

InfiniteDice
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Curse release is now updated... ! YAY. Actually it seems to be stuck in review.... for 40 minutes now. The backup location on my site is still available check the first post of the thread. -
The setting for my latest video is Kerbin City!
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DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
InfiniteDice replied to godarklight's topic in KSP1 Mod Releases
Hey buddy... just double zip the exe. I had a bat file that was rejected, double zipped it and it worked. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Backup location for download is my website - Last updated June 14TH 2014 @ 12:42am EST This is the newest version of Skillful! Once I can upload to Curse I'll update everything like usual. -
It's not ICE I was trying to upload... but the update for Skillful. I don't pop things on dropbox for a few reasons, namely there is 0 benefit to using it. At least with Curse you get points... though, it's not much! Here is a snap of the new wheel I'm working on... could be used for racing or battle-wagons... a la Mad Max. Still a WIP...
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Meaning... If you are flying a plane, there is no indication at all from that plane where the missile would track... is there something in the area that is hot enough to attract the missile? I'd like to add a FLIR/detector so hot items would have a red dot over them for example. On a side note I have a test download up at my site http://smaugsfire.wix.com/carrier-parts Since Curse is broken for me right now. Once I can upload to Curse I'll post it here. -
Some good news, added in some basic collision handling... that is if you choose to use ICE and Skillful together, tires can pop... or when the wheel breaks completely you're left with just a crappy looking rim where the tire used to be. There are of course handling differences with a flat tire, or one that is completely missing My Skillful update needs to go out first, having issues uploading to Curse ATM. After that I have one more model to make and swap out. This ICE update will include the beta of the vehicle components.. there will be some bugs here and there, mostly visual stuff, so expect some laughs! But I can say for a fact that you can do some amazing things with these wheels that you can't do with stock ones. Or any other modded ones for that matter. I'd love to say the next thing will be a race track... just not sure yet. I need to drum up some support for some car parts, racing wheels/tires, and perhaps a track that can tabulate times and stuff - like my old baha offroad track, but much larger. We'll just have to see!
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Bwah ha ha ha! Now that was too funny... somehow I missed that when I read the post the first time. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Yes but from the start if the time of release wasn't perfect the missile would track the firing plane... that can't happen anymore. From an aircraft however you don't have a clue as to what a valid target might be... I may change that! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
I tend to pick things out of my memory hat with things like this. I haven't chosen the missile for the mid-range entry yet. I was leaning towards the RIM-116 - I'll take a peek at some Russian equivalents for sure. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Well guys I've been trying to upload an update to Curse since last night. Keeps timing out on me for some unknown reason, I've sent them a request for assistance but haven't heard back yet. It's frustrating enough dealing with everything else, only to hit a brick wall at distribution. I'll let you know when it's up. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Yes direct fire mode.. like from a plane for instance. 1) when you fire it 2) guard mode, when it's launched as a SAM vs. your plane. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
I think that's a great offer... I'm so used to doing things alone. I'll think about it seriously though! Have you spied the tracks mod I think by ElectronicFox was made public. Not sure if someone has taken that on yet. I'm interested but I'm too busy. If you take that over I can help out, at the same time make sure it is skillful and ice compatible out of the gate. Let me know if that's a kind of challenge you're looking for. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
That's cool, I think I had a chat with you on DirtMerchants stream that one time - perhaps that was you. The ICE thread has been around for a while, search for Alternative Engine module... I'm going to release an update for that so feel free to try it and see what you think. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Been busy working on it that's why I had some updates for Skillful as well, been working on them side by side since they are related. Expect an update soon. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
The bane of the laptops... Read the readme file that comes with the package. Tells you how to re-map those keys in the CFG. I could make a simple gui for the turrets but that isn't any day soon. I want to make another variant of a turret, not sure what yet, that will likely come with the 88mm flak gun update. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
A new version will be released soon, just running some more tests. • Better explosions • Fixed a huge hole in the heat/damage code. • Fixed undamaged engines from exploding. • Increased the Kerbenders speed and in SAM mode it will launch and track up to 800m now - Updated model. • Some other minor tweaks and fixes. Added flares! - Mount them anywhere you want, they have been toned down to make them a little less certain to work, but used in bursts they will distract a SAM. Like a gun they must be set to 'Control' and are deployed by pressing/holding the F key - changeable in the CFG of course. They reload for free, just EVA - right click and reload. Keep an eye open for it - Should be tonight or tomorrow so long as a major issue doesn't come up! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
The next missile (under-wraps) will be a medium range SAM, radar tracking - with detection/lock-on somewhere around 10km, range of the missile could be a fraction further than that perhaps 12 - 14 km. This will of course be released with the ECM system, RWR, etc. As I'll have to bypass all aiming by KSP range indicators, it will have to be quite complicated to get everything working. Flak will likely follow, and smart torpedoes. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
It's not intended to be a long range SAM, the next missile will be longer range. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Comes down to computing power, and trying to save as much as I can. The firing trigger can be set to 1km sure. But the missile only looks for a heat source within a smaller cone and range - currently around 600m. Making this trigger at 1km means the search for heat on the seeker also needs to be boosted. The longer the seek range the more lag everyone gets. I could extend it a bit, or have the search code more intermittent. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Strange, I'm also using FAR during testing. BTW: Far or any other mod shouldn't be affecting the missiles,bombs or projectiles as they are not KSP parts - all aspects of their existence are handled by Skillful. Just to be sure... do you have the latest file from Curse? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
Made one small tweak here and there. The missile is now moving at over 650 m/s @ 1000m - 1500m above sea-level before it tries to correct it's course to target. I think that's plenty fast to catch most aircraft. F-15's are mach 1.2 @ S-L and supposedly close to Mach 2.5 at 11,000m... Expect the tweak in the next update. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
It is possible that Hodo is referring to the Kerbender only when launched as a SAM. In that case it might be that it runs out of juice before it can pick up enough speed. I know you are using them A-A, which probably allows them to accelerate from an already high speed. I can easily run a debug on the missile velocity to see where it's at, though I'm very sure with FAR I've been shot down by a SAM while going over 350m/s that's over mach 1. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
InfiniteDice replied to InfiniteDice's topic in KSP1 Mod Releases
I don't think it matters as the bomb is totally independent of the vessel that dropped it. AP bombs will need to actually HIT the target to do anything at all. The 500lb Cluster will disperse smaller bombs that will produce much smaller explosions likely not visible from much higher than 500m. All these could use some retuning - which I'll likely do before the next update. Try dropping a 2000lb bomb HE... if you only get a little puff... then something is likely wrong. Again I'm remaking and expanding on the FX for bomb hits and ground fires, so much will likely change.