ryanedward
Members-
Posts
57 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by ryanedward
-
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
ryanedward replied to InfiniteDice's topic in KSP1 Mod Releases
My problem is mainly that I want smart AI. Multiplayer just means I need to beg my friends to play KSP in order to fight them, and even then they don't want to get any mods. In addition I don't want to be the one to tell them they need to do technical .... to make Skillful work with stock parts. Pure and simple. AI please, and I will be satisfied. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
ryanedward replied to BahamutoD's topic in KSP1 Mod Development
Sorry, didn't read above. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
ryanedward replied to BahamutoD's topic in KSP1 Mod Development
Oh do not worry my friend, the AC130 cannon is not only needed for planes, I also wanted to build fixed-gun tank destroyers, and also have more guns to mess with in the CFG. Great update! EDIT: Some of my experimentations following the 0.5 update: As you can see, the explosion radius/power on the 105mm is just a teensy weensy bit OP. Just sayin'. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
ryanedward replied to BahamutoD's topic in KSP1 Mod Development
InfiniteDice's Skillful mod has component damage, however the bullets tend to miss because they are mesh-based and because you need to apply the Skillful module to stock parts manually. It would be relatively easy I assume to add that on a small scale as a concept, then build on it. However, I want that 105mm! AC130 anyone? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
ryanedward replied to InfiniteDice's topic in KSP1 Mod Releases
Still feels like a shooting range. A moving target, so what? I have missiles equipped on my MBTs, it is not hard to blow them into a hundred pieces. Also, the cannon is not hard to aim with - a couple sounding shots, and bam you're hitting every time. I want them to shoot back, and launch by themselves. I hate needing to position everything for a few shots of epic. Granted the epic is epic, but still. I want the epic with less hassle. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
ryanedward replied to InfiniteDice's topic in KSP1 Mod Releases
Very true, however it still feels like a shooting range - which is good for combat trials but beyond that its like, well, okay but what do I fight with this?! There is not anything to really fight.... For instance, I made these really cool MBT's that could easily go 23.5 m/s and take several hits from BD's Armory's guns. However, target practice is not a very good enemy now is it? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
ryanedward replied to InfiniteDice's topic in KSP1 Mod Releases
Without AI or multiplayer war in KSP is as bland as a stale bagel. Just saying. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
ryanedward replied to BahamutoD's topic in KSP1 Mod Development
Hey BD can you make some simple, clean armor plates? 0.5x0.5m, 1x1, 1.5x1.5, 2x2, 2.5x2.5, and 3x3? Make tank building MUCH easier. Also, stoked for the 105mm fixed gun! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
ryanedward replied to BahamutoD's topic in KSP1 Mod Development
Die MT-25 die! I hate those things while playing my artillery..... -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
ryanedward replied to BahamutoD's topic in KSP1 Mod Development
Astronaut Complex stronk building. Best building in the game. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
ryanedward replied to InfiniteDice's topic in KSP1 Mod Releases
Nope, never tried it, but 'practice makes perfect' may apply in some complex way. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
ryanedward replied to BahamutoD's topic in KSP1 Mod Development
I am pretty stoked about the 105mm cannon, I can then make a mock-up of a T29 from WOT with infernal robotics! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
ryanedward replied to InfiniteDice's topic in KSP1 Mod Releases
Technically, if you have a good computer and some friends, you can get DMP and have multiplayer there, although I can understand why many want to wait for Squad to implement it - too technical for people like me to manually start servers and managing connections manually. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
ryanedward replied to BahamutoD's topic in KSP1 Mod Development
That would be epic, yes. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
ryanedward replied to BahamutoD's topic in KSP1 Mod Development
The fixed 20mm is coming next update, had you bothered to read the last few pages. Also, a bit of config editing can fix the dual .50cal into position. it's not too hard. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
ryanedward replied to BahamutoD's topic in KSP1 Mod Development
People have thought of it before, they just do not have the time to implement it. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
ryanedward replied to BahamutoD's topic in KSP1 Mod Development
I found that tweaking down the velocities and masses of the guns in the CFG reduced the disintegrating I have been experiencing from using them.... We need armor that is specifically designed to resist these rounds, they are kind of OP. however, still a great mod, great competition for ID's Skillful! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
ryanedward replied to BahamutoD's topic in KSP1 Mod Development
The abrahms gun is insane - I made a tank that had several plated thick of armor, plus beams across the front of said armor (think of the track links you see on the front of Pz4's and Tigers). One shot, it completely disintegrates. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
ryanedward replied to InfiniteDice's topic in KSP1 Mod Releases
Hey ID, I was curious - couldn't you make a set of turret rings, then make different turrets, and use a system similar to ammo selection - click on turret ring, select turret, then select a compatible gun. Then load the ammo and bam you are ready to cause some chaos. Also, would it be possible to make tracks that work with ICE? My tanks really hate running on wheels... -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
ryanedward replied to InfiniteDice's topic in KSP1 Mod Releases
One thing that would be nice - a primitive AI to fight against. Waiting for my friends to get KSP and the multiplayer mods is tedious..... Even primitive Ai can do something against me, if I wanted difficulty I could just use shitty craft. Also, armor plating without the corners cut off so I can build tanks that do not look like holes were put into them directly out of the factory. -
I have never really wanted to go to the Mun - most of my KSP time is devoted to war. However, I have landed once - without returning, because I had another war contraption idea. I am lazy like that.
-
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
ryanedward replied to InfiniteDice's topic in KSP1 Mod Releases
Ah ok... but my problem is that I am engaging at ranges from < 50m to 150m, it is natural for me to do so because of certain tank games I play *cough WOT cough*, but I wish it was easier to simply edit the projectiles themselves to suit individual needs. Thanks for the feedback though - I will see if I engage at 500m or so, what the hitrate is. EDIT: I tried it at ~ 800m and I had some success. Then I stuck a battleship turret on top of my tank chassis and almost died of laughter as the target tank, well over 40 tons, flew more than FIFTY METERS into the air! Thanks for the tip, this mod just got a HELL of a lot better... *turns on two steps from hell music and goes back to the carnage* -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
ryanedward replied to InfiniteDice's topic in KSP1 Mod Releases
I use them on Kerbin, usually simply drive off runway 100m or so and start firing. I do not usually use the rockets, as they need a long range to work effectively and I do not want to drive 400m for one shot, especially when it is only one try. I am not really for splicing files and things, the most I do is edit .cfgs to make something recoil more or something. Although I am just lazy like that.... but still, I would like to know how the RNG works so I can edit the cannons to hit more. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
ryanedward replied to InfiniteDice's topic in KSP1 Mod Releases
Is there a section in the guide that explains how the cannon RNG works, if there is any at all? I cannot find it. Yes I have read the guide on the cannons. However the shots seem to go right through things at close range, and no sights mean that I cannot hit squat at ranges > 400m. If we had the RNG mechanics available, we could maybe tweak them to out own liking? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
ryanedward replied to InfiniteDice's topic in KSP1 Mod Releases
Idea - anyone in to night battles on war games will love this - STARBURST FLARES!!