harpwner Posted November 18, 2015 Author Share Posted November 18, 2015 [quote name='Kagame']Found a bug whenever I'm using the ATAMCS: My framerate drops about a gazillion percent and I keep getting spam of "Error: The hull has more than 255 polygons. Invalid." in my debug log.[/QUOTE] While I was searching around I found that error was actually from Kerbinside, if you have it. That mod is currently very broken in 1.0.5 and all the hitboxes are wonky. As far as I know, nothing to do with the ATACMS Quote Link to comment Share on other sites More sharing options...
Angstinator Posted November 19, 2015 Share Posted November 19, 2015 Far as I heard, the Battlefront port is a massive turd, anyway. I don't know, myself, I'm still stuck with II. Information is thread-relevant because it helps me gauge when you'll be back. Quote Link to comment Share on other sites More sharing options...
harpwner Posted November 19, 2015 Author Share Posted November 19, 2015 [quote name='Angstinator']Far as I heard, the Battlefront port is a massive turd, anyway. I don't know, myself, I'm still stuck with II. Information is thread-relevant because it helps me gauge when you'll be back.[/QUOTE] Don't get me wrong, I love II it's not really a port, more of a remake for modern consoles. Yeah there's less content, but that's actually because EA keeps pressing the devs... of course I love the game, I don't believe it should be called battlefront Anywho I have been working on the howitzer models (last thing I need) in school for a while. I have the M1 203mm done, untextured but done I'm working on a few others... and then there's texturing which I'm going to have to do on my own if I can't get a hold of RGBPeter Quote Link to comment Share on other sites More sharing options...
Angstinator Posted November 19, 2015 Share Posted November 19, 2015 You might wanna take a hard look at the gun pod, by the way, selecting it in the editor is a pain. Quote Link to comment Share on other sites More sharing options...
harpwner Posted November 19, 2015 Author Share Posted November 19, 2015 [quote name='Angstinator']You might wanna take a hard look at the gun pod, by the way, selecting it in the editor is a pain.[/QUOTE] It needs a general remodel, it's based on a sphere and retexturing is a bit wonky... so I'm going to keep the port size while remaking the body Quote Link to comment Share on other sites More sharing options...
Angstinator Posted November 20, 2015 Share Posted November 20, 2015 Let me rephrase, selecting it in the editor seems downright impossible, whether attached or loose. Quote Link to comment Share on other sites More sharing options...
harpwner Posted November 20, 2015 Author Share Posted November 20, 2015 (edited) [quote name='Angstinator']Let me rephrase, selecting it in the editor seems downright impossible, whether attached or loose.[/QUOTE] oh seriously? that must mean I forgot to give it a hitbox... oops no worries though! I'll have that patched up as soon as I get home, it may have to wait for 0.6 so... don't make any mistakes! I'm still going to give it a remodel anyway, it really needs it! Edited November 20, 2015 by harpwner Quote Link to comment Share on other sites More sharing options...
Angstinator Posted November 20, 2015 Share Posted November 20, 2015 Of course, the ATACMS also has hitbox issues - it seems only selectable around the fins. (And you might want to fix the name of the Tsar Bomba.) Quote Link to comment Share on other sites More sharing options...
harpwner Posted November 23, 2015 Author Share Posted November 23, 2015 finished the 203mm gun yesterday, with awesome sounds and everything. I'm going to have to cut back on turrets (probably just gonna do a 155mm and save the others for a different update) I'm also leaving for the mountains tomorrow, and there's no internet there so... expect progress to resume next week Quote Link to comment Share on other sites More sharing options...
ATRealMaster Posted November 25, 2015 Share Posted November 25, 2015 For me there are no Mushroom Clouds when I drop a nuclear bomb or even the Tsar, I have BD 0.9.9.1, I also have P.E.W, but even that doesn't have any special explosion effects. Heres the mods I have: [url]http://imgur.com/cfXlIhx[/url] Quote Link to comment Share on other sites More sharing options...
Acea Posted November 25, 2015 Share Posted November 25, 2015 [quote name='ATRealMaster']For me there are no Mushroom Clouds when I drop a nuclear bomb or even the Tsar, I have BD 0.9.9.1, I also have P.E.W, but even that doesn't have any special explosion effects. Heres the mods I have: [url]http://imgur.com/cfXlIhx[/url][/QUOTE] North Kerbin Dynamics folder should be right under GameData directory, not in BDArmory And btw you have too many ModuleManager just keeping the latest version would be okay Quote Link to comment Share on other sites More sharing options...
ATRealMaster Posted November 26, 2015 Share Posted November 26, 2015 You're a legend, thanks Quote Link to comment Share on other sites More sharing options...
Rutuu93 Posted November 26, 2015 Share Posted November 26, 2015 Hey, can you make a fatman nuke? or a Tsar Bomba, or both? Quote Link to comment Share on other sites More sharing options...
Fluburtur Posted November 26, 2015 Share Posted November 26, 2015 The Tsar is already here and I think the weakest nuke is already more powerfull that the Fat Man. (the Air 2 is around 2Kt I think, so a bit less but compared to the size of the explosion a convetionnal bomb could have the power you would expect for something around 10Kt) Quote Link to comment Share on other sites More sharing options...
Lego8_bit Posted November 26, 2015 Share Posted November 26, 2015 and with the nuke you might want to cut down on some of the smoke particles or have it as an option Quote Link to comment Share on other sites More sharing options...
Firelordofhyrule Posted November 30, 2015 Share Posted November 30, 2015 (edited) Ugh, I cannot for the life of me fugure out how to use the nuclear Valentina... Edited November 30, 2015 by Firelordofhyrule typo Quote Link to comment Share on other sites More sharing options...
sashan Posted November 30, 2015 Share Posted November 30, 2015 What about dropping MOAB's in a proper way? On a side note - they don't explode in 1.0.5 like before, just blow up and spawn a very weird arch of smoke Quote Link to comment Share on other sites More sharing options...
harpwner Posted December 1, 2015 Author Share Posted December 1, 2015 1 hour ago, sashan said: What about dropping MOAB's in a proper way? On a side note - they don't explode in 1.0.5 like before, just blow up and spawn a very weird arch of smoke I saw this post and tested it... I'm going to try and see what's wrong, my MOAB didn't even have an effect. Expect a fix in 0.6 (unless I say otherwise) Quote Link to comment Share on other sites More sharing options...
harpwner Posted December 2, 2015 Author Share Posted December 2, 2015 (edited) So, as we know, the next update (0.6) is coming soonTM while all of you are waiting, I can say safely that it will be probably less than a week now... though only a few re-textures got finished before RGBPeter disappeared, I did get almost all the modelling done, re-textures will have to wait for another update. So even though that's a bit of a bummer, huge steps are being taken. The first introduction of large caliber guns is coming (with fixes of course) and large caliber is no joke I have one or two more to do, but here's a list of said large caliber guns - M1 8-inch Howitzer - DONE - Karl Gerät 041 (540mm siege mortar) - DONE - 105mm Turret - DONE - 155mm M198 Howitzer - MODELLING Don't expect amazing textures for these, but until RGBPeter gets back it's only me, so appreciate the models and functionality 'Course, this isn't all that's coming in the update, after I finish the last few parts, I'm going to fixes and adding a few things to existing parts, like probably giving the MOAB and Tsar a parachute variant... and for later updates, when BD releases the new SAM turret module I'm going to have fun with missile launching turrets, and even a dedicated MLRS mount now that it would be possible. Thank you all so much for being so patient while I've been busy... I wanted this update to be big but Peter's unexpected absence made the project extend larger than expected, so thank you so much for not giving up on me.... See ya around! PS: HELP ME! How do I embed a video on these new forums Nevermind... trial and error works best Edited December 2, 2015 by harpwner Quote Link to comment Share on other sites More sharing options...
ostrich Posted December 4, 2015 Share Posted December 4, 2015 (edited) Could you make a rod from god thats damages scales with the speed? Edited December 5, 2015 by ostrich Quote Link to comment Share on other sites More sharing options...
harpwner Posted December 4, 2015 Author Share Posted December 4, 2015 44 minutes ago, ostrich said: Could you a rod from god thats damages scales with the speed? Well, damage scaling isn't a part of BDArmory at the moment, however I am tackling plugins soon... what I can do until then is make a rod that will explode (and has a rather high impact tolerance) with a small blast radius (like 10-20m) but a hugely powerful blast that will annihilate basically anything. when I do tackle plugins, I have a vague but promising idea on how it could work... so there's that and the other plans I have Quote Link to comment Share on other sites More sharing options...
LORDPrometheus Posted December 4, 2015 Share Posted December 4, 2015 1 hour ago, harpwner said: Well, damage scaling isn't a part of BDArmory at the moment, however I am tackling plugins soon... what I can do until then is make a rod that will explode (and has a rather high impact tolerance) with a small blast radius (like 10-20m) but a hugely powerful blast that will annihilate basically anything. when I do tackle plugins, I have a vague but promising idea on how it could work... so there's that and the other plans I have keep me posted on what sort of plugins you are considering if they look good i would love to be able to tap into them. Quote Link to comment Share on other sites More sharing options...
Voyager2 Posted December 7, 2015 Share Posted December 7, 2015 Just out of curiosity, with the state the BD Armory is in right now, would it be plausible to weaponize an asteroid that could provide an extremely large blast radius possibly 5 times the size of the Tsar in North Kerbin Dynamics right now? Quote Link to comment Share on other sites More sharing options...
harpwner Posted December 7, 2015 Author Share Posted December 7, 2015 9 minutes ago, Voyager2 said: Just out of curiosity, with the state the BD Armory is in right now, would it be plausible to weaponize an asteroid that could provide an extremely large blast radius possibly 5 times the size of the Tsar in North Kerbin Dynamics right now? ya know, that's been on my mind for a while... and now that I'm doing velocity scaled damage... I may do it Quote Link to comment Share on other sites More sharing options...
Voyager2 Posted December 7, 2015 Share Posted December 7, 2015 16 minutes ago, harpwner said: ya know, that's been on my mind for a while... and now that I'm doing velocity scaled damage... I may do it Is it possible that you could actually edit asteroids and base their explosion blast radius on their size? (Type A being something like a 15kt nuclear weapon and Type E being something greater than Tsar) Quote Link to comment Share on other sites More sharing options...
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