Is anyone else experiencing this mod seemingly impacting the Sentinel mechs as well as the player Minotaur? I'm not sure if it's because I am using the Hardframe parts or what, but I am noticing the Mechs flying a whole lot further than they used to, like they are flying out of the battle when they try to jump, and I often lose track of where they go. Their movements to track me also seem jerky, like they are swinging back and forth way too much because the game isn't used to the mech turning as fast as they do with the mod installed.
I am using Ultra Minotaur Infinite x3 v1.2, or at least I was before the update dropped today. I don't know if the update broke anything or fixed it by happenstance.
because they both use the same parameters. all the changes in the player mech will be applied to the sentinel mech. i have no idea how to solve this, sry.
I thought that might be the reason, but thank you for confirming. It's just something I'll put up with, the boost to the minotaur is too good to worry about the Sentinel problem.
The 10X one sometimes will clip your minotaur thru the ground. workaround, when you are dropping from the air, power up your thrusters to give it a softer landing, then it won't drop below the surface of planet into freefall. - Good mod for quick scouting and mineral search
Not sure if just a mod conflict but this causes the minotaur to put a hole in the ground upon landing anywhere when called. This also causes it to sit partially underground when on its geobay,
its an intentional feature and called Titan Fall in the game files. i think its reasonable for Minotaur to make some terrain destrcution since it falls from 100m, such a high place. and as for the Minotuar sinking on the geobay, this issue also exists in the Vanilla game and may relate to the collision settings of geobay model. it has nothing to do with my mod.
Mod is very good, but it lacks a version of the exceptionally improved AI minotaur. Because in all versions it’s too unfair. Author, If it’s not too hard please make a version of only improved AI minotaur 2-3 times, so that it is not as dumb. He looked like a real defender, but not as overpowered.
Sorry in advance, my English is bad. Did I understand correctly that in version 1.1, the x3 variant is now balanced? And please tell me. Which line is responsible for the jump height? It jumps very high. I will try to correct myself.
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I am using Ultra Minotaur Infinite x3 v1.2, or at least I was before the update dropped today. I don't know if the update broke anything or fixed it by happenstance.