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JFXAM

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  1. The mod looks incredible, however, I found an issue when using BD Armory Continued. When I launch a craft equiped with a FLIR Targeting ball (A part from BDA that is a camera) and use said part, something really strange happens. On the camera screen, instead of showing what the camera would see, it blends togheter the external view with the camera's view. I found out that it was your mod which caused that by testing on a clean installation (only BD Armory and "physics range extended", as it is a dependency) and the camera worked fine. However, when I added your mod, the camera was broken again. I have to point out that the same issue also happens with previous versions of BD Armory, where "physics range extender" was not required (and not installed), so it has nothing to do with that mod. Reproducing the issue is very easy; Make any type of vessel (rocket or plane), add a FLIR Targeting Ball and a weapon manager (although this last part is optional) then take off and use the camera by either right clicking on it and hitting enable, or by clicking on it in the Weapons Manager modules tab. Finally turn the FLIR camera around using the small arrow buttons on the window that will pop up and turn drag the game's camera by right clicking and dragging your mouse. https://imgur.com/a/Hsnl4 Note how the camera on top is pointing up. Edit: I forgot to mention that I'm running version 1.3.0
  2. Whoa... Uh thanks for the assistance, but I think that this is waay too complicated for a ship I barely use. This was more out of curiosity than anything else, just to see if anyone else had the same isssue. Weird to see I'm the only one. In any case, sorry for the inconvinence, I'll just stick to the normal ships now on. I mean, I didn't really have much use for the subs anyway. If it helps for others, what logs do you need? BTW, all ballasts fill up when selecting "fast dive" and thats the only way I can get the sub to sink. Maybe I'm doing something wrong? Edit: You mention Advanced Tweakables. I don't have such thing. All I have is Tweakscale. (Maybe is the same thing? I don't know)
  3. As I said before, it works just fine when only SM Marine is loaded. Whenever I use the rest of my mods, then that's a different story.
  4. Hi, as far as I know, I don't have any mod that could change water phyisics or have Tweakscaled anything. The mods I have only add vehicle parts, and the ones that change gameplay are: Fuelwings, Tweakscale, WASD editor, Extended Hangar, mechjeb, Hyperedit, BDArmory (with a couple of expansions) SCANsat and vessel mover. https://imgur.com/a/XQ9gD The vessel has only parts from SM Marine and BDarsenal. I tried serveral variations (Placing the conning tower in the rear, adding a full/empty torpedo bay, a full/empty VLS hull part) and same result. Also, this version in particular has the "premade" stern, with the prop and rudders, the normal bow (without torpedo tubes) and the conning tower with rudders and no other parts from other mods. Sorry for the late reply
  5. I love this mod but I have an issue with the big submarine. Whenever I dive, the submarine will pitch upwards. It can be "solved" by going full throttle, but when remaining stationary, the sub will pitch up on a 30 degree angle. I tried a lot of part combinations and even adding a lot of RCS ports but no avail. Could be a mod compatibility issue? Now that I think about it, I have FuelWings loaded. I'll dissable it and try again. Edit: It's not FuelWings but definetly a mod conflct. I removed everything (except Squad, SM_Marine and SM_Industries) from my GameData and it worked fine.
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