TMasterson5 Posted February 4, 2016 Share Posted February 4, 2016 On 1/31/2016 at 10:28 AM, Acea said: Check this out https://www.youtube.com/channel/UCHhDcPcC_jNkLuyaUstDtEg Do you know how to do the shell ejecting effects by chance? Quote Link to comment Share on other sites More sharing options...
Acea Posted February 4, 2016 Author Share Posted February 4, 2016 30 minutes ago, TMasterson5 said: Do you know how to do the shell ejecting effects by chance? Put a transform named shellEject at the ejector port and add shellScale = 0.5 (variable) to ModuleWeapon node in your cfg Quote Link to comment Share on other sites More sharing options...
TMasterson5 Posted February 4, 2016 Share Posted February 4, 2016 2 hours ago, Acea said: Put a transform named shellEject at the ejector port and add shellScale = 0.5 (variable) to ModuleWeapon node in your cfg Ahhh okay I had the shell scale but not the shell eject. I assume I want the blue arrow in unity to point the direction that I want the shells to eject? Quote Link to comment Share on other sites More sharing options...
Acea Posted February 5, 2016 Author Share Posted February 5, 2016 (edited) 5 hours ago, TMasterson5 said: Ahhh okay I had the shell scale but not the shell eject. I assume I want the blue arrow in unity to point the direction that I want the shells to eject? It should work in the same way as fireTransform does I'm not quite sure, you can give it a try Edited February 5, 2016 by Acea Quote Link to comment Share on other sites More sharing options...
Acea Posted February 5, 2016 Author Share Posted February 5, 2016 (edited) Log: We're trying to fit new firing effects but modelers are suffering a data loss. It's possible to restore but that takes some time, which means 0.4.0 will be somehow late. This incident won't affect 0.3.6 progress. Edited February 5, 2016 by Acea Quote Link to comment Share on other sites More sharing options...
Azimech Posted February 5, 2016 Share Posted February 5, 2016 That's unfortunate. Quote Link to comment Share on other sites More sharing options...
Acea Posted February 5, 2016 Author Share Posted February 5, 2016 (edited) 30 minutes ago, Azimech said: That's unfortunate. At least the problem didn't affect our current work and most of our data have backups, so well We'll have those effects in the next two updates, and the delay seems all right to our schedule Edited February 5, 2016 by Acea Quote Link to comment Share on other sites More sharing options...
Noellen Posted February 5, 2016 Share Posted February 5, 2016 What happened to VLS? Quote Link to comment Share on other sites More sharing options...
Acea Posted February 5, 2016 Author Share Posted February 5, 2016 15 minutes ago, Noellen said: What happened to VLS? We adjusted our plan and that project stopped without backup Quote Link to comment Share on other sites More sharing options...
harpwner Posted February 5, 2016 Share Posted February 5, 2016 5 hours ago, Acea said: Log: We're trying to fit new firing effects but modelers are suffering a data loss. It's possible to restore but that takes some time, which means 0.4.0 will be somehow late. This incident won't affect 0.3.6 progress. Whoa... Data loss? Sounds serious, I exported them intact, I guess something sent wrong. As long as it still the works in the end, otherwise I can try to come up with an alternative method Quote Link to comment Share on other sites More sharing options...
Acea Posted February 6, 2016 Author Share Posted February 6, 2016 7 hours ago, harpwner said: Whoa... Data loss? Sounds serious, I exported them intact, I guess something sent wrong. As long as it still the works in the end, otherwise I can try to come up with an alternative method That was our own fault, not related with those effects and data are almost fully restored by now. All effects work fine btw Quote Link to comment Share on other sites More sharing options...
harpwner Posted February 6, 2016 Share Posted February 6, 2016 1 hour ago, Acea said: That was our own fault, not related with those effects and data are almost fully restored by now. All effects work fine btw Oh that's good to hear, and puts the pressure off me Can't wait to see them actually applied to the guns, I never got to see it like that so I'm intrigued by how it may turn out Quote Link to comment Share on other sites More sharing options...
Acea Posted February 6, 2016 Author Share Posted February 6, 2016 Log: 10 hours ago, harpwner said: Oh that's good to hear, and puts the pressure off me Can't wait to see them actually applied to the guns, I never got to see it like that so I'm intrigued by how it may turn out You're gonna like it. I'm sure. Quote Link to comment Share on other sites More sharing options...
harpwner Posted February 6, 2016 Share Posted February 6, 2016 2 hours ago, Acea said: Log: You're gonna like it. I'm sure. YES (shameless patting of my own back) I'm going to want to improve it in the future, but for a first release... I'm happy with those results Quote Link to comment Share on other sites More sharing options...
Acea Posted February 7, 2016 Author Share Posted February 7, 2016 (edited) Updatelog 0.3.6: 过年好 (Happy Chinese new year)! We have a gift for all your guys on this special day: the 0.3.6 update! Download and check it out! Changelog 0.3.6 (IMPORTANT) - "Imperial Fleet" *Thanks harpwner for his excellent work on muzze fire effects! Updated C.A.L++ to 0.0.8. Reduced accuracy of small caliber anti-aircraft guns. Redefined all gun powers according to new BDArmory definition. New particle effects applied on most naval guns. Fixed the stack node of Vickers 14 inch turret. Fixed buoyancy of all parts. Extended maximum air detonation ranges. Damage calculation now uses formula below: [P = cannonShellPower ≈ 6 * m^(0.4) (m stands for the shell's TNT equivalent of bursting charge, kg)(Recommending 7.5 * m^(0.4) for 75 to 155 mm gun)] [H = cannonShellHeat ≈ 10.5 * m^(0.4) (Recommending 13.125 * m^(0.4) for 75 to 155 mm gun)] [R = cannonShellRadius ≈ 21 * m^(0.8) (Recommending 4.2 * m^(0.8) or 8.4 * m^(0.8) for medium to large caliber cannons)] Added 3 new parts: - Imperial Japanese Navy: 14 cm/50 3rd Year Type Naval Gun, Type 93 "Long Lance" Torpedo, 610 mm Torpedo Tube Quad Mount PS: From now on NAS depends on BDArmory v0.10.1 or later Edited February 7, 2016 by Acea Quote Link to comment Share on other sites More sharing options...
Azimech Posted February 7, 2016 Share Posted February 7, 2016 Thanks guys! What a huge update! Quote Link to comment Share on other sites More sharing options...
Favilin Posted February 7, 2016 Share Posted February 7, 2016 How the torpedo guidance system ? Cast and loses it. Great mod want to congratulate you for this work of art that both amuses me , hope to continue hugs a Brazilian fan ... Sorry my bad english (Google translator) I look forward to the next update Quote Link to comment Share on other sites More sharing options...
Acea Posted February 8, 2016 Author Share Posted February 8, 2016 3 hours ago, Favilin said: How the torpedo guidance system ? Cast and loses it. Great mod want to congratulate you for this work of art that both amuses me , hope to continue hugs a Brazilian fan ... Sorry my bad english (Google translator) I look forward to the next update Type 93 torpedoes don't use guidance, they just travel straight, hit something and explode. Firing it directly should be okay. Quote Link to comment Share on other sites More sharing options...
TMasterson5 Posted February 8, 2016 Share Posted February 8, 2016 On 2/5/2016 at 11:30 AM, Acea said: Log: We're trying to fit new firing effects but modelers are suffering a data loss. It's possible to restore but that takes some time, which means 0.4.0 will be somehow late. This incident won't affect 0.3.6 progress. Could you quickly explain how to add particle effects? I cant figure it out. Quote Link to comment Share on other sites More sharing options...
Acea Posted February 8, 2016 Author Share Posted February 8, 2016 21 minutes ago, TMasterson5 said: Could you quickly explain how to add particle effects? I cant figure it out. I'm not the primary modeler and it should be a little hard to describe as we spent a few days to figure that out... Maybe you should ask harpwner who made these effects or someone else for help Quote Link to comment Share on other sites More sharing options...
TMasterson5 Posted February 8, 2016 Share Posted February 8, 2016 7 minutes ago, Acea said: I'm not the primary modeler and it should be a little hard to describe as we spent a few days to figure that out... Maybe you should ask harpwner who made these effects or someone else for help @harpwner haaaaaaahlp please Quote Link to comment Share on other sites More sharing options...
ladeng Posted February 8, 2016 Share Posted February 8, 2016 Hi! I am a mumber of this group. And what i do is making model and texture for NAS. Im very happy to see there are so many people download our MOD! What's more ,if you have any suggestion about the model and texture,please reply me here. Quote Link to comment Share on other sites More sharing options...
TMasterson5 Posted February 8, 2016 Share Posted February 8, 2016 (edited) 1 hour ago, ladeng said: Hi! I am a mumber of this group. And what i do is making model and texture for NAS. Im very happy to see there are so many people download our MOD! What's more ,if you have any suggestion about the model and texture,please reply me here. I produce my own weapons mod for KSP, could you explain to me how to add particle effects such as muzzle flash and smoke by chance please? Edited February 8, 2016 by TMasterson5 Quote Link to comment Share on other sites More sharing options...
ladeng Posted February 8, 2016 Share Posted February 8, 2016 13 minutes ago, TMasterson5 said: I produce my own weapons mod for KSP, could you explain to me how to add particle effects such as muzzle flash and smoke by chance please? It is easy! Just add a Component to a new Gameobject. Select KSP/KSP Particle Emitter,and we usually change the Gameobject's name to “muzzleTransform”. Then,set parameters and select a corresponding Material.(the Material should use KSP/Particle) Enjoy Quote Link to comment Share on other sites More sharing options...
Azimech Posted February 8, 2016 Share Posted February 8, 2016 2 hours ago, ladeng said: Hi! I am a mumber of this group. And what i do is making model and texture for NAS. Im very happy to see there are so many people download our MOD! What's more ,if you have any suggestion about the model and texture,please reply me here. Welcome to the forum! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.