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Space Scumbag

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Everything posted by Space Scumbag

  1. Yeah, what did you expect. You only edited it to 500, why would it go any higher? Needs higher values. Also my Death Star only needs the free scale type, no need to post the whole cfg. Try this and you will see it goes up to 1000% size increase. Just change it how you like it, it's easy. SCALETYPE{ name = free freeScale = true defaultScale = 100 suffix = % scaleFactors = 10, 50, 100, 200, 400, 500, 1000 incrementSlide = 1, 1, 2, 5, 10, 100}
  2. Hmm, can you show me what you changed? And do you use it in 1.1.3? 1.2 is not supported at this point I guess. Or just add some more scaleFactors and incrementSlide numbers. Should work.
  3. You can change some velues in the DefaultScales.cfg in the TweakScale folder. Something like this. I just added some more steps after 400. And you can see the size in the editor. Just scale up until you reached 160km diameter, if you like. SCALETYPE { name = free freeScale = true defaultScale = 100 suffix = % scaleFactors = 10, 50, 100, 200, 400, 500, 1000, 10000, 100000 incrementSlide = 1, 1, 2, 5, 100, 100, 500, 1000, 10000 }
  4. add this: MODULE { name = TweakScale type = free }
  5. Here you go: https://www.dropbox.com/s/tztlqu6mgsaneky/Death Star.craft?dl=0 It's a currently working craft file, 631 parts. You will have to weld it with the welding mod.
  6. Yeah, I already tried that. But the weapon manager doesn't show up and I can't use the guard mode. Really weird. I fixed it. Had to add the backpack for the Kerbals. Now all weapons work. 2nd Edit: Or you can just add this module in every weapon cfg. MODULE { name = MissileFire }
  7. Hi, I downloaded the new pack, but the weapons still don't fire. Except the AT Launcher and Phaser. Does it work for you guys?
  8. The Jaeger doesn't work in the latest KSP version. I have to fix some things.
  9. Most of the crafts aren't working in KSP 1.1. Too many part changes over the last patches. I would have to rebuild them. But I will update here if anything new will be finished.
  10. Wow, that's epic. I also tried to build a Strandbeest some weeks ago. But I didn't had the nerves to finish it correctly. You can see it here at 1:23 min:
  11. OMG Yes! Starting making a video with this. Thank you! The funny thing is, I actually checked the forums and this thread a few hours ago this today. Haven't checked in some weeks. And now this news.
  12. Thank you! I just love the movie and had to make a proper KSP version.
  13. Hey, whats going on? This thread is over a half year old. But nice to see, you guys like it!
  14. Finally, my Troopers will love the Blaster! And I have some ideas for the nect updates. You will get a pm.
  15. I know. I just send him a pm. Sadly I have no working E-11. V8jester will be surpsised when he reads how I pulled it off in my video.
  16. Nice! Can't wait for it. Some suggestions. Maybe make the bullet shells a bit smaller. And how are the sound effect? Nothing to hear in the video. And no new Blaster? Was hoping to see it. Maybe in the future. Anyways, great work guys, this mod is getting really good.
  17. Hey pellinor. Any updates on chain scaling for entire crafts? Still waiting for it. I hope you didn't forget it.
  18. After some testing I found out it only is happening when I add new guns. Just your mod without any addionts works fine. But when I copy and modify one of your cfg, lets say for the hidden vulcan (change rof, damage etc.) and give it a new name, all guns stop shooting after one part of the other craft is destroyed. Any idea why this is happening? It's weird, this would mean that weapons from other BDA mods should also cause this bug. But I never saw any problems with them. Maybe it happens when I chnge certian values? I don't know. I can send you a cfg if you wanna try it.
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