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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod


InfiniteDice

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can someone pelase help me figure out what im doign wrong, i read the user guide, but its not helping. i click fire, nothing happens, i click manual control, the guns dont turn no matter what i do, i cant enable guardian mode and aa guns dont fire on enemy airplanes. this is a really cool mod, but i dont know why its not working for me.

ugh. this always happens doesnt it. so far things are suddenly working. they weent last time i played, but now, after i made a second help post, they started working. of course.

ok.. it seems every few times, my game crashes when i try to go back to the space center. which kinda sucks

Edited by generalking007
more info aquired
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does this mod require configs for structual parts? like is it similar to FAR in which you need certain configs for all the aerodynamic surfaces, is it like that with skillfull where you need armor configs for all the parts? thanks in advance

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ok.. it seems every few times, my game crashes when i try to go back to the space center. which kinda sucks

Everyone be sure to update all your crafts when you download newer versions of the mod. If old instances were to be in the persistant or saved craft file... there's no knowing what might happen!

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so, oddly enough, the mod conflition that im encountering the most, and that's affecting me the most, is your own mod, boat parts. none of the carrier parts will collide with bombs, torpedoes, or missiles from skillful. and when i target the carrier and fire missiles, they target the turrets onboard. torpedoes and bombs just pass right through the hull. kinda concerning since that's the only form of a navy i have right now and they're kinda indestructable. Any ideas?

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Yeah, I get the same problem as Harry, even when i'm not using any Skillful parts. Also, engines catching fire when reaching about 50% overheat is getting really annoying; it looks totally awesome, but its a pain in the bum...

With the Missiles: I think the small missiles (the lau68 was it?) should only be fired from the Pod, as they are a swarmy sort of missiles, so lots would be needed to do damage; also, when you add missile ammo, could you make them a bit more hurty? They just seem to be like water rockets currently :D . That Zephyr does look real cool, I think that should be the smallest missile (size and payload) available on the missile hardpoint.

This mod is fantastic, lovin every second! Not trying to pester about it, but when/if do you plan on adding the parts to the tech tree? Next release or later if at all? Awesome work man, I'm recommending this mod to everyone (even to my friends that don't play the game! :D)

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Yeah, I get the same problem as Harry, even when i'm not using any Skillful parts. Also, engines catching fire when reaching about 50% overheat is getting really annoying; it looks totally awesome, but its a pain in the bum...

This mod is fantastic, lovin every second! Not trying to pester about it, but when/if do you plan on adding the parts to the tech tree? Next release or later if at all? Awesome work man, I'm recommending this mod to everyone (even to my friends that don't play the game! :D)

It's supposed to happen at 90% max part heat not 50% I'll check that.

I'm overhauling some damage conditions, to get this straight.. I'm not making any weapons more powerful, just tweaking some conditions that would allow for more realistic and catastrophic outcomes. Expect this in the next update.

About the sound issues... thanks guys, I'll look into it. I did notice that the sound for the engines will cut out.... randomly, it could be I'm overriding that sound channel with a priority sound of my own, I'll re-adjust and try to solve this one as well.

Endersmens : Boatparts is NOT supported until the boatparts R5 release. Soon but no date, you'll need to put up with it broken for now. ;)

Thanks for the comments, I knew when I released the mod it would need a bit of tweaking... with a little patience I'll get it where it needs to be.

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It's supposed to happen at 90% max part heat not 50% I'll check that.

I'm overhauling some damage conditions, to get this straight.. I'm not making any weapons more powerful, just tweaking some conditions that would allow for more realistic and catastrophic outcomes. Expect this in the next update.

About the sound issues... thanks guys, I'll look into it. I did notice that the sound for the engines will cut out.... randomly, it could be I'm overriding that sound channel with a priority sound of my own, I'll re-adjust and try to solve this one as well.

Endersmens : Boatparts is NOT supported until the boatparts R5 release. Soon but no date, you'll need to put up with it broken for now. ;)

Thanks for the comments, I knew when I released the mod it would need a bit of tweaking... with a little patience I'll get it where it needs to be.

Hey, can I make some suggestions?

1) Can you make it so when you go into reload mode the right click UI says that, because many a time I tried to reload and it just consumed ammo without refilling it because I didn't know what mode it was in.

2) Could you give the armor plates (namely the octagon shaped ones) connections nodes on both sides, so they are stackable like the structural panels.

3) Speaking of structural panels, can you make some armor plates in more shapes like regular 1x1 and 2x2 like the structural panels? In fact more shapes in general would be nice, just make them very modular.

4) The guns don't seem to be too damaging. And the tank turret is very strong, but pretty hard to incorporate into a design. Maybe a 40mm and an 88mm gun to help close the gap between machine guns and cannons would be nice.

Edited by WhiteWeasel
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Could you look into adding more sizes of guns, and more that can turn (20, 50, 70, 102, 150, 200, 250 mm) without the tank cockpit thing or naval turret? Also adding a standalone part that acts like the anti air, and another that acts as the naval turret, which you can attach a part, like a gun. I was wondering if I could have long range artillery. I would also request rotary machine guns, of 7.62, 12.5/50 cal, 20, and 30mm sizes. These would contribute to tanks, artillery, close air support, or even a Spectre :D

My work in progress AC-130h. Note that there is no howitzer, and the rotary guns aren't really rotary.

cHEZQM6.png

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I am having trouble with the mod for some reason nun of the turrets tern they all have power I think the problem is that the keys aren't working. how do I fix that ?

When using 5, 2, 0 and Decimal for turning a turret, Num Lock needs to be ON; if not it will just change the camera and alternate between docking and staging mode.

4) The guns don't seem to be too damaging. And the tank turret is very strong, but pretty hard to incorporate into a design. Maybe a 40mm and an 88mm gun to help close the gap between machine guns and cannons would be nice.

Ooo I dunno, those 30mm's are pretty effective; a decent strafing run on a lightly armoured tank will cause some serious damage, especially with Incendiary or HE rounds! Try experimenting with the different rounds, they can be fun; but you can't really be expecting a 7.62mm or 30cal to start dropping tanks, as they are pretty much small arms or LMG's.

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Manual turrets no. The only thing that could stop a manual turret from rotating would be 1) no electricity 2) keyboard incompatibility 3) key assignment wrong 4) it's damaged 'yellow' 5) control this is off.

Aside from those expect a mod conflict of some kind. Try to get more info.

how do I fix 2 and/or 3

and if it doesn't work does it mean the config doesn't work ?

Edited by SashaPrykhodko
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how do I fix 2 and/or 3

and if it doesn't work does it mean the config doesn't work ?

2 meaning, if you have a keyboard without a keypad, then the solution is #3 check the list... the link is provided in the readme file inside the mod package. You'll need to find keys on that list that exist on your keyboard and assign them to the actions in the turret/gun cfg.

customRotLeft = Keypad0

customRotRight = KeypadPeriod

customElevUp = Keypad5

customElevDown = Keypad2

customFire = Home

Follow the same convention, so if on the list you wanted to map n and m on your keyboard to rotate left or right and h and j to handle elevation then use:

customRotLeft = N

customRotRight = M

customElevUp = H

customElevDown = J

customFire = Home

Be sure to check what ksp is using on those keys... or you'll get lights/brakes other things happening when you are operating the turret.

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I made two tanks, a standard tank, the K-1 Bobrams, pretty heavily armored too. The Rhino is based on a tank from the old N64 game Battletanx. Where it was the strongest tank in the game from the front, but very weak from the flanks since all of the armor was used for the front section. Overall its a good defender and escort tank where enemy fire would be coming in the front, but poor in multi pronged battles. The pictures refer to tank shots.

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Can you construct a medieval-korea/soviet rocket launch vehicle style thing using the mod which has lots of rockets that can be launched quickly? I mean, 4 or 5 rows of 10 rockets.

What, like this?

xXJ045o.jpg

24az6XF.jpg

:D (I wish I could use bigger rockets, but they aren't implemented yet :)

Edited by Random Tank
Derps
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Hmmm... the rockets on here are short range really, effective to about 1.5km; so from orbit would be quite a challenge; maybe take the ICBM's from ID's BoatParts mod? Some of them have pretty beastly range... (Im gonna test how well they work from space now! :D)

They are a bit... flash with no bang sometimes though; I've had it where I've dropped one on the head of a test target and it's knocked 1 wheel off, but other times its just incinerated everything... So not sure

You could just launch a small probe rocket that has a TallBoy as a warhead...

(P.S Are you gonna change the ICBM's in Boat Parts ID? You could just make them like a Tallboy on steroids, that also makes many fire)

Edited by Random Tank
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Hmmm... the rockets on here are short range really, effective to about 1.5km; so from orbit would be quite a challenge; maybe take the ICBM's from ID's BoatParts mod? Some of them have pretty beastly range... (Im gonna test how well they work from space now! :D)

They are a bit... flash with no bang sometimes though; I've had it where I've dropped one on the head of a test target and it's knocked 1 wheel off, but other times its just incinerated everything... So not sure

You could just launch a small probe rocket that has a TallBoy as a warhead...

(P.S Are you gonna change the ICBM's in Boat Parts ID? You could just make them like a Tallboy on steroids, that also makes many fire)

Hm...i also may use the MiniBoosters from NP. Anyways; is warfare in space possible using this mod? I mean; with KerbPaint battles would be beautiful.

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thanks

but I have 2 more problems

1. I cant load the rockets or bombs

2. how do I turn the AA to guard mode ?

Firstly: Don't spam the same comment

Secondly: Everything is explained in the manual on the first page

ID even says:

Please read the user manual here before asking basic questions on the forum:

https://docs.google.com/presentation...it?usp=sharing

PDF version of the user manual Get it here.

Thirdly: There isn't actually a button for Guard Mode, but so long as auto track is on, the gun has ammo, the gun is on red team and the the target is on blue team, it will shoot it auto.

And yes, there isn't a Blue Team IFF; you just use the Red Team IFF, right click on it in flight and toggle it to blue.

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