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Everything posted by Acea
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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
Congratulations on the release! Also hopefully people would like to see other Kerwis mods like NAS too -
[V1.2.3] Nice MKseries Body [NMB] [V3.8] [2022.11.2]
Acea replied to Kernowden Kerbin's topic in KSP1 Mod Releases
Moved to Add-on Release main forum. -
[1.6.*] TIME - Trace Invisibility MEchanics [6 Jan 2018]
Acea replied to Acea's topic in KSP1 Mod Releases
That looks interesting... but my issue is that any radar could now be completely useless under two active standard BDAc ECM jammers, regardless of its power, which really doesn't make sense, high powered shipborne radars like AN/SPY-6 should be capable of surpressing conventional jamming signals. Is there any plan about improving it? -
[1.6.*] TIME - Trace Invisibility MEchanics [6 Jan 2018]
Acea replied to Acea's topic in KSP1 Mod Releases
Yeah agreed, btw I've seen an issue that high power radars are hardly resistant to ECM jammers, anything we can do to improve this? -
[1.6.*] TIME - Trace Invisibility MEchanics [6 Jan 2018]
Acea replied to Acea's topic in KSP1 Mod Releases
Not really. This thing has a built-in BDAc ECM too, maybe not as strong. -
[1.6.*] TIME - Trace Invisibility MEchanics [6 Jan 2018]
Acea replied to Acea's topic in KSP1 Mod Releases
Thx. I thought this thread wouldn't be ignored so quick... or did I choose the wrong posting time? -
[1.6.*] TIME - Trace Invisibility MEchanics [6 Jan 2018]
Acea replied to Acea's topic in KSP1 Mod Releases
Cloaking should work, but radar stealth relies on BDAc 1.0+ which won't work under 1.2.2 -
[1.6.*] TIME - Trace Invisibility MEchanics [6 Jan 2018]
Acea replied to Acea's topic in KSP1 Mod Releases
You could use the cloaking without any dependencies. Those two modules are for BDAc radar stealth, they'll be available when you have BDAc. -
[1.6.*] TIME - Trace Invisibility MEchanics [6 Jan 2018]
Acea replied to Acea's topic in KSP1 Mod Releases
Maybe it just cannot identify LZMA format... I'd go with traditional ways. EDIT: Okay now it should go -
A project of Kerwis Team, led by @Icecovery NO DEPENDENCIES, BDAC MODULES ARE SELECTABLE FUNCTIONS IF YOU HAVE BDAC This project used a special stock DepthMask to realize a cloaking effect inside a specialized sphere. It also has a built-in BDAc ECM jammer, with which it could also become radar invisible. There're currently 3 parts in different effective diameters (25m, 100m, 500m). This project was developed and maintained by a modding team named Kerwis, members of which are all from China. I am honored today to post this small pack to you all! Models & Textures & Import: Icecovery Configs & Debugging: Acea Known Issues: DOWNLOAD: SpaceDock License:
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Would it possible to make guns with multiple pitch axes like main guns of Arethusa-class? Something like HMS Belfast's main weapon would be really cool, and I'm wondering if it would be possible to realize.
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That's an issue with bullet definitions. I don't know exactly where but there's something wrong, we'd better suggest @harpwner to do a double check.
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Bug report: Muzzle velocities of all weapons (vanilla BDAc and third-party) are fixed to default 1,030 m/s, using 20171229 build. EDIT: And radius/power/heat data are all 30/8/-1, I'm not sure if that's an issue to be fixed or something new, but it's better to mention here.
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No. BDAc has all required resources and now it's not necessary any more.
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等一下,这个翻译务必在完成初稿之后发给我看看润色一遍。之前做过贴吧通行汉化版本的工作,应该可以帮得上。
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@happliy版权信息通报 https://github.com/ihsoft/KIS/blob/master/LICENSE.md KIS原作者要求不得分发其模型和贴图,且在分发相关cfg和插件前需明确征得原作者正式同意。 贴吧帖子因此删除链接,请注意日后的版权相关事项。
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I guess this mechanic could be well used to simulate thermobaric weapons (maybe selectable)
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啥叫只有俩活跃……你看看咱的签名再说。当然这也就是不常来中文区而已,没啥东西。 1. Mount在这里是指的挂架,支架一类的安装位。 2. Space Oddity其实是David Bowie的一首吉他曲的名字,所以会说需要个吉他套,不是要解闷。有时候对文化的理解需要查点资料。 3. 信达雅就是这么个意思了,咱的建议是符合文化底蕴。比如说咱给官方做的翻译,里面有一个提到一款星战飞行射击游戏,鉴于国人几乎没什么玩那玩意的于是写成了WT。不影响理解的东西,整体内容都可以“本土化”而非翻译。 大概提点意见,可能不完整。就是想说以后有些怎么都看不懂的梗,可以提前先做点功课再翻。
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NAS is using real world values, it's some BDAc parts which are smaller than real weapons. EDIT: All right not all of them, but quite a number of guns are scaled down.
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Yeah I found it, things work now after added these lines (together with all the copy & paste). Anyway it's all right now and I can concentrate on dealing with all the remaining issues.
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I'd check it really quick and see if it would work. EDIT: Okay I guess that's it. I'd check my bullet defs and see if there's anything wrong with it, and provide further reports. EDIT 2: Problem solved. Seems like I shouldn't have edited cfg files with Notepad, copied & pasted all contents into Notepad++ -- save as NTF-8 without BOM -- things work flawlessly. Thanks for the help
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See the pre-release discussion and there're more details, the sample is a 5 inch gun but I've gone through most NAS weapons and they showed the same problem.
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BDAc weapons work all right and I've deleted all old files before installing new version
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I've grabbed it yesterday, deleted MM cache and tested it over again, and this issue still exists.
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Has anyone of you got the issue that weapons would deplete all ammo, ignoring rpm settings, and do no damage at all? [LOG 17:31:30.089] [BDArmory]=== Loading settings.cfg === [LOG 17:31:30.093] [BDArmory]: Error Loading Bullet Config | System.ArgumentNullException: Argument cannot be null. Parameter name: s at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0 at System.Single.Parse (System.String s) [0x00000] in <filename unknown>:0 at BDArmory.Armor.BulletInfo.Load () [0x00000] in <filename unknown>:0 [LOG 17:31:30.098] [BDArmory]=== Loading settings.cfg === [LOG 17:31:30.103] [BDArmory]: Error Loading Bullet Config | System.ArgumentNullException: Argument cannot be null. Parameter name: s at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0 at System.Single.Parse (System.String s) [0x00000] in <filename unknown>:0 at BDArmory.Armor.BulletInfo.Load () [0x00000] in <filename unknown>:0 [LOG 17:31:30.122] Getting value. Currently: False [LOG 17:31:30.123] New value: False [LOG 17:31:30.128] Getting value. Currently: False [LOG 17:31:30.129] New value: False [ERR 17:31:30.219] Module ModuleWeapon threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at BDArmory.ModuleWeapon.SetupBullet () [0x00000] in <filename unknown>:0 at BDArmory.ModuleWeapon.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 I guess this might be an issue with custom particle effects, since no actual change has been applied to old parts. A part has been submitted to @gomker and hopefully we could work out a solution, or ALL NAS weapons would be completely useless.