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Everything posted by lancefoxcia

  1.| Decided to use Github because too many issues with Spacedock. Here's 1.1 release
  2. Update 1.1 American Frontier - New sounds - New Ammo - 7 new tank turrets (HSTV-LT, M4 Sherman, M42 Duster, M103, T34, M4A3 Sherman 105, M24 Chaffee) - Fixed up Bullet defs for a few tanks - LEGACY Ammobox for fdc is still in until next release.
  3. *Official 1.0 Release* - Modern turrets added (M1A2 Abrams, T-64, BMP3, Bradly) - Reduced amount of CFG files, and reduced their sizes - All turrets have descriptions - Ammo Boxes have been changed -- Legacy Ammo box is still there and will be removed in next update!
  4. I gotcha. I'm guessing you're awaiting KSP 2 before going with new features and all that. One bug in particular I wish that you could look into is the part debris causing ai to not fire at the target. That's the main bug I'd love to see fixed sometime as it somewhat breaks the mod.
  5. Sent out a few tickets in the github, 2 being bugs and 2 being feature requests, if you have any questions. I'm free to PM.
  6. MODULE { name = HitpointTracker ArmorThickness = 50 maxHitPoints = 2500 }
  7. You'll need to go into the cfg and raise up the max health of the bombs. When one explodes, and with another nearby. It'll deplete the health of the one closest and cause the next to explode and so forth.
  8. New update and the last WIP update for this mod. Which means I'm prepping for a full release soon! Version 0.9.0: General Update, The last WIP update - More Armor pieces for FDC_Armor, 1x1 half pipe, quarter pipe, 45 degree pipe, 2x1, 0.5, 1.5, variants as well - Added Landmines (beta test, works relatively well.) - Refined folder structure - Added in AA Variants, 76mm 50mm 40mm and 37mm (Bullet cfg and resources has been added.
  9. Version 0.8.0: Graphics update 2, The Electric Boogaloo- Mainly went from PNG to DDS (Massive loading and Memory Reduction) - Added in The KV-1 Turret as well as M36 Jackson Slugger Turret (With respective Resource and Bullets CFG Changes)- FDC Armor has some new panels 2x3, 2x4, 2x5, 3x4, 3x5, 4x5, 5x5, 1x5, 1Hx5, Slope1x5, Slope5x5
  10. 0.7.5 The Radio and Lights Update - Some turrets features lights that do shine and track with the turrets movement - Turrets that have an antenna or module that sticks out like one has a feature to receive radar Data - License changes. (Use dropbox link at this time)
  11. I've been trying to upload my mod onto Spacedock for a bit now and seems to hang at any%. Sometimes halfway, sometimes more or less.
  12. New update Version 0.7.0: Graphics update - Graphics changes for most turrets (Added bumpmapping) - Added in the Sturm Tiger 380MM canon with BulletCFG and Resources updated - FDC Armor got some changes to textures, native texture switching. (6 Textures to choose from)
  13. Thank you for this Spanner. I finally got it to work at the end of the night and just went to bed. I should've made an edit that I gotten it, but I was dead tired from trying to get it to work, then seeing it finally work. I just shut down the computer (work saved) and went to sleep.
  14. Hello there. I need some help in getting the color of my lights to turn from (off) to (on) yellowish. The photos are down below However, I am trying my best to follow tutorials and I cannot for the life of me get this to work with animations and exporting to KSP. Thus receives this error. Is there something I am doing wrong? If you can give some pointers. Let me know, I am more of a visuals so pictures/video helps with me learning how to make a light. Also I am on Unity 2019 for the 1.8 update.
  15. I wanna be ready for this too. I am very hyped to see this mod be ported over to ksp2 Tanks and planes... in HD Also, hope for multicore support for huge dogfights/tank warfare
  16. I want to second this and say that for 1.6.1 The icon for the welding mod does not show up.
  17. Version 0.6.0: Artillery update - Fixed some sounds - Added in 5 new guns (SU-5, SU-14, M41HMC, Sexton, StermPanzer II ) - Updated bulletscfg - Updated Bullet resources
  18. Version 0.5.5: Tank Destroyer Pack - Added in new guns (FCM36Pak, FT_AC, Marder38T, PanzerJager I, StugIII, T3HMC, T56GMC, Tortoise, UC2Pdr, ValentineAT) - Fixed Batchat25T - Removed E.R.A part until a fix is made - Changed a few numbers and variables, so just re-add the turret onto your tank for the changes
  19. I'd hate to revive this but I am back, and with an update as well. Speaking of Update Version 0.5: An Epic Update - Added 26 New Turrets to the mod - Scaling changes again - weight and Ammo changes - Tank turrets added (7tp, amx50B, AmxElcBis, Arl44, Batchat25T, Chi-nu, Chi-Ri, Cromwell, Is-2, M10 Wolverine, M18 Hellcat, MBT-70, O-I, Panther, PantherII, Panzer III ausf J, PanzerIV, Panzer 38T, RenaultFT 13.2mm, ST vz. 39T, Su100Y, T92HMC, T-95, Tiger I, Type-97) - added a universal Ammo box for FDC - New armor panels
  20. It was noted in the github that the bullets had a negative drag area. Which was the reason why they were speeding up.
  21. I have noticed something, and I'll likely post in the github. Bullets tend to fly faster the farther there the target is. A bullet going 775 m/s should hit a target going about roughly less than 700m/s at 2.5km. However a test I conducted showed that a 775 m/s bullet reaching the target at 2.5km going 1018m/s I conducted another very close target test (25Meters) showing that it hits at 779 m/s and another last test. 7.4km away hitting at 1223 m/s
  22. Hmm, I'll have to test myself. It may have been a code change? I know one of my weapons need the air burst setting on it and seeing no air burst working is weird as it used to work.