

InfiniteDice
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
If you don't need them to sink you can just bypass skillful. The module references do not matter, if that module isn't there it might make a warning once in the log but that's it. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Latest video showing some progress with the upcoming 0.25 update: -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
To me mouse aiming only has it's place with quick turrets, I've already added it to the ball-style turrets. It needs some cleaning up though I'd like to change the cursor to a targeter for example. I've talked with Bahamuto about getting this to work together and I think the general consensus is at this point it would be too much work. My damage system needs loads of variables to calculate the chance for every hit to penetrate based on every parts makeup. I'd essentially have to extend my code to allow for the interaction then he'd have to plug in a bunch of data for all the variations. Skillful is and always will be different in feel to BD Armouries. Hopefully they will play well together, at this point that's all we can hope for. So what have I been working on? Fixed muzzle flash visible in hangar. gun elevation spam persistant damage highlighting yellow - now times out Added Audible bearing indicator - manual aiming aide - the higher the pitch the better the angle. IVA turret elevation readout. Dynamic per vertex crash/weapon impact mesh deformation (non-persistent). UFO targeting by CIWS/auto-air - engages vessels without a team if it's a potential threat. This would include BD/romfarer missiles 5 new armour parts turret ground - ground guard mode. support for destructable building damage Tweaked Missile tracking SAM missile self destruct on deviation from target Sam missile range increased slightly. Prototype Trophy vehicle defense system - intercepts high speed incoming objects and can destroy them out to 10m away. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Lots of changes on the way. Had to deal with a very serious family issue the last few weeks. Changes coming: 1) Guard mode for air defense turrets can now be set to target UFO's (targets not on red or blue) (CIWS and auto-air turret) 2) Interesting damage handling, with dynamic mesh deformations (experimental) 3) Improved missile accuracy for Heat seeking SAMS. 4) Destructible building interaction 5) Guard mode now extended to bearing and elevation style ground to ground turrets. (battleship guns, tank turret, 30 cal Coax. and TurboLaser) 6) Flak 88 is almost done (expect some insane AAA once this is operational)(release date not set) 7) More armour! I expect to be adding all kinds of crazy armour variants. (heat reflecting, explosive-reactive and ground based countermeasures) 8) Totally custom radar tracking and radar signatures, radar evasion and ECM. (release date not set) -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Hey guys here is some test-battle footage showing some of the work I've been doing automating the bigger guns! Enjoy. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Yes the code needs some tweaks and perhaps a new condition to evaluate. If you have skype - we can have a chat and I'll sort this out and get this working well. PM me your details and I can then get that craft file from you. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
I think his MFD breaks itself when it sees Skillful is there. LOL Honestly I do nothing with Gui so I have no clue why it would have a problem with Skillful. -
Are you referring to versions of the vessels older than the currently released stock carriers? If that's the case the old engines are gone yes. You'd need to edit the craft file. Just search for turbine and 1) remove all parts that are turbines and 2) remove all connection references to those parts you just removed. That will allow it to load, then just add the new props. Chances are if you are using crafts that old that they won't likely work anymore as many things in the code have been re-made.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
In one way or another yes. In terms of the battleship guns it might be simply called out. Bearing and elevation... What I might do is float the elevation and bearing data on the targeter and have them change colour when they are within a certain tolerance. I want to make it a bit easier of course, but not too easy. Therein lies the satisfaction and thrill of scoring hits! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
I've been playing with adding guard mode to tanks and the battleship guns. haha... I gotta say this is pretty damn cool. Just need to sort out and fine tune all the indirect fire calculations. Seems like warship battles are not too far away now! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
I'll check it out - but yes that's strange. -
No the props are the reactors now. Just add a prop.
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I wrote it just for making my video series really, I have no further plans for it. Medsouz is a capable guy, but if he wants the rough code for adding to all launch sites, then he can have it. All that he could make required is the wayPFuel transform be added to the site requirements... That transform just keeps track of where the actual refueling point is. He'd have to simply integrate it into his current code, then clean it all up and make it all spiffy... He can toss me a pm if he want's it as-is
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Sorry for such a slow reply, I've been busy on the IRL front. I have used the 605k with and without FAR installed. It may be that it needs a bit more stability from the tail surface. If you have a perfectly stable aircraft using say... a FS engine, swap out the FS engine with the 605k, should be just as stable. If not let me know. I shall be updating ICE very soon as I have done a ton of edits to the code while making my newest KSP video series.
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Honestly I don't know what the issue would be in this case. I wouldn't imagine his code would be affecting the Stability Enhancers.... are those the stock vertical support thingies? I can look into it.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
My mods are not dead I've been doing small updates on all my mods, trying to sort out some of the smaller issues. The direction Skillful goes now is still the same as it was a few months back, although I'm taking it a bit easier now due to some unforeseen sickness in my family. Lately most of my attention mod wise has been with the recently updated BoatParts mod, and now with the ICE code/videos I've been making. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
InfiniteDice replied to BahamutoD's topic in KSP1 Mod Development
Pretty nice? Come on, I'm the definition of nice. -
Yeah I was just being silly, I have some stuff running now, I have my airport refuelling aircraft which taxi and park in a designated spot. I'll likely be using this for my next video. I'll probably add more things first... like palm trees blowing in the wind and seagulls circling overhead. lol Later.
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One situation where it doesn't work is when you have improperly defined the LaunchPadTransform So it loads now, just played around with it for a bit yesterday. Next question is the code support. With Kerbtown I was able to use code with the objects, I haven't had any luck yet but I only tried the dll once so I'll be doing more bug squashing today.
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1) docking on the flight deck use armed = false and a distance setting of 9 or so. Docking on the storage deck, or inside ship use armed and slide the distance bar till it connects. It changes depending on what part you are connecting it to. 2) only the carrier bow has the wakefx right now, and it's not 100% 3) I never guaranteed no rodeo. Only that the plane will not be destroyed. I tested it about 20 - 30 times and it always came out safe for me. Your plane seems to have lots of bendy... lol the more loose the plane and the heavier the plane, the more rodeo you get... consider it free entertainment
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The launch system Catapult will work with stock landing gears, my suggestion is to watch my video it shows the procedure many times. The Naval Gears are in the ICE mod, they allow driving on the deck without sliding all over the place as well as having an electric motor and attachment system in the nose gear. The arrestor system requires one of the two hooks.
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Yeah for the naval gear, watch the video I made, I find that if the plane is over the flight deck it will connect with the system disarmed at about .9 over the storage or other parts, you'll need to arm it and move the slider till it connects. I wanted to update with a few parts to reduce part count, the hangar floor and the storage bays were the top choices. I hope you enjoy the ship movement updates, the ship will not slide in the water as much anymore, and the tighter the turn the more speed it will bleed off. You may also notice some other improvements I'll have to watch the video!