

InfiniteDice
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I noticed the occasional craft file would do this as well. If you can come to any conclusion that would help.
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Guys uploaded the R4.55 file. Get it on Curse or from my site. Prototype of the Catapult, rewrite of the Arrestor system and also trying out some wake FX for the carrier... Let me know what you think. Also aircraft should now be safe when the carrier resumes!
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New video showcasing some catapult action.
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This is what I was moving towards, essentially if you look at the old grasshopper design it was really short. the goal was to have the flight deck and other parts the right length to allow for length variance, although fairly large. I've been messing with a light carrier, it's around 50 parts or so, the only issue is when it reloads its proximity to the water usually means aircraft attached are battered. Yes with the 'soon to be released fix' I'll be changing a few things! 1) safer resumes for the ship and parked aircraft. 2) revamped arrestor system 3) prototype catapult system 4) reduced drag in water for a slightly more boat-like feel. 5) various bug fixes.
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Made my first video in a while, showing some Naval Gear action and how they will operate.
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There is two... So after lots of fiddling around I have a somewhat stable solution for the Naval Gears. I feel with some testing/tweaking they can get better. Naval Gears and any related aircraft parts will be released with ICE. Sorry that's just the way it's going to be. After shelving Naval Aircraft parts for so long, the wheel code I had adapted to the Naval Gears evolved into the wheel code I used for ICE, this means it makes sense for me to include it with that pack. If you don't want the other ICE parts, simply delete them, just remember to keep the ICE dll. Essentially to dock: 1) land 2) turn off the jet engine 3) park the plane and apply the brakes 4) right click the nose gear and click 'Arm' - the aircraft should dock to the deck. To un-dock: Right click the nose gear, click disarm and then click release. - plane should pop off the deck and be on the gear. - Sometimes gear can get into the deck - retract then extend. Issues: The dock node needs to be manually adjusted (depending on positioning of the gear on the aircraft) this is done by right clicking the nose gear and dragging the park distance slider. If the plane won't connect when armed/stopped then adjust this slider until it does connect. In some cases after connecting the gears are clipping the deck. You'll NEED to retract the gear, then disconnect the plane, or bad things happen. - this will disconnect the plane onto it's belly. I had to modify the float code yet again, the carrier was freaking out and breaking the aircraft off. I changed the craft file a bit so it's a bit more stable. The screen above proves I was able to not only land and dock one plane, but the plane survived loading without falling off or getting into the deck, and I was able to land and dock another aircraft. I'll likely do a bit more testing before packing it up for release.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Been playing with the mouse aiming that many have been suggesting I add. It's in and working! • Mouse aiming allows for full degree of tracking with the mouse • when it's enabled it allows firing the turret only with the left mouse button. • calculates lead-on-target for deflection shooting. I've been able to drive around and shoot while moving in vehicles as well as aircraft. • Sprays a nice pattern within the cone, pattern and ROF is automatically adjusted based on a few factors. That's all for now, I'm just getting back from my modding holiday so I'm only 50% active right now. Next big thing will be automating the battleship and tank type turrets I have the range-finding code 50% done, just need to stitch it in. -
If you check all my older videos I mostly used stock gear and the reverse engine. Before I created the easy docking ports it was a real pain in the butt. I have started to take a look at adding claw code to the naval gears. Just needs some tuning to get the range right and perhaps some specific animation in the gear to fool the claw into thinking it's open/closed. Shouldn't be a problem. I looked into the carrier speed issue and realized there was way too much drag being applied, also found a bug with the engine. So those are being fixed. 40m/s to full stop is about 30 seconds now, I'd like to get it to where reverse engines will be helpful but not ultimately required to stop the boat.
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The real issue might be when it combines with Skillful, I can't say what would happen, but it's likely it won't behave correctly. For non-combative carriers/boats, could be a cool solution to pick up some frames.
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Crazy stuff can and will happen when there is debris stuck on the carrier. Normally just returning to the spaceport then back to the carrier will remove any debris, I suggest jumping pilots out of the plane if the cockpit gets stuck on the carrier, in order to save him. I'll re-visit some of these things shortly, like the ship slowing in water. I think in the beginning I had the ship slow fast as many people hated waiting for the ship to come to a stop before being able to do other tasks. I'll try to find a happy medium. The landing gear are mostly good, so again I'll have another look at those and consider them for inclusion. I'm still not back from my modding holiday for another few weeks. Consider me attentive, but not active. - - - Updated - - - Thanks. Glad to see you're still kickin' as well!
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Probably not, as my code uses custom float code, that needs to look at those sections separately.
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Thanks for the comments. I know all landing gear suck! The problem with them is they aren't designed to work on other parts, they slide all over the place. My naval landing gear were made to work on the carrier, but yes they were shelved until I get the time. I have been doing more thinking on this and I might just release naval aircraft parts with boatparts. I can only stretch my time so far these days. I'll finalize some plans for that in the next few days.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Some guns are internally loadable. The Auto-Air turret: Right click the turret, click transfer ammo. alt+right click the ammo box and transfer the ammo like you would fuel. Some cannot be reloaded from inside the vehicle, like a wing mounted cannon/pod. 1)eva kerbal, right click the gun and transfer ammo 2) get back in and transfer like fuel. 3) eva and right click transfer ammo on the gun again. The whole point of this is to make ground crew more 'needed'. To transfer ammo from another vessel:(again an EVA kerbal is needed, and the other vessel must be within 40m) make sure the gun is on transfer ammo = yes then click transfer from nearby. (ammo must be on a separate vessel than the the one the gun is part of) Hope this helps, I may revisit reloading in the future, to make it a bit more intuitive, but I won't strip out the need for some guns to require EVA work. Reloading guns in a wing while flying is a bit too arcade-like for me. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
They do reload, yes you need a lot of energy, on my prototype tank I have 4 or 5 rtgs. Once it has the required energy it should reload. If you're still having issues let me know. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Strange, I suggest nobody use the 64bit version of KSP... I have been since it came out and I've been struggling with all kinds of crashes. I installed 32bit last night and it's smooth sailing again. Not moving back to 64 until it's sorted out. Always remember that control needs to be true on that gun/turret for it to function at all. I have a few announcements: 1) I'm adding mouse aiming to the ball turrets, I've had a bunch of requests for it. I thought about it before but thought it would be too arcade like for Skillful - which I didn't want. But after implementing a simple solution I realized that it doesn't really make it too easy. Mouse aiming will benefit from the guardian mode's shot lead calculation, so all you need to do is aim the cursor right on the target and it will calculate the lead which should help hitting while the turret is on your moving vehicle/chopper/aircraft. The ball turrets will now have 3 firing modes, 1) automatic guardian, 2) auto track by selecting a target and 3) mouse aiming with the left mouse button being the trigger. I'll release a video showing the basic implementation. Lastly, the other turrets like the 14" tank coaxial 30cal and Turbo Laser will soon have guardian mode. This will be a little more difficult to implement since the larger guns can hit out to nearly 9km maybe more. But I'll see what I can do. -
The broken bits are the secondary damage mesh, they will show up in the hangar and on launch then disappear. The reason they show in the hangar is so you don't build on that spot, almost as a reminder. As the mesh changes when it is damaged it could cause things to look silly. The issue at launch is a bug and will be sorted on the next update. Yes the fore and aft cabins are really hard to navigate. I wish KSP would put camera focus on the part of the vessel that is controlling, that would solve that issue. Yes the camera is a very touchy bit of code, it works well allowing the camera to go under the water level, aside from that there are some issues. I felt it was a fair trade. Haha the water launch system has always worked for me, but I'm glad it's now working for more people. I have some stuff on the table for future updates, I'll be off modding vacation after the 2nd week of August so you'll likely see a note here on the forum when that time comes, with further details. Thanks for the comments!
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Hey man, try with this dll and let me know if it's better. https://drive.google.com/file/d/0B82_uLLhCvSPa1QzaHZuaEFBNzg/edit?usp=sharing It's a matter of tuning, it's proven very difficult to steer a missile to a target using only forces, but I'm doing my best! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Updated for 0.24.2 Grab it on my site, just check out the download page... http://smaugsfire.wix.com/carrier-parts I put the prototype for one of the TurboLasers (loosely based on SW type lasers - semi magical plasma firing things... ) Totally manual right now, auto tracking will come later. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
I'll be updating the mod tonight as I have noticed some additional changes that need to be done. Also install instructions will be updated. On a side note in my time-off I've been playing with the turbo laser prototype, I just need to write up a bit more code and enable a heat map and it should be good. Turbo Laser • near zero recoil • unlimited ammo but must pause for reloading every 10 or so shots - requires a lot of energy • can overheat Moving one step closer to supporting user made weapons/ammo not done yet but I'll keep you guys posted as progress is made. -
I'll check them out once I have some time. Can you please however change the title of your Thread - Don't include my handle, and put skillful to the end, after the name of your parts pack. At first I thought your thread was my thread I'm sure that will cause some confusion. In order to change the thread title you'll need to edit then click advanced. Thanks. The parts are looking pretty good though, I was surprised you had them working so quickly.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
I've always wanted to implement simple target drones/static targets. Now with contracts I might explore that.