2]
Acea replied to Kernowden Kerbin's topic in KSP1 Mod Releases
I guess not, this is more like a concept in imagination -
Actually I got it wrong, it should be an Edinburg-class... but that's a really nice try. I'd give it a go.
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That video was edited in purpose, which was actually a clip filmed in an earthquake striken area. I MEAN HOW COULD THERE BE A VILLAGE NEARBY A LAUNCH SITE
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[1.6.1] Kerbal Field Weapon Pack V2.2 [KBF] [2019.3.22]
Acea replied to Kernowden Kerbin's topic in KSP1 Mod Releases
Okay here comes Santa's preview: -
Released version is not compatible with BDAc 1.1.0 beta yet, please use 1.0.0 instead.