XOC2008
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Everything posted by XOC2008
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
XOC2008 replied to SuicidalInsanity's topic in KSP1 Mod Releases
Not sure if this has been asked for or not, so I'll ask. What about flat bottomed parts? Just as deep as regular mk2 parts but without the lower curve. normal to flat adapters, flat ventral-opening cargo bay, flat bottomed liquid and rocket fuel tanks (which would hold a fraction more mass since there'd be more tank to fill).- 1,512 replies
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Yeah, IIRC he's got some problems with the model animations or something. I'm too lazy to go look but it's not like multiple mods can't have the same gun either. I think there are 3 different mk 45s now.
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Looking forward to it! I need a destroyer to go with my LCS!
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[WIP][1.0.5][Beta 0.1.4] N.A.N.A. Sinking About
XOC2008 replied to kimiko's topic in KSP1 Mod Releases
Yeah all I see when I right click a part is the electric charge, fuel, and the seawater amounts. (The latter of which still doesn't change.) There aren't any other entries, no SA: anything. (And this will be my 3rd download and install! ) -
[WIP][1.0.5][Beta 0.1.4] N.A.N.A. Sinking About
XOC2008 replied to kimiko's topic in KSP1 Mod Releases
I have missiles in the tubes, and they don't say they are tubeloaded. (I'm on my laptop, no log or pictures at the moment, so I'm going to try and explain as best I can.) I unzipped the NANA folder into Gamedata, as I do everything else, and nothing seems to function. The tubes clip into the Large Boat Parts Pack hulls fine without explosive consequences for me, so I don't need the function in the generalpatches file. But the missiles don't say they are tubeloaded: true, and don't fire. (If I remove that portion of the config file, they work fine.) The 5" gun I'm referring to is from the MTW(Master Tech Weapons) mod, and destroyed the hull completely in one shot.(The gun itself may be too powerful, so that one is likely on me.) I added some heat tolerance, but instead of taking on water, they just took 3 shots instead of one, and then exploded and were completely destroyed. I reloaded the default hull config file from NANA and changed to a mk 45 deck gun. It took 6 shots and then simply exploded and was destroyed, but never took on water. The alarm didn't make any noise at all. I have not checked missiles yet, since I am reloading the game after a crash. (And dealing with a fussy baby!) I really want this to work for me, I think it will add a great deal of fun into my game, I just hope it can be figured out. Warhead and guidance switching work fine. -
[WIP][1.0.5][Beta 0.1.4] N.A.N.A. Sinking About
XOC2008 replied to kimiko's topic in KSP1 Mod Releases
So I was intrigued by this mod and gave it a shot. But now all the missiles I have in my VLS tubes (long and short. Quad packed ESSMs in the short ones, Tomahawks in the long ones.) are rendered useless. I can't select 'istubeloaded' to make it true, and so the VLS's open, but nothing fires. My SeaRAM as well, has been rendered useless, nothing fires. What have I done wrong? Everything else seems to have applied correctly, so how can I fix this? Edit: I should add.. if I re-do the missiles, the same thing happens. New placement of VLS tubes with new packed missiles results in being unable to use the missiles. Edit 2: Removed the clearance checks and general patches configs, and things are back to normal. As an addendum, one shot from a 5" gun obliterated the entire Trimaran hull. (It immediately disappeared.) I think that's too nerfed, if you ask me. -
I think having the main ship hull pieces being a bit stronger makes things more fun. Plus if you're attacking the ship and render the weapons systems useless by taking out the AI or the BDA weapon manager, then it's dead in the water like most ships would be in real life if you made their weapons useless. So.. yeah. Beating a ship doesn't mean erasing it from existence.
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Geez I don't understand what the deal with the mounting plate is. If you don't like it, offset the thing till it disappears. Themorris, great stuff. I haven't had the issues everyone else seems to be having. I'm not complaining about that, I just hope my experience is what should be happening, and they are seeing anomalies.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
XOC2008 replied to BahamutoD's topic in KSP1 Mod Development
You should also make certain the missiles are set to eject laterally and not forward. -
For whatever reason Spacedock won't let me download this. Is there an alternate download? (It says bad password/bad credentials.)
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Here's an updated LCS trimaran using this pack, plus BDA, Malfunc's, MTW, PEW, NAS, sashan's PDC, and some SXT/LLL, with a KAS anchor. (Among others that I forget right now I'm sure.) Now we just need functional hangars and vehicle bays. (I know it's asking a lot, I don't expect anything! This stuff is still awesome as is.)
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The bomb bay looks like from Red vs Blue.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
XOC2008 replied to BahamutoD's topic in KSP1 Mod Development
I am aware it should be, but I've never had a VLS fire a missile that managed to track a surface target, nor can I make a radar guided missile like an AMRAAM hit a ground target. I think it's just a limitation of missile type. It's very possible I'm wrong but I did a lot of testing on what missiles my ship would be carrying and all my VLS tubes are carrying AAMs because of this reason here, radar guided anti-ship weapons just wouldn't target anything on the surface. (And my GPS weapons are on a turret.) -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
XOC2008 replied to BahamutoD's topic in KSP1 Mod Development
I think those missiles are surface to air, so you have no viable weapons to shoot long range surface targets. You need to use surface to surface missiles. (Or AtG like Hellfires and Mavericks I guess.) Edit: I know a RIM 67B is supposed to also be anti-ship but I've only had success with GPS guided weapons being fired from a VLS. The 67B and 116 are both radar guided. (In the game anyway.) -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
XOC2008 replied to BahamutoD's topic in KSP1 Mod Development
Might be outside loading range. Move them closer to where they can see each other and see if that's the issue. Even if you set the physics loading distance in BDA, it doesn't always gel with what KSP wants. Edit: Looking again, it looks like your gun range is set short. Visual range is 5k but the ship is at 7? Gun range is at 2k. -
Are the bridges going to remain tweakscalable? I know the "modern superstructures" have to be scaled to about 77% to allow for walkways on the trimaran hull.
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Speaking of which, you need some azimuth thrusters for this pack.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
XOC2008 replied to BahamutoD's topic in KSP1 Mod Development
I thought you could already do that using the data link, or is that part gone? -
I surface attached a couple ailerons to a pair of the engines that come with the pack, and then added some of the big RCS nozzles at the front to help with steering. (From LLL)
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I used Vesselmover. Didn't have any issues launching at all, though using the longer VLS' clipped into the hull found missiles disintegrating when hitting the water, which is no fault of either mod. As a side note, we need a trimaran end piece that has an opening bay to launch smaller boats!
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Loving what this pack has to offer. Keep it up!
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Nothing a bit of tweakscale can't fix!