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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod


InfiniteDice

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I have problems that might be a bugs,

1. when I fire my guns/rockets/drop bombs they don't seem to do any damage (When I shoot my guns/rockets at a building they will just fly through) and my all the bombs explode at the same size

2. the buttons to move the turret NUMLOCK 1235 don't move my turret (and yes I have turned on the button so I can control the turret)

Weird... Turret controls are 2,5,0 and decimal though, but you should have at least been controlling the vertical inclination. That kinda sounds like a faulty install, have you put the IDSkillfulR1 folder in the right place? (the GameData folder) And checked that it contains all of the folders? (Crafts, Effects, Parts, Plugins, Resources Sounds Spaces tools and the SkillfulManager Batch file)

But i think it would be really nice if we could get maybe an auto-tracking 88mm flak gun or something along those lines that would explode at the altitude of the enemy IFF (maybe they could do more of a splash damage then having to directly hit the plane).

I'm pretty sure he is/wants to add something like this anyway, but I agree, it would be awesome!

Edited by Random Tank
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Hey Dice, I am curious - is there any hope for you to make an AI to go along with this mod? :)

why not just go play CoD? or WOT? or any other game that does have AI and does fight back and has guns?

sorry but making an AI seems kinda... you know... it's like making KSP a clone of Planatary anliation without the construction part.... (althought it would be a fun RTS this is ksp... with guns... not planatary aniliation without stuctures and resources...)

once again sorry. i love this mod but AI is a lil too much for ksp... you know...that game with green guys that love to faceplant other planets (happens alot to me) and also make ridiculous rockets? (which crash and usuallly get's blamed on a certain "Jeb" charicter.)

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Well there is already, a sort of AI, with the IFF tag and the auto turrets. I guess you mean like crafts, that maneuver, dogfight, or shoot at your or something right? It is a interesting idea, and it would be awesome to have a dogfight with the "enemy" AI. :)

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I betting that its a BeTab-500Shp. Im hoping thats a BeTab-500shp. Its a concrete busting (mostly for runways n such) high drag bomb, that slows with a parachute then fires a rocket to propel itself at a high speed into the ground (or a very unlucky target). Think about what n00b rocketry is, then imagine that a smart scientist bottled all that n00bish fun having spirit into a super gnarly death rocket... with a parachute... and a rocket, that is also a bomb... that is dropped from a plane... or... A ROCKET!

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I betting that its a BeTab-500Shp. Im hoping thats a BeTab-500shp. Its a concrete busting (mostly for runways n such) high drag bomb, that slows with a parachute then fires a rocket to propel itself at a high speed into the ground (or a very unlucky target). Think about what n00b rocketry is, then imagine that a smart scientist bottled all that n00bish fun having spirit into a super gnarly death rocket... with a parachute... and a rocket, that is also a bomb... that is dropped from a plane... or... A ROCKET!

It could also be a MOAB.

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Projectiles pass through stock parts. Installed on top of lots of mods, saw the problem, started over fresh, same problem. They impact on armor just fine. Everything is in the right place, but I can see the particle effects hanging out a few meters behind the part I'm shooting at.

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I haven't encountered any bugs what exactly is happening?
it mostly fixed now, but at first i was not able to place stock parts on the mod's parts. EDIT: it was Romfarer Lazor System, it runs fine without it Edited by roblamb98
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Projectiles pass through stock parts. Installed on top of lots of mods, saw the problem, started over fresh, same problem. They impact on armor just fine. Everything is in the right place, but I can see the particle effects hanging out a few meters behind the part I'm shooting at.

Are you shooting at fuel tanks by chance? Yes they pass through them, has to do with how those parts colliders are set up.. don't ask me why they are different than other stock parts.

I've come up with a workaround wherein I generate new colliders. Might cause problems but so far in my tests it doesn't.

The next fix is coming soon.

Key elements:

1) hittable fuel tanks

2) checks for explosions on HE penetrating shots on Fuel tanks, ammo and antimatter.

3) ported over the trident from the R4 Sub, this will likely need more work.

4) changed how load range operates, this allows the load range to expand if/when you select a target up to 99km away. There are 3 distance settings it will switch between. Of course, the longer the range, the more vessels will load and the slower the game runs.

5) working on getting the KLU-82b airburst bomb into the pack. Not sure if the parachute code will be ready or not. Airbursts at a settable altitude (sea-level).

6) changed the flow of loading ordnance, shouldn't double load or fail to load now.

That's all for now.

PS. Ordnance are not parts. They will never be parts, parts make poor weapons due to restrictions placed upon them by the core game. There are a number of ways to get around it, I chose the loadable hardpoint - where the hardpoint IS THE PART, and the ordnance models are loaded from their directory within the parts folder. Perhaps I will move them to an Ordnance folder to avoid further confusion.

That's all for now, new fix should be out in time for the weekend, as usual no promises or ETA.

Later! :)

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