Obnoxious_Gamer
Members-
Posts
24 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Obnoxious_Gamer
-
P.E.W (A BDArmory Addon)Reactivated Development
Obnoxious_Gamer replied to LORDPrometheus's topic in KSP1 Mod Development
Holy crap, you work FAST. Great job on the ones I've already seen. -
P.E.W (A BDArmory Addon)Reactivated Development
Obnoxious_Gamer replied to LORDPrometheus's topic in KSP1 Mod Development
Thanks! I put the KSP main file on my desktop so I can just extract mods to it straight from the downloads folder. It's a lot easier to do that when Windows can do it without another program. -
P.E.W (A BDArmory Addon)Reactivated Development
Obnoxious_Gamer replied to LORDPrometheus's topic in KSP1 Mod Development
Is there any reason the download is in the form of a 7z file? I'd rather not have to download WinZip or anything else to install the addon. -
Not to intrude here, but I've been reading back through the forum pages on this thread (got bored) and noticed a mention of InfiniteDice's Skillful mod. It was dismissed as being too complicated, but one poster on HIS thread created a .bat file (or something similar) to apply patches to every part in every KSP folder with the Skillful structural system, with material based on that part's category and type. I used it with 30-something mods running on an old save, and it worked great. The best part is, it patched parts that could be created from other parts. I'm guessing that, if Bahamuto adds shell selection for the guns in this mod, that .bat file will be able to give these guns the ability to work with skillful. With a few coding tweaks, of course, but nothing too major. If not correct shell damage, then the guns would at least stop working from damage taken. I'm going to try to do that if I have spare time, but I don't have at lot of experience with code and I'll only be able to do .cfg edits. And no, I'm not asking anybody else to do this. I just thought it would be cool.
-
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Obnoxious_Gamer replied to InfiniteDice's topic in KSP1 Mod Releases
How the heck do I put this in the KSP folder, and where? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Obnoxious_Gamer replied to InfiniteDice's topic in KSP1 Mod Releases
Yes, it's either an outdated version of KSP or a conflicting mod. Remember, this version of Skillful ONLY supports .23.5 use. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Obnoxious_Gamer replied to InfiniteDice's topic in KSP1 Mod Releases
I'm having that issue as well, with the latest release of Skillful w/ the mk. 14. I think it might have something to do with the BoatParts plugin. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Obnoxious_Gamer replied to InfiniteDice's topic in KSP1 Mod Releases
Yes, and the Home key fires them full auto. ID still needs to edit the powerpoint. You can change the firing key from inside the gun's .cfg file. Open it with NotePad. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Obnoxious_Gamer replied to InfiniteDice's topic in KSP1 Mod Releases
Was that engine model partially from Firespitter? I haven't loaded KSP in a few days but that looks like his turboprop model. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Obnoxious_Gamer replied to InfiniteDice's topic in KSP1 Mod Releases
Poor Bill, he's also sitting in opaque box! That looks like a Bf. 109 though, can't wait for it -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Obnoxious_Gamer replied to InfiniteDice's topic in KSP1 Mod Releases
The "simply fall apart" bit in late-war, the "explode when shot" bit at any point in time. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Obnoxious_Gamer replied to InfiniteDice's topic in KSP1 Mod Releases
...and tended to explode when shot, or simply fall apart... -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Obnoxious_Gamer replied to InfiniteDice's topic in KSP1 Mod Releases
Nope. Did you extract the files correctly? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Obnoxious_Gamer replied to InfiniteDice's topic in KSP1 Mod Releases
I really don't know. My crafts sometimes spread out on launch and then re-form when physics kicks in. It seems the bigger the craft, the less this happens. I'm going to go ahead and say that I THINK (underline, underline, bolded) it has something to do with the part hitboxes. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Obnoxious_Gamer replied to InfiniteDice's topic in KSP1 Mod Releases
It's weird...for the release before this one, I could have my entire plane on fire with no lag. But if there was a large fire, like the one that happens to the armored chassis, the game would lag into oblivion every time I got near it. Oh, and fuel tanks aren't visibly on fire either. Is there a way I could change this without having to learn Unity? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Obnoxious_Gamer replied to InfiniteDice's topic in KSP1 Mod Releases
Is there a reason my wings aren't visibly on fire/did you remove visible fires for wings and fuel tanks? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Obnoxious_Gamer replied to InfiniteDice's topic in KSP1 Mod Releases
For some reason FireSpitter parts don't have modified CFG files. Will there be a future release of changed CFG files from you/Snjo, or do we need to change the CFGs ourselves? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Obnoxious_Gamer replied to InfiniteDice's topic in KSP1 Mod Releases
This explains all of my missiles derping around and going through *****. I really wish I'd seen this sooner. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Obnoxious_Gamer replied to InfiniteDice's topic in KSP1 Mod Releases
Just make the engine's HeatProduction value lower if you want it to overheat less. It's in the part.cfg file. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Obnoxious_Gamer replied to InfiniteDice's topic in KSP1 Mod Releases
Yay, someone finally said something! I noticed some of the base parts were being moved down/backwards by one node and I had no clue what was wrong.