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I think I'll start on the weapon core version around Christmas time. I've been dying to try it out and see what I could do.
@MaxStone,
Thanks! Yep I try to keep on top of all the comments you all leave here. Some might say I enjoy reading the comments, it means a lot to me.
The snipers go great with that mod that allows rotors and hinges to function off of movement controls. W/S for the pitch rotor, A/D on the Yaw Rotor, leaving the entire number bar free for camera zoom and stuff.
Awesome mod, man, thanks for not forgetting me!
it takes as long as it takes, just wanted to give a bit of input on it.
rl should always come first and the rest after it.
Weapon Core version is on my list of things to do. I've got a lot on my plate outside of modding the game unfortunately. :)
@Solar-Stratos,
Yep that will be fixed soon. :D
@MaxStone,
They should use sniper rifle ammo dedicated for it. I can always change it to use the interior turret or gatling turret ammo easily enough.
on a complely unrelated side-note (i swear), i now have a hole bored through my base when i left a certain weapon on autofire........... dont do that, btw, its a pain to fix and resupply!
in case you need help with making the wc version there is moddinginfostuff on the wc github and also a helpfull group of modders o nthe wc discord, both are linked inside the modescription of wc itself.
a point from my side would be that it might be a way to go to seperate the weapons out and then making a wc and a nonwc version of the weapons as a seperate mod so that you dont need to update 2 mods if you do changes to something not weapon related.
though it would also mean everyone using the mod would need to put in the weaponversion they want to use and there are probably atleast a few that miss the change and come in with reports of missing stuff even if you preannounce it.
So they are all up-to-date with each other.
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=>Fixed the sniper rifle ammo wasn't showing in the production menu.
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I will fix the assembler issue later today too and release a patch for it. I didn't forget ya. :D
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=>Fixed the Hangar door blocks were visually broken, along with the collisions.
I have redone the models entirely. All new collisions and more.
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I can look into that tomorrow. I think I know what is causing it.
I have used 3ds max my whole modding career and now I have to start all over learning blender.
Unfortunately I won't be home until Friday or Saturday.
I'd much prefer 3ds max because it's much more advanced and works better.
But I'll find a way to get it back. Hell or high water. Hopefully not literally. 🤣
Worse case I get blender back again. I learn quick.
If I can't get 3ds max again I'll learn blender and it'll suck to learn, but I'm a very quick learner.
I'm always in the KSH discord if you all want to chat.
Once I'm back home I'll get the hangar doors fixed up and rebuilt.
Keen changed hangar doors in the 205 update so they are placed in the closed position and not the open position.
So that's why they do that.
I tried other mods installed on my part that add hangar doors but none have any problems.