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XOC2008

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Everything posted by XOC2008

  1. 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.
  2. 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.
  3. It sounds like a mod conflict and tends to happen to me when I have a mod trying to utilize something from an outdated mod.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.
  4. Will this work with Kerbinside Remastered or will some assets need to be moved around to prevent them from loading atop one another?
  5. Forgot the plugin for the custom category, should be all good to go now! Download on Spacedock or Dropbox.
  6. Versus has been updated. It is fully 1.4.X compatible, running fine on 1.4.5. Several new parts have been added: Su-25 Frogfoot fuselage and example craft. FAB-100, 250, 500, and 5000 bombs (Assets from NKD CC-by SA 4.0), rescaled to match real world dimensions, and edited to reflect changes in BDAc. Added a Custom Category "OCEnterprises". Download on Spacedock or Dropbox.
  7. I like going to the dropbox site as I often grab from my phone and need to save to my own dropbox.
  8. Then there is something wrong because you have to set the ammo type on the universal ammo box in the SPH/VAB for the weapon utilizing it. And I know that it has always needed to be set for the correct ammo. The only ammo boxes not needing set are the dedicated 20mm, 30mm, 50cal, and cannonshell boxes.
  9. 1. Did you set the ammo in the ammo box to the correct ammo for the weapon? 2. Provide a log. (I know for a fact the universal ammo box works fine on my install so I feel there is a conflict somewhere if you did not set the ammo)
  10. I know. I'm a tester for BDAc and SM Industries, just tossing in my observations as well to see if it helps at all. It's not always related to an obstruction, and is really unclear what causes it. I've seen it primarily with guns, not so much with missiles since I usually use Red Vs Blue rails and pylons. It HAS happened less with newer versions so perhaps that wrinkle is finally being ironed out.
  11. re: camera bias. I have noticed on some occasions that an aircraft will refuse to fire until you switch to and away from it. Not sure if that's camera bias or something hanging in the code but it will continue to pick a weapon and chase and never fire until you switch vessels. This has happened for some time.
  12. The red external view boxes are for external camera feeds if you want to add them. Is that JSI? I don’t remember. I’m not sure if Spanner intends on making the turrets able to hold crew.
  13. And you can confirm you have the latest KSPWheel? I think you're going to need to provide a KSP.log and more information. KSP version, etc etc.
  14. Make sure you have some kind of engine or apu and enough EC, as well as the KSPWheel plugin associated with kerbal foundries.
  15. I didn't think you were criticizing anything, just providing some information as I know it in response. Your reasoning for the results is one of the reasons why the missiles have been tuned so effectively, and guns and damage are certainly in the works, but making it realistic is time consuming and the team has been working hard.
  16. While I cannot answer everything here I can give some responses based on being a tester: 1) This is certainly intended. @TheKurgan spent a good deal of time tuning the missiles in BDAc and as a result they are more effective. Heat seeker, radar, and anti-rad. 2) Make certain your decouple speed and drop time are set to avoid this, but this sometimes just happens, and has happened since .90. 3) Guns and damage is an ever-evolving thing so this will change in time. 4) AI still chooses what it thinks has the best chance of hitting the target, regardless of how you set engagement options per weapon. 5) I don't have any good answer for this. Sometimes its due to engagement speed. Sometimes its due to the AI thinking the weapons will cause a collision. Sometimes it's just a chicken.
  17. https://forum.kerbalspaceprogram.com/index.php?/topic/155014-14x-bdarmory-continued-v1221-7102018-vessel-mover-camera-tools-bdmk22-destruction-effects-burn-together/&do=findComment&comment=3413746
  18. How many shots? What gun are you using? Look at the wheel HP and armor values. Since I don't ever use or build tanks with stock wheels, that's as far as I can go to help you. But as can be seen explained in other posts throughout this thread, simply saying "This isn't working" without giving some fairly precise details isn't going to get you help quickly, and we spend more time having to pry better information out of you and playing guessing games. There are steps in the first post about how to accurately report something you may believe to be a bug or error. It's always in your best interests to follow those steps.
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