BlackOpsFAF-ACUs only for FAF v20
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@doompants I'm curious why don't you use FAF teleport. It's an interactive no-nonsense system that's easy to read and feels well balanced to me. Both with BlackOps or with your balance changes I cannot even tell how much more energy would be needed exactly to port.
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Not sure what you mean by 'why I don't use FAF tp'.. If you're asking about my balance changes to BlackOps ACUs, I wrote that part years ago by just changing numbers. It predated the changes to FAF teleport and I just kept it in. BlackOps ACUs has the teleport built into the ACU unit blueprints I believe. Could be worth looking into, but again, I have to remind people I am not a coder, I'm mostly just hacking in fixes, so it takes a bunch of my time to go in and try to figure out how this stuff works. If I need to understand how base FAF teleporting works, and how BlackOps ACU teleports works differently in comparison, that might be more than I have time to sit down and figure out.
The fixes I did get done happened because my playgroup love this mod and i literally had 2 weeks off to charge up my ADHD hyperfixation super-powers and bodge my way though it.

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It's honestly the same reason why the Sera ACU 'fix' to the Overcharge upgrade (and really all Blackops ACUS in general) still uses the old 15k max damage overcharge system, is because BlackOps ACU blueprints were modeled off the old vanilla ACUs but with all their additions added. When you load BlackOps ACUs to get the expanded weapons and upgrades you also get the old Overcharge code and the old teleport code.
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I noticed that the collision behavior of the modded ACUs in this mod is different than vanilla. In vanilla the ACUs can push other units, like T1 eng, around, but the modded ACUs cant. Even funnier, a T1 eng. can push the modded ACUs around, so the collision behavior is swapped in some kind of way. Does anyone have an idea what could be causing it?
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Lol, I just found it: All modded ACUs are missing the AverageDensity parameter.
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