Azimech Posted November 22, 2015 Share Posted November 22, 2015 Multiple possibilities. One of them is using Infernal Robotics. Another one is just activating them per group and have a number of them per ship segment. Quote Link to comment Share on other sites More sharing options...
Acea Posted November 24, 2015 Author Share Posted November 24, 2015 Log: [IMG]http://i.imgur.com/1Dusc15.jpg[/IMG] Recent progress. Next we're going to make something new, maybe not really naval, but related to naval vessels. Quote Link to comment Share on other sites More sharing options...
Generalstarwars333 Posted November 24, 2015 Share Posted November 24, 2015 [quote name='Azimech']No, I've got a different solution. You can create rocket engines which have an exhaust blast with a negative heat value, to simulate a fire hose and have the appropriate fx to go with it. This way the enemy sees it when you're trying to put out a fire.[/QUOTE] For the damage thing, have you perhaps considered skillful weapons and damage? It has a very in depth damage system. Quote Link to comment Share on other sites More sharing options...
Cdodders Posted November 24, 2015 Share Posted November 24, 2015 [quote name='Acea']Log: [url]http://i.imgur.com/1Dusc15.jpg[/url] Recent progress. Next we're going to make something new, maybe not really naval, but related to naval vessels.[/QUOTE] 16" Iowa? You planning any other RN ship guns? Quote Link to comment Share on other sites More sharing options...
Acea Posted November 24, 2015 Author Share Posted November 24, 2015 [quote name='Cdodders']16" Iowa? You planning any other RN ship guns?[/QUOTE] At least a 16" Nelson together with this one Quote Link to comment Share on other sites More sharing options...
Cdodders Posted November 25, 2015 Share Posted November 25, 2015 [quote name='Acea']At least a 16" Nelson together with this one[/QUOTE] Oh god yes! Any thoughts on the KGV quad turrets or triple 6" turrets? Quote Link to comment Share on other sites More sharing options...
Acea Posted November 25, 2015 Author Share Posted November 25, 2015 [quote name='Cdodders']Oh god yes! Any thoughts on the KGV quad turrets or triple 6" turrets?[/QUOTE] There'd be a Cleveland triple 6" so I'm afraid there'd be no BL 6 inch, and KGV quad may need to wait... We'd not consider weapons too similar to existing types or ones on to-do list first, except for the situations in which they're needed indeed. Quote Link to comment Share on other sites More sharing options...
Cdodders Posted November 25, 2015 Share Posted November 25, 2015 [quote name='Acea']There'd be a Cleveland triple 6" so I'm afraid there'd be no BL 6 inch, and KGV quad may need to wait... We'd not consider weapons too similar to existing types or ones on to-do list first, except for the situations in which they're needed indeed.[/QUOTE] Ahh ok. How about the Octuple Pom-Pom? Quote Link to comment Share on other sites More sharing options...
Acea Posted November 30, 2015 Author Share Posted November 30, 2015 (edited) Log: Finally I got all links fixed. The new editor is quite annoying but not too difficult to get used to. We'll most possibly finish modelling in this week and show all of you the 0.3.0 "Super-dreadnaught" update. On 2015/11/26 上午4:49:33, Cdodders said: How about the Octuple Pom-Pom? I'm not sure, this needs consideration EDIT: We have a new poll now! Edited November 30, 2015 by Acea Quote Link to comment Share on other sites More sharing options...
Thatdude253 Posted November 30, 2015 Share Posted November 30, 2015 It'd be great if I could figure out how to use it. I do not like the new format Quote Link to comment Share on other sites More sharing options...
Acea Posted December 1, 2015 Author Share Posted December 1, 2015 13 hours ago, Thatdude253 said: It'd be great if I could figure out how to use it. I do not like the new format What I need is only a darker theme Quote Link to comment Share on other sites More sharing options...
Acea Posted December 2, 2015 Author Share Posted December 2, 2015 Log: Yesterday Baha accepted my suggestion on GitHub, which means we'll have flaks breaking the 3.5km detonation limit in the next BDArmory release. Also with all new features in BDA dev post, I think it'll be time to update to realistic torpedoes once KSP 1.1 releases. Quote Link to comment Share on other sites More sharing options...
clivman Posted December 3, 2015 Share Posted December 3, 2015 I think air-dropped torpedoes would be cool. Quote Link to comment Share on other sites More sharing options...
Acea Posted December 3, 2015 Author Share Posted December 3, 2015 4 hours ago, clivman said: I think air-dropped torpedoes would be cool. If we could make it not explode at the water surface and float up and keep the depth automatically without losing its balance, we'll do it Quote Link to comment Share on other sites More sharing options...
Azimech Posted December 3, 2015 Share Posted December 3, 2015 I'm hitting a snag with the physics engine. Apparently it doesn't like the mass increases I put in to facilitate the mounting of the heavy NAS turrets. I get numerous kraken attacks and flexing joints. First I'll try KJR but if it doesn't work I may have to accept my mod can't handle NAS, unless we can work something out. Quote Link to comment Share on other sites More sharing options...
Azimech Posted December 3, 2015 Share Posted December 3, 2015 Good news, KJR has a very positive effect. Quote Link to comment Share on other sites More sharing options...
LORDPrometheus Posted December 3, 2015 Share Posted December 3, 2015 Good to see the torpedo conundrum still stays strong. I had the idea to have the rendered model animate away from the collison mesh so it would be above the water but invisible. Then its just a matter of making it a cruise missile with a set height and levatation of some sort. Quote Link to comment Share on other sites More sharing options...
Acea Posted December 3, 2015 Author Share Posted December 3, 2015 5 minutes ago, LORDPrometheus said: Good to see the torpedo conundrum still stays strong. I had the idea to have the rendered model animate away from the collison mesh so it would be above the water but invisible. Then its just a matter of making it a cruise missile with a set height and levatation of some sort. I've already got an idea to make torpedoes perfect. We have something looking alike torpedoes, but I'll have it redone after the next BDArmory release Quote Link to comment Share on other sites More sharing options...
Rath Posted December 4, 2015 Share Posted December 4, 2015 Pic please? Quote Link to comment Share on other sites More sharing options...
BahamutoD Posted December 4, 2015 Share Posted December 4, 2015 18 hours ago, Acea said: I've already got an idea to make torpedoes perfect. We have something looking alike torpedoes, but I'll have it redone after the next BDArmory release What's your idea? And how can I help (or not get in the way?) Quote Link to comment Share on other sites More sharing options...
Acea Posted December 4, 2015 Author Share Posted December 4, 2015 (edited) 5 minutes ago, BahamutoD said: What's your idea? And how can I help (or not get in the way?) I just need to ensure that missiles at a low speed (less than 20 m/s) would not explode once they touch the water, with engines on, and explode only when they hit something solid. That's all. Edited December 4, 2015 by Acea Quote Link to comment Share on other sites More sharing options...
BahamutoD Posted December 4, 2015 Share Posted December 4, 2015 21 minutes ago, Acea said: I just need to ensure that missiles at a low speed (less than 20 m/s) would not explode once they touch the water, with engines on, and explode only when they hit something solid. That's all. Okay. And what guidance are you using for it? If you want I could just copy/paste the cruise guidance and make the altitude values negative Quote Link to comment Share on other sites More sharing options...
Acea Posted December 4, 2015 Author Share Posted December 4, 2015 (edited) 9 minutes ago, BahamutoD said: Okay. And what guidance are you using for it? If you want I could just copy/paste the cruise guidance and make the altitude values negative Most WWII torpedoes don't use guidance... they just go straight. Anyhow there may be others who are willing to make modern torps, I guess optional camera or GPS guidance should be okay Edited December 4, 2015 by Acea Quote Link to comment Share on other sites More sharing options...
BahamutoD Posted December 4, 2015 Share Posted December 4, 2015 (edited) Oh gotcha. Anyway, try this out: https://github.com/BahamutoD/BDArmory/blob/master/BahaTurret/bin/Debug/BahaTurret.dll (click Raw to download) In missile config, add torpedo = true waterImpactTolerance = 20 All that will do is make it so the crash tolerance is 20 when it is above water, and the usual 1 when underwater. Edited December 4, 2015 by BahamutoD Quote Link to comment Share on other sites More sharing options...
Acea Posted December 4, 2015 Author Share Posted December 4, 2015 3 minutes ago, BahamutoD said: Oh gotcha. Anyway, try this out: https://github.com/BahamutoD/BDArmory/blob/master/BahaTurret/bin/Debug/BahaTurret.dll (click Raw to download) In missile config, add torpedo = true waterImpactTolerance = 20 All that will do is make it so the crash tolerance is 20 when it is above water, and the usual 1 when underwater. Thx I'd try that in a day or two Quote Link to comment Share on other sites More sharing options...
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