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PostPosted: Thu Jul 26, 2007 4:53 pm 
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Cadet 1st Year
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I've downloaded KM 1.0, installed on fresh BC and was really impressed - especially with inaccurate phasers working "in both directions". But as many BC fans, I have my own copy of BC, with dosens of mods and hundreds of hardpoints modified to my liking. I want to keep KM copy for multiplayer, but I'd like also keep my personal copy, and I think melding those two together would end up in a disaster.

Now , the question - is there a way to transfer "inaccurate phasers" feature from KM to another BC copy?

I assume it has something to do with "foundationtech.py" and "loadfoundationtech.py" files, but my primitive attempts of copying files are resulting in black screen of death or the mod simply not working. I tried also deleting lines of code not connected to inaccurate firing, but of curse it didn't work...
well scripting beyond ship hardpoints and star systems is way over my head...
So I'm humbly asking someone smarter to give me some hint or perhaps - release new "inaccurate phasers" mod
Thank you


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PostPosted: Fri Jul 27, 2007 7:41 am 
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You might want to wait for the next release of Foundation Tech, which should come soon...

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PostPosted: Fri Jul 27, 2007 6:30 pm 
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well if inacurrate firing is going to be included in new foundation tech, I'll wait for it. Surely it will be simpler and less messy than trying to extract the mod from KM. Thanks for the info!


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PostPosted: Tue Jul 31, 2007 5:18 am 
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I think you're right!


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PostPosted: Tue Jul 31, 2007 2:49 pm 
If you don't want to wait you can make a copy of km1.0 so you have backups incase your merging is a disaster.


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PostPosted: Wed Aug 01, 2007 3:29 am 
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wats the foundation tech?

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PostPosted: Mon Sep 24, 2007 2:50 am 
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This topic's a bit outdated, but I don't want to start a new topic about basically the same subject when I can ask it here.

Is there a mutator in the list I can deactivate to turn off inaccurate phasers? If not, which files would I need to remove to get rid of them. I liked the challenge at first, but I later found that trying to fire phasers at a small ship like a Bird of Prey was like trying to shoot a fly. It's hard enough hitting small ships with torpedoes. I get how there should be a bit of inaccuracy but I'm missing by whole ship lengths.

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PostPosted: Mon Sep 24, 2007 2:53 am 
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SovieFan3988 wrote:
This topic's a bit outdated, but I don't want to start a new topic about basically the same subject when I can ask it here.

Is there a mutator in the list I can deactivate to turn off inaccurate phasers? If not, which files would I need to remove to get rid of them. I liked the challenge at first, but I later found that trying to fire phasers at a small ship like a Bird of Prey was like trying to shoot a fly. It's hard enough hitting small ships with torpedoes. I get how there should be a bit of inaccuracy but I'm missing by whole ship lengths.


Turn your Sensors to 120% to get a better chance to hit... also don't just hold down the phaser button if you miss let go and fire again...

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