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InfiniteDice

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Everything posted by InfiniteDice

  1. Hahaha... well +1 point for you. Yes I changed my mind half way through, and then found that EXACT picture and modeled the barrel off that.
  2. 2 meaning, if you have a keyboard without a keypad, then the solution is #3 check the list... the link is provided in the readme file inside the mod package. You'll need to find keys on that list that exist on your keyboard and assign them to the actions in the turret/gun cfg. customRotLeft = Keypad0 customRotRight = KeypadPeriod customElevUp = Keypad5 customElevDown = Keypad2 customFire = Home Follow the same convention, so if on the list you wanted to map n and m on your keyboard to rotate left or right and h and j to handle elevation then use: customRotLeft = N customRotRight = M customElevUp = H customElevDown = J customFire = Home Be sure to check what ksp is using on those keys... or you'll get lights/brakes other things happening when you are operating the turret.
  3. It's supposed to happen at 90% max part heat not 50% I'll check that. I'm overhauling some damage conditions, to get this straight.. I'm not making any weapons more powerful, just tweaking some conditions that would allow for more realistic and catastrophic outcomes. Expect this in the next update. About the sound issues... thanks guys, I'll look into it. I did notice that the sound for the engines will cut out.... randomly, it could be I'm overriding that sound channel with a priority sound of my own, I'll re-adjust and try to solve this one as well. Endersmens : Boatparts is NOT supported until the boatparts R5 release. Soon but no date, you'll need to put up with it broken for now. Thanks for the comments, I knew when I released the mod it would need a bit of tweaking... with a little patience I'll get it where it needs to be.
  4. Everyone be sure to update all your crafts when you download newer versions of the mod. If old instances were to be in the persistant or saved craft file... there's no knowing what might happen!
  5. The rocket hardpoint is smaller and this rocket clips it a bit, so it's not visible. Yes all the ordnance having different diametres need to be manually tuned ... I haven't tuned them precisely yet
  6. File has been updated. Changes are noted on the thread opening post. MD5Ray01: I think those are just model/cfg-edit mods. So I doubt there would be any issues.
  7. I don't deny there is that feeling. I think it must be a mix of gravity vs drag as I'm applying 0 force to eject, I'm simply letting them go. Let's just call it magical unity physics. In any case you shouldn't have a problem any longer.
  8. Actually they don't have any force.. other than gravity, and drag. What is likely happening is ksp doesn't see your aircraft... and say... hey... there is less wind resistance on items in the bomb bay. So what is happening is your bombs release and fall to gravity, then immediately become affected by their drag. I can't change the direction of deployment - for the same reason, there is no deployment direction, other than the direction the gravity force pulls them. What I can do is add a delay for when the colliders will begin registering hits. 1.5 seconds should be more than enough. Consider it done.
  9. Nice aircraft. Well guys, been working on a few tweaks, including the replacement model for the medium rocket. So... goodbye Hellfire Rocket. Hello Zephyr Rocket... A little more speed, and range.
  10. All the projectiles use physics for their flight trajectory. As mentioned there is no wind in KSP, air temperature in KSP is altitude based.. so the temp at sea-level at the pole is the same as it would be at the equator at the same altitude. So I wouldn't bother with that. Spin of the bullet would be torque, really a little too detailed in scope for this game. All projectiles have a timed life, with the potential of thousands of objects in flight at one time, they must time-out or the game performance will take a hit. Therefore the larger the projectile or... the further the potential range, the longer the time-out is. The 14" gun has an in game effective range of about 8.5km give or take. Enough time is given for these to reach that range. Again the range had to be limited as we can't all run KSP with all objects loaded out to 20+km. Also by the aiming method employed it becomes increasingly difficult to aim and hit something beyond that range. I managed one hit at 8.7km with the big gun.
  11. While I was making skillful I spent a few days patching up the code which will be R5. So it will be working much differently than before. With R5 comes the larger warship hull... there are some issues that need to be solved as well as a total re-balancing of the float code as I made numerous modifications. The submarine weapons will also all need to be upgraded to skillful, which is considerable work as well...
  12. The welding mod is probably a definite bad mix. Can's say for sure... but just thinking of how many ways the code could collide gives me a headache... Kethane should be safe. No comment on the other two.
  13. Since all parts in the game become skillful parts they will protect to some degree. I'll try to expand the armour parts as time goes on. I have limited time so I will be forced to only concentrate on a few things for r2. We'll see what makes the list
  14. Small but important update was uploaded. If you are having issues with rocket pods, this addresses some of them. I advise to ALWAYS pre-load your pods in the SPH prior to launch. In the event an error occurs where the pod in not reloading, use the EVA kerbal to 'Fix Pod' this will reset it's values to default and it should then operate normally. (until it breaks again). I'm keeping an eye on what could be causing it, but until I narrow that down, this plays well with giving our kerbals something to do! IMPORTANT: you need to remove all instances of the rocket pods from any craft files, then re-attach new ones. Using old craft files will cause these issues to linger even with the new dll. My suggestion is to build all new crafts so that you are 100% certain all the parts are updated. The saving loading issue is slowly being conquered, parts are now saved independently, then benefit to this was 1) it was the easiest fix for me to do 2) with the parts being independent of the vessel, it matters not where the parts go or if they change vessels, they will maintain their stats. I have done numerous tests and have noted good results, there are a few isolated errors I'll have to track down but they don't spam and seem to be isolated incidents. More updates to come. I also did some other tweaks here and there to address a few minor issues. I updated/changed the 3 included craft files, delete the older ones.
  15. Manual turrets no. The only thing that could stop a manual turret from rotating would be 1) no electricity 2) keyboard incompatibility 3) key assignment wrong 4) it's damaged 'yellow' 5) control this is off. Aside from those expect a mod conflict of some kind. Try to get more info.
  16. The auto-turrets work only on vessels with IFF's set to hostile. Blue is hostile to Red. If all else fails I think that could be it.
  17. Yes I don't assume people want them, but they are there for those who do.
  18. Flying assets out to another area. An up-sized b9 fuselage seems to work well for this. Note: found another bug with loading/saving. I will have that patched asap.
  19. Cool... just please direct people to the official Skillful Spaceport download links, this is what I update. Also put a link back to this thread so people can find answers to various issues, etc.
  20. Awesome assortment... No problem! it's good to see people finally using it.
  21. Torpedoes do not need AP unless you are not doing any damage with HE.... Always use HE for torpedoes.
  22. I'm already doing a trace to check for a missed collision... problem is... if there is nothing to check against that fails. Certain areas of the terrain and buildings seem to make this happen.. Another limitation is when you sandwich a bunch of colliders together closely, there is a possibility that the wrong collider will be hit. I'm sure my method could be improved a little.
  23. You still need to put the cockpitmemory into the actual part cfg yes.
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