

InfiniteDice
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Update: Some of the pre-made crafts included with Skillful behave strangely, seems squad updated some of their parts, if you see anything strange you may need to rebuild the crafts partially. I may release a zip of just some updated crafts later. -
Cool thread. Just a few technical points: Skillful was made to run turn-based and that is why I created some hands off guardian units, they add an element of defense. When it comes to performance you want to have your bases at least 20 - 30km apart. This allows unneeded vessels to unload. Also AAA guns track in a 3km sphere, I don't suggest using more than 2 guns per 3km area, more than that decreases performance. There is also an upper limit for bombs and guns firing at full rate. This really comes down to your computer and how amazing it is, HE bombs fragment on detonation, and depending on the mass of the HE bomb, there are many fragments that are created and have to be calculated, be aware of this when you are loading 12 x 2000lb HE bombs on your bomber! If you plain suck at bombing - you can drop a singular tallboy or daisycutter in either HE or Incendiary, the area effect should be upwards of 300+m, making accuracy a little less important unless attacking something like a battleship turret. When I was writing up Skillful I envisioned 5 - 15 minute turns, played over skype between two people. Having many people per team is interesting. Perhaps alternating like: team Red player 1, team Blue player 1, team Red player 2....... etc. Would keep it moving faster. The only 2 people needed on the skype call would be the acting player and at least one observer from the other side to keep track of the timer/be a witness. Just tossing ideas out here, do as thou wilt! • There is a part in skillful that is simply an Icon or insignia. Make dupes of the CFG and edit that, I include instructions either in the readme or the manual that shows you how to set up a bunch of insignias for teams. Let me know what features you'd like to see when it comes to mechanics, more teams etc. I'll see what I can do for the next update. Later.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Sheer determination Should be there, likely EVA, it would be strange if it has totally disappeared! -
Recompiled the DLL, with minor changes. Haven't tested the mod extensively as I'm on vacation. Post issues as normal to the thread. There is no need to download the mod all over again, unless you never had it or would like to get a fresh copy, just follow the updated DLL download link in this thread's opening post, and download the updated DLL from my site. Copy over the 0.23.5 DLL/s where needed in the SAME location. Cheers.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Recompiled the DLL, with minor changes. Haven't tested the mod extensively as I'm on vacation. Post issues as normal to the thread. There is no need to download the mod all over again, unless you never had it or would like to get a fresh copy, just follow the updated DLL download link in this thread's opening post, and download the updated DLL from my site. Copy over the 0.23.5 DLL/s where needed in the SAME location. Cheers. -
Recompiled the DLL, with minor changes. Haven't tested the mod extensively as I'm on vacation. Post issues as normal to the thread. There is no need to download the mod all over again, unless you never had it or would like to get a fresh copy, just follow the updated DLL download link in this thread's opening post, and download the updated DLL from my site. Copy over the 0.23.5 DLL/s where needed in the SAME location. Cheers.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Yeah it would just fly through. The weapons are only coded to collide with other parts under certain conditions, the weapons don't exist to KSP, unless coded to, they don't follow any rules of the KSP world or universe. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
This isn't the case with Skillful, all Skillful weapons hit properly at over 1000 m/s. His issue is likely that he didn't apply the cfg changes to put the targetPart module on all his parts. wood, hardwood, aluminum, aluminum2, lightsteel, hardenedalloys, steelarmour, compositearmour -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
#1 I'll be working on allowing other modders to add weapons to the core of Skillful, as you can imagine a few things need to be re-written and balanced for this to work. I did start on it, but I'm on modding vacation for a bit. #2 the LAU is unguided if no target is selected when it fires. Funny thing is there's a bit of a bug where the missile will track the originating vessel for a second or so after launch.. so if you want to fire unguided you'll need to hold the vessel very still for up to 2 seconds after they launch. I'll be fixing that likely at the same time as #1. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Sorry I might have gotten them mixed up: Lau 68 Guided Rocket primarily air to ground --- low damage --- locks to whatever the ksp target vessel is target lock MUST be maintained till hit is made (no vessel switching or target switching) --- contact detonation --- moderate speed. Zephyr primarily air to ground --- moderate damage --- locks to whatever the ksp target vessel is target lock MUST be maintained till hit is made (no vessel switching or target switching) --- contact detonation --- moderate speed. Aim 9k Kerbender surface to air/air to air/air to ground --- moderate to low damage --- Heat seeking, targets hottest part within in it's search cone --- Guard mode (vertical launch) allows it to fire defensively as SAM at AIR targets of OPPOSING team, multiple AIM 9k's can be placed set one to guard, the one set to guard will fire, then the next AIM 9k will become armed and fire --- proximity detonated --- High speed Trident vertical launch tactical missile, surface to surface --- high damage --- locks to whatever the KSP target vessel is at the time it's fired --- fire and forget (will track original target even if player switches vessel) --- proximity detonation --- moderate to high speed -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Usage is now identical to the Kerbender. Double click a target (so it's green) then launch - no longer requires ride-along. It also remembers the target, something the kerbender can't do. So it's totally fire and forget! I think the range could be capped at 90km, try going to the map, and selecting something further than 100km. Then fire the Trident and see. It should fly straight up for quite a distance, then track to the target. If it doesn't let me know. -
0.23.5 is up, check the opening post of this thread. Expect some issues, expect to be CONFUSED if you don't read: #1 the old out of date ICE manual #2 the README file that comes with the download. Do that and thou mightest survive! LOL PS I'm on vacation, expect long delays in my responses. Have fun with it guys!
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Alternate download link is on my site. http://smaugsfire.wix.com/carrier-parts
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Lots of ground hammering can cause the wheels to go flat, or get wheel bearing damage. Eventually they will be wrecked and the tires will be gone from them - All of this is only when being used with Skillful of course as that is what keeps track of damage. Flat/damaged wheels have different handling of course.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
There is a minimum range, this had to be imposed because of self inflicting wounds but this shouldn't really affect gun usage much. I can hit other targets at ~50m no problem. IRL you're not having vehicle to vehicle combat under 50m, not in most cases anyways. There are a few ways a projectile gets terminated. 1) it runs out of time... all rounds have timers because it would be very wasteful to allow thousands of bullets to proceed at relatively low velocity, or much past a range that would be accurate. 2) Minimum velocity, rounds that fall below 50m/s are destroyed, simply because they have little chance at that speed of penetrating, and like #1, having potentially thousands of ineffective projectiles lingering around isn't going to make anyone's computer very happy. 3) the projectile collides something other than a projectile. I think most light projectiles have timers of 4 seconds. At 780+ m/s this gives them a ballpark range of ~2.5km or so, depending on what the velocity is over the course of it's flight. They aren't going to be very effective past 2km, again depending on their initial velocity and penetration power. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Thanks for the picture posts, cool stuff! I'm on my summer hours, which means less modding time - however I still get a bit of time in on the ICE update every day, expect that to be coming along shortly. Skillful will also get another small update, this time we have collision damage! So far in testing it seems to be working fairly well, I'll keep you informed of any new updates to the downloadable files. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Yes just copy over all the cfgs in the directories included with the mod, over the stock directories, it will ask if you want to overwrite all the cfg files and just say yes to all. In the event of the b9 parts this will really depend on what version of B9 you have (if you have it). Alternatively look back a number of pages and use Blitz's cfg for module manager, that will also work. -
Fastest Surfumnavigation of Kerbin
InfiniteDice replied to Ezriilc's topic in KSP1 Challenges & Mission ideas
Should probably be more specific, since people will just find a flat bit of ground and automate something to go that distance. In your challenge post it says circumnavigation - which means around the planet. I think a simple heading straight off the runway, with deviations only allowed to avoid physical obstructions that are impassible like steep mountains. You should probably specify if the vessel can intentionally lose/gain parts along the way. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Did you get the boatparts mod that's up on curse? I don't think any of the parts use the old vertical offset code anymore, which prompts me to think you have an outdated version. Check it out and let me know. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Weapons generate on the hardpoints. Add a hardpoint to the vehicle then right click and set it up, choose warhead, choose type then click the load button. -
If they are not using a plugin it's likely just a well balanced set of wheelcollider valuies. ICE's wheel slip values are totally dynamic, I'm not saying they are perfect! They still need grip where here, and need less grip there. If anything I have so many things going on it's difficult to make it all sing in a choir together. Flat tires also have an effect on how the wheel behaves - as it should.