Frostbenjamin
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
Indeed a Video representation would be most apreciated and loved! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
It's supposed to be like that. So when you switch to a different vehicle guardian mode activates then the turrets become automatic. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
Yeah I've tried making the Ki-45 as well. Havent had much luck even with the firespitter parts. It always seems to fly straight into the air then crash sporadically so i deemed my version a failure. . Also how about a fixed 20mm cannon? Or at least an internal one as that would be nice -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
My god sir you have found gold! You are a genius -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
This sounds like a great idea! Although it would be nice if there was mp in ksp so that this could happen. And maybe u should collaborate with a snjo and ID to help them with their mods -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
Lol I could just imagine seeing these repurposed for use on the ground to wipe out tank columns that woul be AWESOME!!!!!!! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
To be honest I think space weapons will be a great idea! The idea of having laser/pulse weapons mounted on turrets really sounds exciting. Also I do really think the kerbals should be given handheld weapons and satchel charges. It would make for great commando missions or sabotages. ALSO we need MAC guns (magnetically accelerated cannons) or magnetically accelerated MGs for space cause that would be awesome -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
Yeah! And airdrop them onto enemy convoys or to sabotage enemy launches! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
:cool:Cant wait for the Mines and new weapons! They sound so awesome and the variety of craft will increase tenfold! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
.....oh im dumb.....hehe sry:blush: -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
Hey ID ive encountered a similar problem to another person a few posts ago where I am no longer able to turn any turrets. I can fire them which is nice but I cant turn them which is annoying. Now whenever I press the controls on the keypad they either move the screen up and down or put the ui away. Did I press a wrong button? Or is it a bug? I cant tell to be honest. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
You cant hes still working on the compatability issues so you have to wait till R5 of his boat parts mod. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
ID there already seems to be something a bit off about the CIWS AA system. whenever a vehicle equipped with it loads after you launch another vehicle the AA system spontaneously combusts or falls apart. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
yippee! Be there in a sec! :d -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
As far as guns destroying your aircraft thts been a problem for a bit but will get fixed in the next release. As for the missiles not being able to go over 300ms well that's actually realistic in irl. .23.5 has kinda done a number on skillful like the guns destroying your aircraft and themselves. that was never a problem before the nasa mission update. And as far as ID has told us there will be a new update for skillful today addressing lots of bugs. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
Yay that's great! I was wondering why all my vehicles wheels were destroyed whenever I loaded the game. And you say tomorrow? My god your awesome! yayayayayayayay:D -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
OOOH pretty! Ok then I'll download the R4 Boats mod I would've done it earlier but I was afraid that skillful would make it crash since it was not 100% compatible but this looks really exciting! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
Yay that's great and I will try those as well. Oh an idea maybe for skillful ,a item part that is basically an IED or attachable bomb that you can detonate remotely? Good for ramming and traps possibly. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
Yeah I get that but what do I use them on??? ive already made a couple craft that can use the torpedoes but seeing as their are no boats I don't quite see how I can use them to blow up a tank. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
Ok then that makes sense glad that's a clear:) Also when replacing the IDWeapons.dll file do you need to restart ksp in order for it to take affect? Just asking cause my antivirus software(Norton) which I don't use anymore deleted it so I just put it back in. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
It would make more sense if they spawned more near the mouth of the barrel since its internal people may put the gun nearly all the way into a fuselage or wing. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
Well that happened to me a lot when trying to make a biplane fighter work out. The internal machine guns really were difficult it seems as if the bullet starts at the back of the barrel but if you have the gun in a fuselage or wing it will hit that instead as well as itself. Try using other guns that aren't internal and don't have anything clipping through the barrels. That's what I did with the 30mm cannon -
Im a wee bit confused about the mod ,is it compatible with skillful or is it still a work in progress? Alos is it compatabile with Snjo's firespitter mod? Wait nvm reread the first page. Also suggestion ,when a the mod becomes compatible with skillful do you thik you'll make it so that a severely damaged boat will sink partially into the water?
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
Got the Firespitters mod with skillful and I just landed this baby after shooting down a bomber with a pair of 30 cals! Love this mod so much but I don't use the torpedoes for anything any suggestios for other mods that allows me to use the weapons to the fullest? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Frostbenjamin replied to InfiniteDice's topic in KSP1 Mod Releases
That is because .23.5 screws it up download the new dll at the top of the page it should replace the IDWeapons.dll file in IDskillfulR1 under plugins. if it doesn't do It automatically then you may have to go into your download history and drag it to that file and remember to delete the old dll.