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blitz2190

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Everything posted by blitz2190

  1. If you want all parts to be affected by damage you can use the patch dice linked to, just be sure to have the latest module manager anything above 2.1.x is what I've been using
  2. or you could try my MM patch, but if the weapons are not working the cfg's wont fix them, thats just to make the stock parts able to take damage, also dice went and fixed the tracks only to discover they are on curse fixed already, all i had to do to get them working was compile against the .23.5 files they are buggy as hell, ill se what i can do
  3. Hmm, Id have to say mod conflict or the plugin is in the wrong place but thats just a guess uless you have a log
  4. http://forum.kerbalspaceprogram.com/threads/64211-InfiniteDice-Skillful-Combat-Damage-Weapons-Mod?p=1186383&viewfull=1#post1186383
  5. You read the manual or the many other post of the same topic? Also would help to post what isnt working
  6. Ill take a look at that tonight and see if I can get it working
  7. Dice if you ever need another dev to help I'd love to donate some of my free time, I`m a pretty skilled programmer, and it seems like you could use a hand, maintaining one mod would be hard enough but 3 is crazy also I can model in inventor
  8. ID why not make it a tweakable then people can adjust it to their machine
  9. So you created a new ksp install, or just removed the other mods, what I suggest is trying a new install in case you changed something somewhere else by accident
  10. In .23.5 the NASAmission is a stock folder, but try setting up a fresh install with the latest curse download
  11. What mods do you have, also hit alt+f12 for debug look through after trying to use a hardpoint
  12. Pretty sure I did but you have to read back more than one page
  13. http://forum.kerbalspaceprogram.com/threads/64211-InfiniteDice-Skillful-Combat-Damage-Weapons-Mod/page123
  14. Did you follow the pics I posted in the last page if so one of your other mods is interfering you'd have to look at you log and debug
  15. Its actually a little more realistic, you have a chance to bank and dodge missles
  16. so i didn't see any problems you fired one missile and it blew up the target am i missing something?
  17. new MM Config removed the iff in command pod and removed target part for b9 sabre because it overheats in about 10 seconds
  18. Hmm I have 5 ship's fighting in space now all firing rockets, turrets, and huns fine, try selecting a target first just for kicks
  19. I run most of these just fine but not all, check your debug and log to see what the issue is
  20. updated MM cfg for testing, panels have armour values to build hulls they may need to be lowered but seem good now https://dl.dropboxusercontent.com/u/11863219/skillfulPatch-W-O-IFF.cfg
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