SpannerMonkey(smce) Posted October 30, 2016 Share Posted October 30, 2016 1 hour ago, NationalDenbt said: catapults? working on it, who doesn't want a walrus 1 hour ago, NationalDenbt said: I think the sterns could use a little work. They seem to end a little too abruptly and the simple semicircle shape looks a little off. You're being too kind, I've gone on record as calling them fig box hulls, they are dooooooooooooomed Quote Link to comment Share on other sites More sharing options...
Acea Posted November 3, 2016 Author Share Posted November 3, 2016 All right everyone! Here comes the 0.6.0 major update! A lot of changes have been made and I hope you guys enjoy it. Updatelog 0.6.0 (IMPORTANT) - "Naval Holiday"* Thanks to TheBeardyPenguin & TAPEGaming on YouTube, for their awesome Fall Of Kerbin series and multiple battle tests in actual game, which greatly helped us improve NAS! Updated plugins for compatibility with KSP 1.2 (old plugins would still work with new/modified parts if you're running 1.1.x). Updated to latest C.A.L++. Tweaked rotating speed of 610 mm Torpedo Launcher. Tweaked lift settings of unguided rockets. Tweaked launching speeds and crash tolerances of torpedoes so they can be ejected like real ones. Tweaked explosion model sizes of cruiser cannon shells. Tweaked blasting radii of most cannon shells (blasting powers have not been modified) for reality. Simplified BDA short names of a few turrets. Reverted some description changes in 0.5.5 due to a font issue in new version. Renamed the single US 5" gun as 5"/38 cal Mk 12 Naval Gun Mark 30 Turret. Removed the dummy NAS toolbar icon, ASWeapon folder and ATM config file. Removed air burst setting of Type 96 25 mm AT/AA Gun Triple Mount rounds. Reduced blasting radii of depth charges for reality and safety. Reduced ammo storage of all main/secondary turrets to 20 shots (e.g. 60 rounds for a triple turret), which can be extended with universal ammo box or the new magazine part. Redistributed source code of ASW.dll in the package. Provided a complete part list. Optimized textures and converted all normal maps to DDS format under a new method. Modified particle texture of Tiny Tim Unguided Rocket and Type 93 Torpedo "Long Lance". Corrected short name of 3.7 cm SK C/30 Anti-aircraft Gun Dual Mount and Type 96 25 mm AT/AA Gun Triple Mount. Corrected description and exhausting effect of Tiny Tim Unguided Rocket. Corrected attaching node and mass center of 12.7 cm/50 cal Type 3 Naval Gun Dual Mount Turret. Added longer pauses to torpedo launchers after firing the last torpedo, to make sure all torpedoes go towards target straightly. Added a LoadingTipsPlus configuring file, which included a bunch of custom loading tips. Added 3 new parts: - US Navy: 12"/50 caliber Gun Mark 8 Triple Turret, AN-Mk 1 1,600 lb Armor Piercing Bomb - Misc: ETM-1 Universal Extended Naval Magazine Quote Link to comment Share on other sites More sharing options...
Vjrcr Posted November 3, 2016 Share Posted November 3, 2016 (edited) Do the torpedos work now? I've been having issue with them sinking and now moving forwards in the last day since the BDAc update. Gonna do some testing on my own. Just to make sure, does this mod work with the breach mod? Edit: 1. So I saw a MM .cfg in the hullbreach file for NAS. 2. The torpedos just sit at -2m with 0m/s just slowly rolling. 3. I've only been able to switch to the torpedo once every other time I try my game crashes. Don't know if it's something with the torpedos but I can switch to other missle and craft just fine. If you want I can give you the log if you want. 4. Drop test under required speed and alitude, the slowest of which was at 48m/s and under 10m using the type 91 aerial torpedo. Edit 2: The MkXII aerial torpedo seem to work fine so it's just the type 91 aerial. Edited November 4, 2016 by Vjrcr After Testing Quote Link to comment Share on other sites More sharing options...
Starslinger999 Posted November 4, 2016 Share Posted November 4, 2016 Question: Any 1.2/1.2.1 Compatible boat packs that are good with this? Quote Link to comment Share on other sites More sharing options...
KodiaksFury Posted November 4, 2016 Share Posted November 4, 2016 Cant recommend large boat parts enough Quote Link to comment Share on other sites More sharing options...
Acea Posted November 4, 2016 Author Share Posted November 4, 2016 (edited) 4 hours ago, Vjrcr said: Do the torpedos work now? I've been having issue with them sinking and now moving forwards in the last day since the BDAc update. Gonna do some testing on my own. Just to make sure, does this mod work with the breach mod? Edit: 1. So I saw a MM .cfg in the hullbreach file for NAS. 2. The torpedos just sit at -2m with 0m/s just slowly rolling. 3. I've only been able to switch to the torpedo once every other time I try my game crashes. Don't know if it's something with the torpedos but I can switch to other missle and craft just fine. If you want I can give you the log if you want. 4. Drop test under required speed and alitude, the slowest of which was at 48m/s and under 10m using the type 91 aerial torpedo. Edit 2: The MkXII aerial torpedo seem to work fine so it's just the type 91 aerial. Thanks for the feedback I'll test that ASAP and check it out EDIT: Modify the MissileLauncher section and set cruiseDelay to 0, see if it works Edited November 4, 2016 by Acea Quote Link to comment Share on other sites More sharing options...
Vjrcr Posted November 4, 2016 Share Posted November 4, 2016 (edited) On 2016-11-03 at 11:57 PM, Acea said: Thanks for the feedback I'll test that ASAP and check it out EDIT: Modify the MissileLauncher section and set cruiseDelay to 0, see if it works Will try that later, thanks Edit: Tried that, it did seem to work and the torpedo just sank. I have HullBreach installed and I was woundering if it's the problem since it's patch for NAS is for an old version. Edited November 5, 2016 by Vjrcr Quote Link to comment Share on other sites More sharing options...
Guest Posted November 11, 2016 Share Posted November 11, 2016 (edited) On 11/3/2016 at 6:37 PM, Starslinger999 said: Question: Any 1.2/1.2.1 Compatible boat packs that are good with this? Large Boat Parts and SM Marine Spacedock says they are for 1.2 but they work perfectly fine in 1.2.1. Hull Breach is recommened for the ships to actually sink. Again, this works perfectly fine in 1.2.1. WASD Editor Camera and Hangar Extender are recommended since these parts are very big. Vessel Mover is used to move the ships into water. How else would you do it? Edited November 11, 2016 by Murican_Jeb Quote Link to comment Share on other sites More sharing options...
JebberJones Posted November 13, 2016 Share Posted November 13, 2016 What rounds do I use for the 3-inch naval gun mount mark 21? It doesn't already carry munitions of its own, and guessing ammo-type has yet to yield any results. Quote Link to comment Share on other sites More sharing options...
Guest Posted November 13, 2016 Share Posted November 13, 2016 It should say the ammo type in the right click menu in-game. Quote Link to comment Share on other sites More sharing options...
hongkai2000 Posted November 23, 2016 Share Posted November 23, 2016 Um, this happens when I launch a torpedo... As you can see, the exhaust particle size is huge. Quote Link to comment Share on other sites More sharing options...
stickman939 Posted November 23, 2016 Share Posted November 23, 2016 Hey, your AN-MK1 won't launch with mouse-click like the other bombs. Dunno if this is just me, or if anyone else is having the same problem. But thought I'd bring attention to it anyways. Quote Link to comment Share on other sites More sharing options...
Acea Posted December 2, 2016 Author Share Posted December 2, 2016 This would be the last version in 2016 and more contents are on the way in the future. We listened to responds from community and other friends, and hope you'd like it. Updatelog 0.6.0.5 (FIX) - "Naval Holiday" Fixed an issue which made Type 91 Torpedo Mod 2 "Thunder Fish" staying still in water. Fixed an issue which caused depth charges to explode instantly after being dropped. Quote Link to comment Share on other sites More sharing options...
Guest Posted December 2, 2016 Share Posted December 2, 2016 On 11/23/2016 at 0:55 AM, hongkai2000 said: Um, this happens when I launch a torpedo... As you can see, the exhaust particle size is huge. I experienced that too. I also noticed when you zoom out, the particle stays the same size as if you never zommed out at all. It's really creepy... Quote Link to comment Share on other sites More sharing options...
CaptainAl Posted December 3, 2016 Share Posted December 3, 2016 15 hours ago, Murican_Jeb said: I experienced that too. I also noticed when you zoom out, the particle stays the same size as if you never zommed out at all. It's really creepy... I experienced the exact same issue Quote Link to comment Share on other sites More sharing options...
Komander Faul Posted December 9, 2016 Share Posted December 9, 2016 (edited) can we add surcof and m class main guns in NAS, please? i was also wondering if we can add parts on top of the turrets, like aa on the yamato or iowa main guns.... Edited December 9, 2016 by Komander Faul forgot to add images :-p Quote Link to comment Share on other sites More sharing options...
Acea Posted December 14, 2016 Author Share Posted December 14, 2016 On 2016/12/10 at 3:21 AM, Komander Faul said: can we add surcof and m class main guns in NAS, please? i was also wondering if we can add parts on top of the turrets, like aa on the yamato or iowa main guns.... AAA on turrets is impossible right now. We're considering a few new parts and it should take a while before you guys get a full list Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted December 14, 2016 Share Posted December 14, 2016 On 23/11/2016 at 7:55 AM, hongkai2000 said: As you can see, the exhaust particle size is huge. On 02/12/2016 at 11:47 PM, Murican_Jeb said: I experienced that too. I also noticed when you zoom out, the particle stays the same size as if you never zommed out at all. It's really creepy... This is due to an issue with unity 5 shader changes and code changes in 1.2.x that affects every mod that used or uses pre U5 shaders or particle effects The BDAc team is working to resolve these issues as soon as practicable Quote Link to comment Share on other sites More sharing options...
Komander Faul Posted December 25, 2016 Share Posted December 25, 2016 i was curious,,,what would be the part name on the 18.1 in guns on Yamato? was it: Spoiler NAS_BB_460x3_IJN, or somthing else? i was trying to be sure i got it right for the custom patch that i was planing to do... Quote Link to comment Share on other sites More sharing options...
RGBPeter Posted December 26, 2016 Share Posted December 26, 2016 @Acea Love the textures in your pack! Though some of the textures feel a little bit "flat"... You could try adding a AO map. Without AO: With AO: Quote Link to comment Share on other sites More sharing options...
GeneralLinusKerman Posted December 26, 2016 Share Posted December 26, 2016 (edited) Damn amazing. I'm definitely putting this on my list of wanted mods. Keep up the good work! Edited December 26, 2016 by GeneralLinusKerman Quote Link to comment Share on other sites More sharing options...
Acea Posted January 28, 2017 Author Share Posted January 28, 2017 Log: Let's have some fun with our navy! It's Chinese New Year today and happy new year to you all. Next NAS update would not come soon, but why not try something funny? Quote Link to comment Share on other sites More sharing options...
Acea Posted February 12, 2017 Author Share Posted February 12, 2017 (edited) Log: We're on the way to a solution to some of the known bugs, and there should be a fix version after this. Localization is also on the to-do list. Besides Kerwis is now planning a new project, we can't tell you the details, but a bit of hint should be all right: Cheers. Edited February 12, 2017 by Acea Quote Link to comment Share on other sites More sharing options...
Acea Posted February 17, 2017 Author Share Posted February 17, 2017 The fix version is here now! Currently there seems to be no effective solution to the particle issue, let's see if following BDAc updates would make it go. Updatelog 0.6.0.6 (FIX) - "Naval Holiday" Updated plugins for full compatibility with KSP 1.2.2. Updated to latest C.A.L++. Fixed a model glitch of Oerlikon 20 mm L70 Cannon Mk 20 Twin Mount. Quote Link to comment Share on other sites More sharing options...
Aleksey Pschenichnikov Posted February 19, 2017 Share Posted February 19, 2017 can't download through CKAN, please help 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.