sku77s
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
sku77s replied to InfiniteDice's topic in KSP1 Mod Releases
That piece is from the ICE mod. Fun stuff and a useful part. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sku77s replied to BahamutoD's topic in KSP1 Mod Development
Thanks for the advice. I have those mods just have the same complaints build time for entire vehicle vs a few missles. Also I'm completely modded out. I couldnt get moar boosters if I wanted to. Thats using aggressive atm opengl and I've edited bcdedit vram to 8Gb. If I view any vehicle I cant leave... I have to close the game. but there are mod conflicts im working around/on to play with so much stuffs. Again thank you though! - - - Updated - - - Just my 2 cents but the ammo boxes as they are function fine. Maybe a device that could generate the recources they used. It would be very explosive and prone to this as well. Kinda like a truck bed/ammo depot you would want to defend at the base. Non combat. This would fix refilling any ammo type. And possibly allow you to spawn missles and rockets on a harpoint you attached in vab. Ergo I fly my Kapache on a fire mission. And land back at ksc. Instead of recovering I have Bill waiting with the ammo dump 4x4 with the generator box in the back. Park within 20m and transfer resources (shells) and click the menu to repair(reload) any hardpoints to their original state with the rocket. Or maybe add a missle selection. Add a nice and hefty electrical charge rate. Thats just my idea for simplicity vs functionality. Also I want a reason to drive a truck full of high explosives to a ammoless tank under fire. Thanks for reading and considering my request earlier. Very much so. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sku77s replied to BahamutoD's topic in KSP1 Mod Development
Ok so no more tanks on duna... your killin me. I could blitzkrieg the mun for what it would cost to ferry one SAM truck to duna and back And my mun base is set. Im gonna go practice at KAS and KIS. I was going to use a docking port and skycrane to replace to assebly but bad things happened when I put docking ports on hinges on cranes. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sku77s replied to BahamutoD's topic in KSP1 Mod Development
A 2x2x2 structural panel with 8 1x1 dividing it. Makes a typical gtg missle pod. Using the atg 68 with kas to attach them inside to reload is a bugger. Maybe a pic would help. Still it would be nicer to reload a hardpoint as opposed to creating a new jet/ship/tank when the ordinance is expended. Like a couple hundred thousand kerbal bucks better. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sku77s replied to BahamutoD's topic in KSP1 Mod Development
Is there anyway to develop a universal hardpoint for bombs and missles? Most of my playtime is in career and it would be cheaper to reload these from a resource as opposed to paying for an entire vessel. Also placing these in kas is difficult in a rocket pod -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
sku77s replied to InfiniteDice's topic in KSP1 Mod Releases
Check for turret control and try switching auto aim. If home key becomes unreliable set the gun to an action group as a back up. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
sku77s replied to InfiniteDice's topic in KSP1 Mod Releases
Also I added the KAS grabbable code to the 30cal.... it shoots yay! But wont turn, I assume this is because there is no e/c? This was in the interest of those wanting kerbal-held weapons. Maybe the rocket hardpoint could be made grabbable as well? Although im not sure if the rockets would do damage as jeb has no IDFF. Is there a way to mod the idff into kerbals as they eva similar to the Eva Chutes? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
sku77s replied to InfiniteDice's topic in KSP1 Mod Releases
The ciws and auto-air give me enough ai firepower. If you want moving tanks use the mechjeb rover function and set waypoints (is it .24 friendly?) Altough an autofire GTG rocket would be nice. From my expierence the targets range becomes mechjebs control range allowing you to set patrols for enemy bases and all kinds of other things, this hinges on the IDFF tag module being opposites. I assume 99km is max as 90km is the tridents range. This works for mutiple vehicles but lags accordingly. Chasing one ground target moving through the mountains is fine. A convoy may bog some computers. Ive "controlled" atl east 4 Skillful APCs and gunned them down on a laptop so a desktop should allow for cool missions like airsupport to Friedly convoy on saved route 1 and a Enemy tank squad patrolling on saved route 2. Ive wish this worked for airplanes but... -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
sku77s replied to InfiniteDice's topic in KSP1 Mod Releases
InfiniteDice. While on you were on vacation I was wondering if we could get more teaser info on R.2 of Skillful. What 'kind' of shielding tecnology are you devising? Star Wars and Star Treck weaponry comes to mind when you mention shielding. Also will my Kerbin Rebels stand a chance against such advanced weaponry especially now that funds come to play? Jeb doesnt want to have to recreate independence day to score a hit against some shielded starfighter.... ok maybe jeb does but bill said no. And of course balance, will we see any capital ship weapons ergo something equal to the 14in turrets but require say two highly skilled kerbals to operate its new hightech kracken-launcher? Just curious as to what to look forward to. Maybe throw some of your questionable or may/be/cut ideas up in a voting fashion and we could decide its fate and satisfy curious minds. If you do that kind of thing. -
Tips and tricks you found out yourself
sku77s replied to hugix's topic in KSP1 Gameplay Questions and Tutorials
I was looking for a thread to post this as I just figured it out and had seen others mention and ask if there was a way. You can rotate a kerbal on an axis eva. Just click and drag. Sorry if this was well known. But its discovery solved alot of ladder grabbing issues for me. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
sku77s replied to InfiniteDice's topic in KSP1 Mod Releases
You do know the meaning of vacation right? But seriously as a steady user of your mods I now have to ask how do you keep up?! Also. I seem tp have misplaced the button to trasfer ammo to the 30mm cannon. Is there anyway to get it back? Im still using .23.5 ver of ksp. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
sku77s replied to InfiniteDice's topic in KSP1 Mod Releases
Infinite Dice I have an issue/bug with the trident. I can not switch to the missle to follow it as the guide in r4.5 boats states. Im posting this here because you mentioned that the missle was now under skillful. Has use changed? And if so has the range of the missle been affected? Edit typo -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
sku77s replied to InfiniteDice's topic in KSP1 Mod Releases
Just wanted to make a small request for the repair station to be able to spawn or generate ammo. With Skillful and Extraplanetary Launch Pads I have effectively created a interstellar war that would make george lucas jealous. Aside from all ammo is flown from kerbin. No matter which side im "playing" at the time. Having this feature would let bases be eeffectively self sustainable. Basically lletting my red base and blue base spawn tanks, planes, etc as they fight over the resources to make these things. Also is there anyway to cut a rockets effective and guard range to 2m or so. With that and and a small model you would have a mine you could toss on a probe core. Just some thoughts. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
sku77s replied to InfiniteDice's topic in KSP1 Mod Releases
The sight is a simple copy paste to the .cfg more detailed instuctions on first post. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
sku77s replied to InfiniteDice's topic in KSP1 Mod Releases
I'm not familiar with the RNG setting on cannons but the .cfg script for adding a sight to both pods and other parts is on the OP. For rockets the RNG seems to effect when they begin to track toward target. Also are you using these in space or on kerbin. As I have developed a system that lets me get a hit at 500+m in orbit but it is at best a 25% chance. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
sku77s replied to InfiniteDice's topic in KSP1 Mod Releases
Thanks! Im awaiting the ICE but mostly for rovers my tow truck could use those diesel engines for sure! Also is there anyway to add to auto track feature from the CIWS to the tank turrets? You may have read my earlier post but just thought id swing that by you again. Im a horrid shot and would love for my carrier to be the scourge of the stars but I cant hit the broad side of a star cruiser. And the auto track would let me use both cannon even at different symmetries. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
sku77s replied to InfiniteDice's topic in KSP1 Mod Releases
been a while since we've had a few pictures put up. So here are my a few of my ships. My Super Carrier Ziggy The Red Queen. 2 Tank Turrets, 4 CIWS Turrets, Two Missle Baskets. Currently two cub fighters in the main bay. In their infancy the fighters have heating issues and are nearly useless on encounters on the dark side of the planets. The Interstellar A.G.I. Cores designate ship names and so far I have Hactar, Ziggy, and Hal 9001 all The Red Queens. Hacar the Red Queen. 2 CIWS and 2 Missle Baskets and room for cub fighters, but their used to taxi satellites and fuel between LKO and the Mun. Skillful works with KAS! and the repair station is the perfect trailer. ALWAYS remember to check for forgotten kerbals before you test fire on a vehicle! Thanks for the awesome mod! Causing explosions in kerbal has never been more fun! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
sku77s replied to InfiniteDice's topic in KSP1 Mod Releases
InfiniteDice is the any way to add the auto tracking from the auto turrets to the other swivel based guns? Specifically the 5 in. tank turret? Admittedly I'm using them on defensive satellites roughly 200 km in orbit. As each shot alters the orbit getting your bearing is impossible. They function at a 50/50 rate under 800 meters but this is also in the potential debris field if you hit. Also this would allow me and others to use multiple turrets at different symmetries simultaneously. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
sku77s replied to InfiniteDice's topic in KSP1 Mod Releases
Thanks for the reply Hodo! And for the info Mike! Sorry I wasnt able to be more clear Hodo. I know how to rrun a .bat; what I should have done I guess is ask if it wpuld be possible to add the option to "select a file" for the .bat to execute on. Ergo: 1. Modify stock parts 2. Modify B9 Aerospace 3. Modify PD parts 4. Select Directory to modify all .cfg files 5. Close .bat Perhaps that was a little more clear? If this were possible it would save time but like I said I don't know how a .bat "operates" so this may be impossible. And mike the .bat has worked to modify the stock part to register hits for me, I actually use the mk 1 pod to copy and paste to target info from. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
sku77s replied to InfiniteDice's topic in KSP1 Mod Releases
Hello. Just dropping a quick question about the .bat Before I ask I don't have the slightest clue how a .bat "works" as in I can operate one but have no idea how it does what it does. SO Would it be possible to make a setting in the .bat that would allow you so select a file for the .bat to make the Skillful changes to. I have this mod working with kethane\interstellar\mechjeb\OPT afterburners And my current copy-paste method is rather slow. Again this could be impossible but thought I would ask. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
sku77s replied to InfiniteDice's topic in KSP1 Mod Releases
Is there any way tp reload the dual 14' turret? I have a orbital defense station but have failed to find an ammo box rhat carries 14' rounds. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
sku77s replied to InfiniteDice's topic in KSP1 Mod Releases
I integrated the parts into the tech tree does anyone (InfiniteDice as it is your mod) want a basic version of the code to refine it. I threw all parts under one skill node so there was/is alot of scrolling to unlock if you use it. But I could look into setting the guns and armors to unlock over a period and the types of rounds used as well. I only suggest this for the intergration of the mod and to create longer battles. Particurally at the begining stages over Mun and Minimus. Ergo I play two waging companies fighting for science. And best part Is if either side breaks the blockades I win! Also how do the rocket pods work? Specifically targeting (if any) and the alt bar what does it affect? And lastly will the auto air turrets track while controlled. I have issues with them firing while flying. P.S. I apologize I did not and still dont mean to infringe or have infringed on you mod. I just enjoy the uselessness of careermode warfare and had seen it suggested earlier and thought that others could use it as well. I would much rather see you use it as you would know when you wanted what unlocked.