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About XOC2008

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    SMI Collab and BDAc Tester

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  1. XOC2008

    [1.4.x] Kerbal Field Weapon Pack V2.2 [KBF] [2018.8.1]

    Sure. Put them all in Utility or something.
  2. XOC2008

    [1.4.3 v 1.2.3] SM_Stryker BDA 1.22

    Spanner really doesn’t tend to make mods with career modes in mind, so tech tree positions aren’t really a concern under most circumstances.
  3. XOC2008

    [1.4.x] Kerbal Field Weapon Pack V2.2 [KBF] [2018.8.1]

    They are there but because BDAc has filtered their category, other weapon mods need to make their own custom categories for their weapons to show, or put them in stock categories. The BDA tab is now for BDA parts only.
  4. XOC2008

    [1.4.X] SM Marine, Version KSP 14 BDA 1.2.X

    You have to select the missile loaded in the VLS tube in the weapon selector in BDA's weapon manager.
  5. Pretty sure that most of the new stuff is using stock BDA ammo which can be accessed with the universal ammo box or the 20mm, 30mm, and 50 cal boxes.
  6. I think Doc's point was, if you didn't know how to make your own, why did you use BDAc's instead of just putting it into a stock category till you figured it out? I mean, the update where they filtered out everything except BDA specific parts from the category made it pretty clear they were doing this, with the specific intention of leaving that category uncluttered. (And you knew it did this, because you changed the manufacturer so that the parts would show up in the BDA category, so you can't honestly say you didn't know.) You were also offered assistance in creating your own custom category BEFORE you noticed that they had gone missing due to the most recent update, so there's also that. I know the BDAc devs are happy to see that BDA has, and continues to inspire all these mods that utilize what Baha built and what the Team continues to build upon. I am not slighting the work you and Skyer have done here. I'm anxious to strap that gsh-30-2 on my Versus Frogfoot. Once there's an update with everything where it should be.
  7. Xd, he said he was waiting on the Devs. Please give it a rest. Unless you know what's actually going on behind the scenes you're not really qualified to give advice on these issues.
  8. Just as an FYI, bullet velocity is covered in a bullettype definition, not in the weapon cfg. And the weapons not showing up isn't a bug, it's intended behavior. The BDAc team wanted to filter out NON BDAc parts from the BDAc category in the editor. You should probably edit the cfgs so that they show up in Utility and give them your own manufacturer until you can make your own custom category for the weapons. I am certain any of the guys on the team would be happy to help you figure out how to do a custom category for Skyer's weapons. With your weapons showing up in the BDAc category, people may get confused and start asking questions of the BDAc team about weapons that aren't theirs.
  9. Just as an FYI: The views and opinions expressed by XD are his alone and do not necessarily reflect the official policy or position of any member of the BDAc team or the test group as they are based only on very limited information. You might find your best answers by waiting for a more official response as the Devs and test team have been busy trying to locate and fix the bugs that have come up lately.
  10. That's just a symmetry issue. Just pick up and place them again so they mirror correctly. Using offset tends to mirror some SMI stuff backwards.
  11. XOC2008

    [1.4.X] SM Armory Group. See Note First post Ref BDA

    It sounds like a mod conflict and tends to happen to me when I have a mod trying to utilize something from an outdated mod. You're going to have to provide more information, including KSP version and a KSP.log that Spanner or someone more knowledgeable than me can pick through.
  12. It allows you to tune higher than the usual set of numbers in the AI.
  13. Will this work with Kerbinside Remastered or will some assets need to be moved around to prevent them from loading atop one another?