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InfiniteDice

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Everything posted by InfiniteDice

  1. There are a lot of points here, and I can see from a user standpoint how it seems to look. Why does this go slower than a real x missile etc... 1) I'm not trying to replicate real life weapons, more like a kerbal reflection in some strange way. 2) There are some limits with tracking and actually hitting something using physics based calculations. Hitting something reliably at ~300m/s is not simple stuff - let alone mach 4! 3) The bombs do damage in a number of ways, they don't reliably do a 100% perfect pattern of damage within a certain radius. Rom's missiles are simple, in that they just look at colliders within a sphere radius and determine if they are completely removed or not, that's all. 4)The guns in skillful are all different... the gau-19 is not more modern in any way. The CIWS far outclasses it, the rounds are tuned to ~1100m/s and I've taken hits from it roughly 3km away. I actually had to de-tune it's ability as it was far too accurate and destructive. I'll try to see what can be done with the next missile I release for the pack, there could be some ways to increase the intercept speed while maintaining the accuracy.
  2. Nearly 1 ton of HE/incendiary shell moving ~800m/s will make some fire and heat on the receiving end. , not to mention 3 or more at a time... I plan on consolidating fire fx that are close to one another, into a larger fx more indicative to the blast/heat area.
  3. The burning areas are partially random in duration. Some will go away after a minute and others might take 5 minutes. I'm dreaming up a way to make the effect size more representative of the area that is burning.
  4. Of course there are more weapons coming... I haven't decided what will come next however.
  5. The fire and destruction from those rounds are causing heat damage likely out to 200m+ which will be deadly to other crafts. Those guns are meant to shoot out to 9km (not as far as IRL but still far for KSP) Minimum safe range is probably 400 - 500m from where they hit.
  6. There was an older version released on Spaceport, but the new version isn't released yet. It's getting the 0.23.5 support as well as Skillful support and these new parts as well.. I can't say exactly but my list of items to complete is getting shorter, so you should see this soon. I'll post a note here of course when it is released on Curse. Thanks
  7. Those wheels will be part of the ICE mod, as they run on power from the ICE engine and gearbox. They are fully integrated for use with Skillful, but can be used without Skillful.
  8. Just an update on the ICE wheels which use the power from ICE gearbox and engines. 2 wheels have flat tires and one wheel is totally damaged in the pic above. Check out the latest video to see the engine/gearbox/wheels in action:
  9. The 30mm gun was originally intended to acually fire in a burst mode. It was one of the first gun configurations I made for skillful, that is why the sound is a burst.. not a single fire. I'm testing new code now that will likely fix all self inflicted gunshot wounds... I'll be running a twitch stream for a short time while testing. Anyone can view here: http://www.twitch.tv/infinitedice
  10. Are you sure you are using HE bombs... they make a larger explosion. AP shells/bombs don't really have much of an explosion, it's likely you can't see it well from a distance. Some of the time the bomb might pass through the terrain, though it's not likely to happen all that often.
  11. Interesting I've fired rockets in space and didn't notice that... I'll check it out and see what I can do. You do realize that you're now forcing me to go to space! lol
  12. I wouldn't advise putting IFF tags into cockpits, some people use multiple cockpits, also IFF tags contain code that bypass weapon hits so they can't be destroyed... doing this will make invincible cockpits.
  13. I can only suggest you get the latest release. The IFF tag now does nothing other than track your team.
  14. Fire key only fires all active guns on the craft, it's not for releasing bombs... I might make something in the future.
  15. Those are antiquated, the code has been changed over to the other mod Skillful. Likely I packed and forgot about them, thanks!
  16. The fix message should stay up while it's working. I will be adding sounds. I don't think warping will do anything, use a kerbal with the highest repair skill (lowest stupidity) and it will complete faster as well as do a better job.
  17. Just assign the material by part type. Engines for some aircraft might be basic lightsteel, but most use a mix of various alloys, for engines so they are not underrated I suggest hardenedalloys For anything structural that isn't supposed to fly... like metal in a skyscraper, civilian merchant ships, transport truck frames, etc... use lightsteel The valid materials currently are: wood, hardwood, aluminum, aluminum2, lightsteel, hardenedalloys, steelarmour, compositearmour wood is the weakest, used for things like biplanes, lights, science instruments... anything that could be smashed fairly easily. most modern jet aircraft parts are aluminum harder aircraft sections like cockpits, loading ramps, tougher double thick sections being aluminum2 most engines are hardenedalloys - some old engines/ground vehicle engines might be considered lightsteel landing gears, non-aircraft structural trusses, normal ships, metals used in constructing buildings, etc... are lightsteel steelarmour is reserved for things like specialized armour plates, battleships, standard tanks and the like - not common to aircraft or spacecraft compositearmour is reserved for the very best main battle-tanks, very dense and expensive. (british challenger2, leopard 2, m1a2+ etc.)
  18. No no... it's good people want to find ways to make things easier for other users. My goals are the same, I have to consider a lot of other things as well because ultimately it's the perception of the mod that matters to me. Officially I show people how to edit the files a certain way... until I officially decide that another way is better. People are free to use any method they find best. What Blitz and others are offering are a way to allow all the other non-skillful parts to be used with a minimal of work for the user who has no interest in editing anything themselves. They are not modifying how Skillful will operate. There will be a lot of changes along the way to making things more open to editing, but I will not sacrifice the balance I'm trying to achieve - as ultimately that reflects poorly on the mod. People can apply any material to any part now, if they wanted - but that will have consequences both good and bad.
  19. Sounds good. Yes things are changing so applying a material like armour to something light will make it heavier. The overheat issue... I think I have a solution in place for that, I'll make the update dll available to those who want to test it shortly.
  20. Just need to be careful the armour values are strictly for armour. People may find they can no longer fly if parts are defined as armour on a light aircraft. I'm still on the fence with MM I haven't been able to test it fully yet. I also don't like resigning to solutions that will ultimately require my stuff to be dependent on anything for obvious reasons. I'll make a decision shortly.
  21. Thanks! I talked with him about the temperature issue... I don't know what the solution to that would be. Skillful needs heat as it's 1/3 of the damage system. What is happening is the part is heating up from deadly reentry - once it hits a certain temperature, my code sees it as an internal fire then that's when my code starts adding to the heat. I need to assume a part is burning at some point since when you reach max heat KSP by default will just explode the part, and then it's game over. Once you have fire burning inside a closed area with fuel or something, bad things are likely to happen. I might suggest if you want to fly really fast perhaps parts that have higher temperature resistance.
  22. I'm looking into this - if it does work it will need to be much more complicated, engines need to be different material than landing gears and everything else.
  23. A new updated Skillful is up on Curse. It fixes some balance issues, mainly the way over-powered heat many people were experiencing... like dropping a bomb and having the aircraft explode while flying. IFF is now settable from inside the hangar and is called IFF Tag ... with the description telling people to set it blue or red. Enjoy! Hopefully a bit better for everyone.
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