XOC2008
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Everything posted by XOC2008
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[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
XOC2008 replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
As one of @SpannerMonkey(smce)'s testers, I apologize for not finding these issues. I don't generally look at colliders, nor do I use FAR, so I would not have noticed these problems. I just make certain things load, textures are applied, all primary animations(if any) function as they should, and generally make sure there aren't any complications with other mods. -
Mil Mi-8AMTSh: A little tweakscale, Airplane+, FS for the nose, SMM for the armor plates, and a sprinkling of B9, BDA, Retrofuture, and SM Stryker.
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[1.8.x- 1.12.x] LLL Continued Dev Thread - New BETA Release
XOC2008 replied to linuxgurugamer's topic in KSP1 Mod Development
Yeah. Among missing parts it threw continuous nullrefs. And it's not just a part or two, there's some serious code issue here. I would get rid of all but one part, trying several parts, only to have it do the same thing. -
Sure, but we get all the bugs and have to spend time testing and reporting. You get the all fun part of getting the cool parts at their functional level.
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It's true. He shows us stuff and then cackles with mad glee: "MUAHAHA You cannot have it!" And then we sob like children who have lost their favorite toy.
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[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
XOC2008 replied to FreddyPhantom's topic in KSP1 Mod Development
It's only a few posts above yours where its explained that some parts show module = strut in the cfg. Just change it to module = part. -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
XOC2008 replied to Shadowmage's topic in KSP1 Mod Releases
I've found I have to lower spring/damper numbers to get a handle on the jitteriness when loading onto a vehicle or, much like Jester, working with a bridgelayer. (We were working on one simultaneously, his beats mine!) sometimes have to lower it to zero. Most vehicles I have are at around .75 each until I need to adjust, on 20t+ vehicles. -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
XOC2008 replied to Shadowmage's topic in KSP1 Mod Releases
That's cool. I was just curious if it was going to be available maybe as just a greeble. I could use that dozer blade on anything without the animations. I know nothing of coding and the like though, so I doubt I'd do anything with it myself. -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
XOC2008 replied to Shadowmage's topic in KSP1 Mod Releases
Side gear! I have been waiting ages for these! Also, looked back a ways and I either missed it or it wasn't brought up.. There was a dozer blade lo-fi was working on. Will that make it into the mod or will these be parts like that in the future in a separate but related mod? Asking for a friend. (It's for me, who am I kidding?) -
Sounds like something might be interfering with it, because I have vehicles using the targeting pod while on the ground with no issues.
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@SpannerMonkey(smce) In answer to the question of IVAs, with the scaled up bridges, the IVAs are nonexistent and portraits are blacked out.
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I never checked, because I don't usually use the IVAs myself. I prefer 3rd person view. I'll have a look and see.
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Thus far they behave fairly well. I have to make some adjustments with ballast because their buoyancy increases and they bob a lot more than they would under normal circumstances, but nothing unmanageable. And not a pain to build, nah. Not with hangar extender. Mostly the scaling is applied to the bridge sections, and I added it to some weapons too. For the ships themselves, I don't believe I scaled anything up too much. Since they are at 65% "real world" size they didn't have far to go.
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Here's some stuff I got so far. @SpannerMonkey(smce) Your CK is joined by the DDG-1000, LPD-17, and LCS-1. (All ships are tweakscaled to real world sizes, if not weight.Some weapons are also tweakscaled, and some are going to be as soon as I add the module to their cfgs.) http://imgur.com/a/ZCqS4
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I know. I use it in my main game but for some reason anything with a free pivot still behaves like it does not. So, no KJR.
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Yeah no KJR in the install I am using it in, as it seems to play havoc with pivoting joints.
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Not sure if this is the same thing being mentioned, but when I put the flak on anything, it's fine till I try and use it. When I select it from the weapon manager, it becomes "debris" and is no longer in the wm menu. I can switch vessel to it as if it is its own vessel, but it is inoperable.
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[1.2.2] PEW continued R14 122 Beta
XOC2008 replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Looking forward to it! If I need to test anything else just let me know. -
[1.2.2] PEW continued R14 122 Beta
XOC2008 replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
@SpannerMonkey(smce) I see the UGM-109 in there too. Is the radar guidance on it working? -
Looking good!
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I tweakscale engines depending on what I'm building, but I usually limit speed in the BDAc AI to prevent it from being OP.
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Hollow inside from front to back for command seats?