Azimech Posted January 28, 2016 Share Posted January 28, 2016 I love it! Awesome! Quote Link to comment Share on other sites More sharing options...
Acea Posted January 28, 2016 Author Share Posted January 28, 2016 9 hours ago, harpwner said: I thought a good ol' progress report was in order so here ya go: Tell me what you think, I may refine it further but I should move on to the smaller guns now. For convenience purposes, the prefabs I created should be very easy to apply, just drag, drop, and place! Edit: no audio because I was in a Skype call and watching The Big Bang Theory, just make your own sound effects That's nice! And a relatively smaller and quicker version for heavy cruiser guns please This may not come in the following update but will be definitely included in 0.4.0 version if completed at that time. It's time to do something cool with BDArmory 0.10 Quote Link to comment Share on other sites More sharing options...
Azimech Posted January 28, 2016 Share Posted January 28, 2016 1 hour ago, Acea said: That's nice! And a relatively smaller and quicker version for heavy cruiser guns please This may not come in the following update but will be definitely included in 0.4.0 version if completed at that time. It's time to do something cool with BDArmory 0.10 Hmmm ... the turret he fired was a small caliber right? Wouldn't a larger gun actually have a larger and slower blast & cloud? Quote Link to comment Share on other sites More sharing options...
Acea Posted January 28, 2016 Author Share Posted January 28, 2016 (edited) 5 minutes ago, Azimech said: Hmmm ... the turret he fired was a small caliber right? Wouldn't a larger gun actually have a larger and slower blast & cloud? Comparing to the scale of that 35.6 cm turret aside, it should be the battleship gun firing effect. The small gun was just used for testing. Edited January 28, 2016 by Acea Quote Link to comment Share on other sites More sharing options...
Azimech Posted January 28, 2016 Share Posted January 28, 2016 For a sound, here's something I used for my engine. Something you guys can use? https://www.youtube.com/watch?v=y4DhKEznOyI Quote Link to comment Share on other sites More sharing options...
harpwner Posted January 28, 2016 Share Posted January 28, 2016 7 hours ago, Azimech said: For a sound, here's something I used for my engine. Something you guys can use? https://www.youtube.com/watch?v=y4DhKEznOyI I actually have a good sound that wasn't portrayed in the video, honestly quite fitting, I can send that over too if you so desire. 8 hours ago, Acea said: Comparing to the scale of that 35.6 cm turret aside, it should be the battleship gun firing effect. The small gun was just used for testing. yeah, the small gun was indeed used for testing as I couldn't actually put it on the ship gun. I got lucky really because I thought I'd have to rescale it at first... turned out a decent size on the first try! now I will start work on the destroyer turret effect, and maybe some other ones to make the guns more unique (really depends on my workload) talk to you again soon! Quote Link to comment Share on other sites More sharing options...
TMasterson5 Posted January 31, 2016 Share Posted January 31, 2016 @harpwner could I get a tutorial on how to make turrets for BD by chance? In trying to start working I turrets for Master Tech Weapons and I can't figure them out for the life of me. Thanks in advance! Quote Link to comment Share on other sites More sharing options...
Acea Posted January 31, 2016 Author Share Posted January 31, 2016 3 hours ago, TMasterson5 said: @harpwner could I get a tutorial on how to make turrets for BD by chance? In trying to start working I turrets for Master Tech Weapons and I can't figure them out for the life of me. Thanks in advance! Check this out https://www.youtube.com/channel/UCHhDcPcC_jNkLuyaUstDtEg Quote Link to comment Share on other sites More sharing options...
TMasterson5 Posted January 31, 2016 Share Posted January 31, 2016 6 hours ago, Acea said: Check this out https://www.youtube.com/channel/UCHhDcPcC_jNkLuyaUstDtEg Thank you so much @Acea! Quote Link to comment Share on other sites More sharing options...
Gibranrl Posted February 1, 2016 Share Posted February 1, 2016 With the new BD Armory update, maybe build anti-ship missiles and launchers. Quote Link to comment Share on other sites More sharing options...
Thatdude253 Posted February 1, 2016 Share Posted February 1, 2016 40 minutes ago, Gibranrl said: With the new BD Armory update, maybe build anti-ship missiles and launchers. Wrong mod for that bud. But here you go, these are the right mods: http://forum.kerbalspaceprogram.com/index.php?/topic/105974-wip104-r11-pew-a-bdarmory-addon/ Quote Link to comment Share on other sites More sharing options...
Gibranrl Posted February 1, 2016 Share Posted February 1, 2016 1 hour ago, Thatdude253 said: Wrong mod for that bud. But here you go, these are the right mods: http://forum.kerbalspaceprogram.com/index.php?/topic/105974-wip104-r11-pew-a-bdarmory-addon/ Welp, i was a bit confused because of all BD Armory addons i put. Thanks! Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted February 1, 2016 Share Posted February 1, 2016 Hi quick question, I've built a 16 inch turret , works wonderfully well, except it keeps ripping itself off the deck, I'm using the same shell specs and node sizes as you, so tell me am i missing a secret switch or some such, some insight would be most welcome, Cheers Quote Link to comment Share on other sites More sharing options...
Acea Posted February 1, 2016 Author Share Posted February 1, 2016 (edited) 31 minutes ago, SpannerMonkey(smce) said: Hi quick question, I've built a 16 inch turret , works wonderfully well, except it keeps ripping itself off the deck, I'm using the same shell specs and node sizes as you, so tell me am i missing a secret switch or some such, some insight would be most welcome, Cheers Mine could rip itself off too if I don't use KJR so the best way should be recommending that to mod users. Also adding these lines into PART{} should help: breakingForce = 200000 breakingTorque = 200000 Edited February 1, 2016 by Acea Quote Link to comment Share on other sites More sharing options...
Acea Posted February 1, 2016 Author Share Posted February 1, 2016 Log: Working on new parts of 0.3.6 and here's a preview. May be different with final output. Quote Link to comment Share on other sites More sharing options...
harpwner Posted February 1, 2016 Share Posted February 1, 2016 Here's the final test post, tell me what you think (feedback and I'll adjust before I send it over) I could make more specialized effects for each gun if I had access to their files in unity, but so far here's what I got. Maybe using predictive measures I can but consider this alpha Quote Link to comment Share on other sites More sharing options...
Azimech Posted February 2, 2016 Share Posted February 2, 2016 24 minutes ago, harpwner said: Here's the final test post, tell me what you think (feedback and I'll adjust before I send it over) I could make more specialized effects for each gun if I had access to their files in unity, but so far here's what I got. Maybe using predictive measures I can but consider this alpha I'm impressed! At this moment I don't see any reason to alter anything. But the big test will be when mounted on a warship firing a salvo from multiple turrets. I'll be ready when you are Quote Link to comment Share on other sites More sharing options...
Acea Posted February 2, 2016 Author Share Posted February 2, 2016 (edited) 2 hours ago, harpwner said: Here's the final test post, tell me what you think (feedback and I'll adjust before I send it over) I could make more specialized effects for each gun if I had access to their files in unity, but so far here's what I got. Maybe using predictive measures I can but consider this alpha Very impressive! This deserves 10+ reps if I can give out Basically this would be okay and what I need in total are two more effects: Super-dreadnought guns: about 1.2 to 1.25 times the size of the battleship effect; Heavy cruiser guns: size comes between medium and large, basing on large caliber effect should be nice. BTW a shorter fire displaying time would be better, smoke effects are all right now And as always thank you for all your help! Edited February 2, 2016 by Acea Quote Link to comment Share on other sites More sharing options...
harpwner Posted February 2, 2016 Share Posted February 2, 2016 (edited) 17 minutes ago, Acea said: Very impressive! This deserves 10+ reps if I can give out Basically this would be okay and what I need in total are two more effects: Super-dreadnought guns: about 1.2 to 1.25 times the size of the battleship effect; Heavy cruiser guns: size comes between medium and large, basing on large caliber effect should be nice. And as always thank you for all your help! I'm on it if I'm fast enough I can do it before I hit the sack (though I'll send files tomorrow regardless since I have to put stuff together and I don't have time for that tonight! and pssst. how do ya like the new pic? good friend of mine helped me make it! Edited February 2, 2016 by harpwner Quote Link to comment Share on other sites More sharing options...
Acea Posted February 2, 2016 Author Share Posted February 2, 2016 52 minutes ago, harpwner said: I'm on it if I'm fast enough I can do it before I hit the sack (though I'll send files tomorrow regardless since I have to put stuff together and I don't have time for that tonight! and pssst. how do ya like the new pic? good friend of mine helped me make it! That's a nice avatar XD and looking forward to your wonderful stuff Quote Link to comment Share on other sites More sharing options...
Acea Posted February 3, 2016 Author Share Posted February 3, 2016 (edited) Log: New recommended cannon power formula! Based on new BDArmory power definitions, it should be a close reference. [P = cannonShellPower ≈ 6 * m^(0.4) (m stands for the shell's TNT equivalent of bursting charge, kg)] [H = cannonShellHeat ≈ 10.5 * m^(0.4)] [R = cannonShellRadius ≈ 21 * m^(0.8) (Recommending 4.2 * m^(0.8) or 8.4 * m^(0.8) for large caliber cannons)] Later NAS updates will use these to calculate power factors, and we're doing more to catch up with latest BDArmory functions. Edited February 3, 2016 by Acea Quote Link to comment Share on other sites More sharing options...
harpwner Posted February 3, 2016 Share Posted February 3, 2016 The new effects should make it into your inbox later today when I get home. Also looking at those calculations...Maybe I should use those for my artillery Quote Link to comment Share on other sites More sharing options...
LORDPrometheus Posted February 3, 2016 Share Posted February 3, 2016 (edited) You guys are making these epic particle effects meanwhile im derping around putting two particle shaders on the same missile and making it not load into the game. I fixed the problem there... Eventually Edited February 3, 2016 by LORDPrometheus Quote Link to comment Share on other sites More sharing options...
harpwner Posted February 4, 2016 Share Posted February 4, 2016 11 hours ago, LORDPrometheus said: You guys are making these epic particle effects meanwhile im derping around putting two particle shaders on the same missile and making it not load into the game. I fixed the problem there... Eventually remind me to send you some updated effects too, I've gotten much better since I last sent you some. and Acea, incoming files! I'll provide a brief explanation (getting together the files for sending now) Quote Link to comment Share on other sites More sharing options...
Acea Posted February 4, 2016 Author Share Posted February 4, 2016 Log: Thanks for @harpwner's wonderful firing effects and we're trying to get it to work. If everything goes on well you'll see in the next update that a new gun fires a gorgeous shot! Full support may be somehow late. Quote Link to comment Share on other sites More sharing options...
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