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XOC2008

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Everything posted by XOC2008

  1. Some current and new parts, to show the versatility of the sub system. There is a dot on the dock, that is a Kerbal. No tweakscale has been used on these subs. Yes, they are just that big. (K)American (Foreground to background: Sturgeon Class SSN, Los Angeles Class SSN with DSRV, Los Angeles Class SSN FLT III with forward VLS, Virginia Class SSN, and Ohio Class SSB(G)N): (K)Russian (Foreground to background: Akula Class SSN, Yasen Class SSN with VLS, Oscar Class SSGN, and Typhoon Class SSBN):
  2. I don't mind having the fixed point parts personally. But I guess having that extra function without adding parts on all the time will be nice too. SM Marine LCAC, SM AFVs Humvee, and Aircraft Carrier Accessories Tiedowns:
  3. Okay so that's what I figured but I wanted to be sure. Thanks!
  4. @flywlyx What is the 'force ratio' and 'cable preload' on the tiedown parts? (What does it do?)
  5. Use an image hosting site like imgur and upload the picture there. Click on the picture after upload to make it bigger. Right click and open image in new tab. Copy that new tab's url to the picture, and then come back here and paste that url directly into your post.
  6. No problem. There are a lot but there are never too many! Hope you get the problem figured out!
  7. Those aren't SM weapons, those are NAS weapons. You need to go here for that:
  8. Can you post a screenshot? I'm not sure I know what turrets those are. Are you using Kerbal Joint Reinforcement?
  9. You need to specify which turret you're referring to with this behavior.
  10. Man no offense but you're not being very constructive when you're patting yourself on the back for 'fixing' the bug and continually telling @harpwner that something's wrong with his code. And you do it constantly in this thread. I wouldn't listen to you either if you kept telling me how awesome your stuff was and how broken mine was, along with telling everyone who comes in here the exact same thing. i know what I'm saying isn't all that helpful to harpwner either but geez man. We get it. Your nukes in your mod are working. Congratulations! Last time I looked this thread wasn't about next star industries.
  11. Another question: Do you plan to fill in all the new BDAc bullet types and such now that BDA has a new armor and penetration system? (I ask because these turrets are nice and all but they don't do a whole lot of damage to much of anything in my game. I know you made them initially for Tape and Beardy's Youtube series and they use an older BDA and apparently only recently updated which explains why some of their weapons work now and some don't.)
  12. Yeah SMM has a lot of plain hulls that you can turn into whatever you want. Plus you got a tugboat, an auxiliary vessel, etc. Nothing says they have to be military ships.
  13. Pretty sure the latest dev versions are compatible as I'm using IR with no issues.
  14. @allistaAs an update, I found that TCA doesn't actually care about the winch cable at all. When the end touches the water, it ignores it completely. But if something is on the end of the winch it thinks the whole vessel is below the surface and starts to compensate, such as a dipping sonar attached to the end of a cable.
  15. Yeah but then they'd just be flat textures. I was talking about preserving some detail instead of losing it.
  16. I see gun range of 2700 and they are more than 3k apart, that might have something to do with it.
  17. Yes. The fix is don't use it. It's been broken since before 1.0 IIRC, and is only there as a placeholder for a possible future fix when space combat is actually feasible.
  18. No. The pictures in the thread won't show. You know, the ones that should entice us to want to get this before clicking any other links.
  19. I can throw together a quick video tomorrow if need be.
  20. @DStaal I have airpark and I thought of that but TCA lets me plot waypoints and get to the height I want to be at with relative ease, and I like the option of hovering in place and then continuing without having to turn off something else. With how much would go into creating excluded parts, it might be my only viable option though. It is what it is. Thanks @allista for answering my questions so promptly!
  21. @allista Understandable. That's sort of what several of us figured was going on. (I only noticed this is what was happening as I left Vessel Mover on and it kept flickering between "You need to land to use this" and giving me the buttons for move/load) Perhaps it will be something that can be addressed in the future. So right now TCA detects everything on a vessel. Instead of having it know the difference, would there be an easier way to create some kind of 'exclusion list' for parts you want TCA to ignore?
  22. Here's a question: I have a helicopter with a winch.. hovering over water at about 20-30m. Anchor keeps me relatively in place. Once the object attached to the winch hits the water, TCA starts giving the helo forward momentum putting strain on the cable and thinking it(the helo itself) is touching the ground. Is there any way to prevent this? I'd like to perform rescues and such but if a basket touches the water and TCA makes the helo leave the target it's hard to rescue those poor Kerbals.
  23. The problem with tweakscaling, for example, a missile, is that you change the weight when you make it larger or smaller. So if you double the size of a missile, you've doubled its weight, but not the thrust, nor have you adjusted the aerodynamics to compensate for the size. I do a lot of scale work in my game for real scale weapons, very little of it has to do with tweakscale, and a lot has to do with adjusting model scale through the configs, and adjusting aero, weight etc. So just be warned that tweakscale will HEAVILY affect weapon performance.
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