

InfiniteDice
Members-
Posts
842 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by InfiniteDice
-
The 4.5 update is moving along - slowly as I'm squashing Skillful bugs and taking it easier for a while in general. Some items will not be updated, and possibly not return to the mod, some were only meant to be placeholders. All weapons like the trident and micro-sub mines will be available in Skillful. The micro-sub release in Boatparts will be released with a detachable 'something' to fill that void. Above are the new props for the carrier. 4 of these will give the included carrier about 30m/s. Later guys.
-
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
The next update will have enhanced heat damage. In progress: I'm also working on a heat seeking warhead. I'll also be moving the sea-mines from R4 over to Skillful, this will introduce timed bombs as one is contact, the other is a limpet mine with a timed fuse. With this comes the possibility that things like satchel charges could be dropped by EVA kerbal commandos. Lastly will be artillery/flak which will fire an 88mm projectile. After these R1 is done, and additional items will not be seen until R2. R2 will be the futuristic weapons pack (possibly some other stuff as well). -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
When unpacking it's likely you doubled the directory... so check under IDSkillfulR1, there should be Parts, Effects etc. GameData ---> IDSkillfulR1 ---> Plugins NOT: GameData ---> IDSkillfulR1 ---> IDSkillfulR1 ---> Plugins Beyond that, I'm unsure what could be the issue. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
You likely turned off your NumLock. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
1) I suggest firing from a minimum distance of 1km. They tend to corkscrew when they don't have enough time to accelerate before they track. If you watch the air-air video I made you'll see the last missile hit there was no corkscrewing as it had a little more lead time. Try it out again and let me know how it goes. The Zephyr is easily good out to 5km, while tracking behind a moving target that range of course is reduced. I never really intended any of these to be air-air missiles. 2) Switching vessels while a rocket/missile is in flight isn't supported, they have no memory, they track whatever the active vessels target is. This may change, a new missile might have this capability. 3) I can't really do that as they are all weighted accordingly. The Zephyr is 0.085 mass, which equates to 80kg or 176lbs. I think it might actually be a little light for the damage it does. Any load reduction will cause this, but not just the load, the reduction in drag also has an effect. My advice is try to mount the rocket hardpoint as close to the center of mass as possible in the lengthwise axis. This means the center of mass for the vessel will not change as much once dropped - therefore not affect pitch change in the firing aircraft. Another tip is, try making your aircraft a bit heavier. Before fuel and before any other dispensable mass is added balance the aircraft empty. Then add dispensable mass and try to distribute evenly. Dropped mass has less effect on an aircraft if the aircraft itself has more mass to begin with. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Haha... That's why everything falls apart! Thanks Snjo! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Crafts should be loaded. REMOVE all skillful guns/hardpoints... then re-add them and they should work. It's possible out of date persistent data is in the craft file you saved with the old version. Skillful parts use a lot of persistent data. Using anything from a previous version is a surefire way to get loads of problems. Essentially this means you should load up any old craft files, remove ALL skillful parts and then add new copies of those parts back where they used to be, then save. That should put all new instances of the parts on your vessel. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
I would have it on all vessels you want to respond to damage correctly. The problem is with stock parts, I need to force them to be Skillful parts - doing so requires an IFF be present. If you edited every single stock part to have an Skillful module, then the IFF would never be needed - except for threat identification. BTW I've never seen a vessel fall apart... you can watch all my videos - I have a bunch of them. Not one has fallen apart from placing an IFF tag on them. Let me know what other mods you have installed. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Download the new files. I've tested this a bunch of times you now have till about 50% of the heat bar to respond. Just in case someone mentions SRB's can't be throttled back - that's why you should probably design the craft so the SRB's are spaced out enough so they don't overheat. KSP goes from 0 damage.. to 100% destroyed. I'm intercepting the part being destroyed at about 85% of the parts max temperature. And this doesn't immediately mean that the engine is totally gone. It could turn yellow and start a fire, then still be fixed. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
It applies to all parts. Did you add an IFF part to the vessels? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Spaceport download is updated. Please completely remove the old files then install the new stuff. A lot of small things were changed in this update. Don't have time to go over it all I'll fill in the details later, busy day today! As usual note any issues here. Enjoy! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Yes I've added this ability in the hangar. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Hey guys, Another update is nearly ready. I actually found some big issues from the 0.23.5 update. A lot of the crafts I had made with 0.23 seemed to have wheel issues. Bouncing, and breaking wheels all the time. I had to reshuffle some of the designs, perhaps they did something with the wheels - colliders or whatever. In any case I found a bunch of little things that were broken and they are also fixed. Only a few things left on my list for this time around. Should be done tomorrow sometime. G'night! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Variations of the sea mines from BoatParts R4 will be made contact and timed. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
1) Roll something down the runway... enter the water at 5m/s and use rocket engines to slowly get out in the water... then torpedo them. 2) Use the firespitter launch to water module... slap it on a bunch of big orange fuel tanks... then they will spawn out in the water. - Torpedo those... On a side note I figured out the internal MG issues. Fixed a few issues... so when I do another release the whole guns shoot my plane issue will be gone. -
No - Tridents are already in skillful. I'll have to test but mines might be excluded from boatparts and added to a future Skillful release. Still to be determined.
-
The carriers nodes are already crazy high, like 1e37 or something silly. The size of the node doesn't impact it's strength it's more for a visual queue.
-
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
The round is not coded to spawn at the base of the barrel. The round is coded to spawn at a position .25 m ahead of the gun @ the velocity of the vessel + the added force of the projectile. So technically it doesn't have an issue. But... When you factor in when the code is being called, the actual position of the vessel may have advanced slightly thus the bullet instantiates inside the collider of another part. For collision reasons, the bullet collider is also much larger than you think, so clearance around the front of the barrel is critical. As mentioned I'll adjust the spawn point further from the barrel to alleviate the problem. -
Look at the dates, this has been out for a long time. It is not updated for 0.23.5 nor is it updated for Skillful. As an update I ran some tests last night on my workup for R5, mostly good. The joint stiffening... I suppose it's in ARM but it's not strong enough for the carrier in all places, still need super struts in about a dozen places. I think we're still looking at ~100 parts for a carrier. New float code seems to be working well, I am not seeing any falling/jumping in the water even with an aircraft attached... no exploding bits of planes anywhere. The sub was a nightmare to re-balance I think it's close. I'm thinking I'll release an R4.5 - essentially an update for basic skillful support, and ARM update compatibility. R5 would still be a few weeks off.
-
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
I'll check the bullet spawn points on the internal barrels tonight and adjust. They are the oldest and technically still placeholder models so it makes sense they will have issues when the others don't. The 30mm auto-cannon is asymmetrically shaped, the little box that hangs off the pod is to one side. Placing two of them, you'll never get the exact same look right to left. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Sounds like you have something else going on.. how can I test this for 2 hours straight and not have any of those issues? If anyone else can elaborate on this let me know. Planes falling apart after reverting a flight... Sounds like you are reverting a damaged plane. Skillful does NOT support quickloading as mentioned in the User Guide. Why? I save all part stats independently of the game saves. Why? KSP doesn't allow for persistent data to be saved when that module has been added via KSPAddon. So when you think you load the quick save and get your shiny plane back you really can't because my save data will reset it from it's last saved state. If the part was damaged it will return to being damaged... as to them falling apart.. I've never seen that in the hundreds of loads I've done. I'm wondering if you are on PC or Mac. Weapons have nothing to do with staging at all... they have 0 impact on staging. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Yes... it is possible to make a bomb drop approximation. They used to have charts in bombers before the more advanced sights were created. Bomber altitude and speed, and a way to triangulate the distance to the target to determine when to drop. I've thought about this but for now, skillful is all about skill. So just do about 10 runs, keep a somewhat level approach at a consistant speed and alt. If you check out my older 'sink an enemy carrier' video you'll see just how effective a bit of practice can be! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
It's likely you shot these before didn't you! sometimes a wheel gets pulled out of position then the strut attached to the wheel is trying to pull the wheel back to it's rightful place, and it causes some real stupid physics. Try removing the struts holding the wheels on. Then test again. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Yes they are overheating. I back off my engines as soon as I see the heat gauge kick in. I need to tune the overheat level. Right now you can't just let the heat build up at all... it will damage the rocket. The sound issue... is a nuisance... very aggravating. I don't see why it happens, even if the sounds are not being triggered the engine sounds cut out. I'll look into it but it could require a lot of reconfiguring the sound code. -
Won't need to if the joint stiffening fix will be with KSP in 0.24 The Narwhal has roughly 60+% of its parts struts.