MC3craze Posted December 3, 2011 Share Posted December 3, 2011 If possible, change their explosion impact sound. 8)I think the explosion effects are hardcoded. Link to comment Share on other sites More sharing options...
Guest Flixxbeatz Posted December 3, 2011 Share Posted December 3, 2011 I think the explosion effects are hardcoded.That\'s why if it is possible. Link to comment Share on other sites More sharing options...
feanor Posted December 4, 2011 Author Share Posted December 4, 2011 That\'s why if it is possible. Sadly, I think it\'s not possible at this time... Link to comment Share on other sites More sharing options...
feanor Posted December 6, 2011 Author Share Posted December 6, 2011 Before the end of this week i\'ll release some WIP on PAMs.Before that, i\'d like to balance this pack a bit further. Perhaps reduce burn time on all stages by 5 seconds or so, reducing the shaking when command pod MIRV SAS is engaged. Any other requests for changes in values that you think are needed?Please, i\'d really like some ( they can be harsh! ) reviews of the parts and values in this pack. I\'m looking to improve. I noticed that the ASAS\'s node_collider is a bit too small, and that sometimes there\'s a weird triangle shadow on it. I\'d really appreciate some reports of things like that - so that I can fix them.So please, any issues you have, post em! Link to comment Share on other sites More sharing options...
JellyCubes Posted December 13, 2011 Share Posted December 13, 2011 If you really wanted to add a nuclear explosion sound; change the stabiliser class from strut to parachutes, change the deploy altitude to zero and change the deploy sound into your nuclear explosion sound.This should work, although the downside is that the default explosion sound will still play. Link to comment Share on other sites More sharing options...
Archer Posted December 13, 2011 Share Posted December 13, 2011 If you really wanted to add a nuclear explosion sound; change the stabiliser class from strut to parachutes, change the deploy altitude to zero and change the deploy sound into your nuclear explosion sound.This should work, although the downside is that the default explosion sound will still play.Won\'t work. The terrain is at all different altitudes, so it will often hit before it 'deploys'. Link to comment Share on other sites More sharing options...
NovaSilisko Posted December 13, 2011 Share Posted December 13, 2011 Except you can set it to deploy above TERRAIN, and not sea level Link to comment Share on other sites More sharing options...
Gojira Posted December 13, 2011 Share Posted December 13, 2011 Won\'t work. The terrain is at all different altitudes, so it will often hit before it 'deploys'.>set deploy altitude to 1 to 10???>profit Link to comment Share on other sites More sharing options...
Archer Posted December 13, 2011 Share Posted December 13, 2011 >set deploy altitude to 1 to 10???>profitThen it will often deploy before it hits. Link to comment Share on other sites More sharing options...
Gojira Posted December 13, 2011 Share Posted December 13, 2011 Then it will often deploy before it hits.one meter before it hitseven set deploy altitude to 0.5zero drag on the chute Link to comment Share on other sites More sharing options...
feanor Posted December 14, 2011 Author Share Posted December 14, 2011 Interesting discussion, thanks for the ideas - i\'ll play around with it.one meter before it hitseven set deploy altitude to 0.5zero drag on the chuteit should be somewhere around 100 meters, for maximum kerbal. Normal MIRVS mostly do an airburst, ie explode a few hundreds of meters above the ground for maximum destruction. I wonder if it is possible to make a parachute deployment somehow destroy everything? Lots of drag or something?Also, general progress; currently working on the next project, PAM modules. One able to fit in a 1 meter fairing ( 0.8 ) and one able to fit in a 2 meter fairing - 1.75. Both quite simple solids, but I\'m gonna make them more detailed with nice framework lattices ( any tips on how to actually do these in blender? ) and some wiring and stuff.Also, balancing is going to take some time; I want them to be able to do a nice mission profile. Link to comment Share on other sites More sharing options...
Sbowyer28 Posted December 14, 2011 Share Posted December 14, 2011 I love this modelm you ganna make any more models. Link to comment Share on other sites More sharing options...
feanor Posted December 14, 2011 Author Share Posted December 14, 2011 I love this modelm you ganna make any more models.Thank you!Yes! I was busy with some uni stuff for a week, but I can imagine some stuff coming over the next week or so. Currently working on some very simple upper solid stages - http://en.wikipedia.org/wiki/Star_48 in particular, with 2 versions, for 1 and 2 meters.quite simple, see attachment.When i understand how fuel lines work better I\'ll make other upper stages, like Breeze-M and stuff like that.Got any requests, perhaps for totally other parts? something you want changed in this pack? I\'m still stuck on the command module 'bibbering' when it\'s got SAS enabled, I can\'t seem to remove that =/Balanced version of the ICBM\'s will be out when I make the other pack aswell. I\'ll slightly reduce fuel so burn time is around 45 seconds, and fix a few textures / small modelling errors. Link to comment Share on other sites More sharing options...
CarolRawley Posted December 15, 2011 Share Posted December 15, 2011 Soo.. Uhh...I downloaded this pack and immediately fell in love with it. One little snag.. My almost OCD kept focusing on the VAB descriptions and stuff. So I\'ve made a separate pack, which just fixed up the names, descriptions, etc. I also slightly changed the firing mechanism. There is now one MIRV mounted on the deployment plate, with four gas-based chaff pods surrounding it. I also added some firing effects to the MIRV stabilizers and the pod itself. I quite liked the old mechanism and I think that my new pack is almost as good. If it is okay with you, Feanor, then I will post the .ZIP file to you in a PM, and if you say it\'s okay, I might upload it in P&R. I have also credited you with everything. Link to comment Share on other sites More sharing options...
Gojira Posted December 15, 2011 Share Posted December 15, 2011 Soo.. Uhh...I downloaded this pack and immediately fell in love with it. One little snag.. My almost OCD kept focusing on the VAB descriptions and stuff. So I\'ve made a separate pack, which just fixed up the names, descriptions, etc. I also slightly changed the firing mechanism. There is now one MIRV mounted on the deployment plate, with four gas-based chaff pods surrounding it. I also added some firing effects to the MIRV stabilizers and the pod itself. I quite liked the old mechanism and I think that my new pack is almost as good. If it is okay with you, Feanor, then I will post the .ZIP file to you in a PM, and if you say it\'s okay, I might upload it in P&R. I have also credited you with everything.PM. Link to comment Share on other sites More sharing options...
CarolRawley Posted December 15, 2011 Share Posted December 15, 2011 PM.Uh, whoops. Link to comment Share on other sites More sharing options...
Gojira Posted December 15, 2011 Share Posted December 15, 2011 Uh, whoops.no, I want one c: Link to comment Share on other sites More sharing options...
CarolRawley Posted December 15, 2011 Share Posted December 15, 2011 no, I want one c:lol. I need feanor\'s permission first.Another feature I\'m working on right now is replacing the MIRV with a Rods of God platform. (Demented Face) Link to comment Share on other sites More sharing options...
Gojira Posted December 15, 2011 Share Posted December 15, 2011 lol. I need feanor\'s permission first.Another feature I\'m working on right now is replacing the MIRV with a Rods of God platform. (Demented Face) I tested and made a video of the ICBM before he released c: Link to comment Share on other sites More sharing options...
feanor Posted December 18, 2011 Author Share Posted December 18, 2011 PAM-D - will come in 2 sizes.Version 0.2 of the ICBM will come out at the same time.On the list:-retexture of a few stages -added a baseplate with 2 spots and one with 3-adding decoys ( look like a mirv but you can stack them ( hollow ) - decouplers.-slight balancing change. Link to comment Share on other sites More sharing options...
Gojira Posted December 22, 2011 Share Posted December 22, 2011 I have an idea for the gimballing 'SRBS.'Make the fuel tanks have an amount of fuel equivalent to that in the stagesMake the LFEs have the same fuel consumption as the SRBs haveMake the LFEs have an identical max/min thrustGimbal???profit Link to comment Share on other sites More sharing options...
SmiteZero Posted December 22, 2011 Share Posted December 22, 2011 Why? Link to comment Share on other sites More sharing options...
cardgame Posted December 22, 2011 Share Posted December 22, 2011 Why?For the lulz profit Kerbalkin science! Link to comment Share on other sites More sharing options...
Gojira Posted December 22, 2011 Share Posted December 22, 2011 Why?He wants gimballing SRBs, so I\'m trying to give him a placeholder idea. Link to comment Share on other sites More sharing options...
SmiteZero Posted December 23, 2011 Share Posted December 23, 2011 I just don\'t get what all that x = y is for. Why do things need to be re-balanced just so the SRB\'s can gimbal? Link to comment Share on other sites More sharing options...
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