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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod


InfiniteDice

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Not sure if this is just me or is common, but the Tank gun will not fire for me. I have tried binding it to other keybinds (other than the original Home key) and nothing has worked. Also, the IFF for the tanks are different and I have the other tank targeted but it refuses to fire, even though i have it marked as controlling it to true. I've been trying to fix this for the last hour, and have already re downloaded the mod and still have not found anything saying how to fix this, please help!

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Not sure if this is just me or is common, but the Tank gun will not fire for me. I have tried binding it to other keybinds (other than the original Home key) and nothing has worked. Also, the IFF for the tanks are different and I have the other tank targeted but it refuses to fire, even though i have it marked as controlling it to true. I've been trying to fix this for the last hour, and have already re downloaded the mod and still have not found anything saying how to fix this, please help!

Press home to fire, or bind to a key. Manually firing guns don't need to look at the IFF, as you're the one firing. IFF's are only referenced by the logic to determine if an Anti-aircraft gun or missile will fire at your plane...

The Tank turret is a simple one, control set to on/true/yes and press home key. You must have ammo :) That's about it.

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Press home to fire, or bind to a key. Manually firing guns don't need to look at the IFF, as you're the one firing. IFF's are only referenced by the logic to determine if an Anti-aircraft gun or missile will fire at your plane...

The Tank turret is a simple one, control set to on/true/yes and press home key. You must have ammo :) That's about it.

that's exactly what I have already tried... and it won't fire

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I don't see how the mass could change. Perhaps you have another mod installed that affects drag?

I think not but can you make a video about how to install the skillful and boatparts together.

I fear that I missed something.

But my mod list is:BoatPartsR3

BoatPartsR4

BoatPartsR5

Firespitter

SkillfulR1

And Can i Know Man-Dingo's speed

Edited by Djolox
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Sounds like a dll issue... old dll. Did you totally remove the old stuff... then install the new stuff? If not that should solve it.

Yes, I completely deleted the old folder and replaced it with the new one, I might try again but I can't be certain

Edit: It only applies to smaller ships, any aircraft and/or small enough ships that I try and launch just fall apart

Edited by Spearka
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My blue IFF tag appears to be missing. Am I screwing something up?

*sigh*

You should really try things before posting; and read the instruction guide if you haven't already. An maybe watch a video on this mod.

Get ship, attach IFF tag, launch, right click IFF tag, toggle to make blu. Done!

InfiniteDice; You really need to change the name of that part to 'IFF Tag' and explain simply about teams in its part description. Also, allow team toggle in creator. Building a plane (Expl. Launchpads) and having it immediately blown up by blue base defenses is annoying...

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Yes, I completely deleted the old folder and replaced it with the new one, I might try again but I can't be certain

Edit: It only applies to smaller ships, any aircraft and/or small enough ships that I try and launch just fall apart

To everyone having issues with falling apart ships. 1) post all the mods you have installed 2) is the ship being launched the only thing in the area (is there any lag when launching?).

Not to say there isn't a problem... just wondering what the missing link is...

2heha92.png

Edited by InfiniteDice
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I found what is with overweight bombs.

It does something with BoatParts.

It worked as intended without but very badly with BoatParts.

Man-Dingo Max speed without boatparts is 160m/s fully armed.

With boat parts max Man-Dingo speed is 28.5m/s.

Maybe code or something.

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I found what is with overweight bombs.

It does something with BoatParts.

It worked as intended without but very badly with BoatParts.

Man-Dingo Max speed without boatparts is 160m/s fully armed.

With boat parts max Man-Dingo speed is 28.5m/s.

Maybe code or something.

I second this, it is exactly the same for me. After dropping the 2000 pound bombs max speed gets kicked up to 100 m/s, and dropping the 250s bring it up to 150. The areis 4c will not lift off with bombs and missiles attached, so it is not just the man-dingo. This also explainds why my A-10 thunderbolt Warthog was pitching down so much even after angling the horizontal stabilizer down.

Also, why is it that incendiary bombs can blow up my plane while im flying away? like i drop them at ~100 meters above the ground, and when they hit im about 400-500m away yet everything overheats and explodes. Overpowered heat much?

Edited by Endersmens
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I second this, it is exactly the same for me. After dropping the 2000 pound bombs max speed gets kicked up to 100 m/s, and dropping the 250s bring it up to 150. The areis 4c will not lift off with bombs and missiles attached, so it is not just the man-dingo. This also explainds why my A-10 thunderbolt Warthog was pitching down so much even after angling the horizontal stabilizer down.

Also, why is it that incendiary bombs can blow up my plane while im flying away? like i drop them at ~100 meters above the ground, and when they hit im about 400-500m away yet everything overheats and explodes. Overpowered heat much?

Everyone seems to have that problem.

Nah i know not only for Man-Dingo I use it as a speed scale but I tested bat and Sopwith camel too and the same effect appears.

And idk why, but when my camel dropped 250lb from about a height of 150m,when the bomb touched the ground some wing parts,gears and tail evaporated,and it fell into a terrible stall that finished with BOOM.(No BoatParts at that moment)

Edited by Djolox
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Okay, so I'm suffering from the disintegrating ships issue with the stock carrier whenever I try to launch a new craft. Every now and then, it doesn't disintegrated. But when it does, it gets messy.

Since InfiniteDice said that I should post the mods I have installed to help him plug the gap, here we go (I'm posting the folder names since I didn't get to memorize everything I slapped into my KSP):

ActiveTextureManagement

AKSTechnologies

ASET

AtmosphericSoundEnhancement

B9_Aerospace

Boat Parts (in general)

BoulderCo

Chatterer

DYJmisc

ExsurgentEngineering

Firespitter

HexCans

HooliganLabs

Hyomoto

IDSkillfulR1

IonHybridElectricPack

JSI

KAS

KerbalJointReinforcement

Kerbaltek

KerbQuake

KineTechAnimation

KWRocketry

MagicSmokeIndustries

MechJeb2

Raster Prop Monitor

NothkeSerCom

NovaPunch2

ProceduralDynamics

RBI

Lazor Mod

SCANSat

TracksDll

SH_mods

VesselView

WarpPlugin

I hope this helps or anything.

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I found what is with overweight bombs.

It does something with BoatParts.

It worked as intended without but very badly with BoatParts.

Man-Dingo Max speed without boatparts is 160m/s fully armed.

With boat parts max Man-Dingo speed is 28.5m/s.

Maybe code or something.

Boat parts are pretty heavy. Also 28.5 m/s is really fast for a boat

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Boat parts are pretty heavy. Also 28.5 m/s is really fast for a boat
WTF I'm not talking about a boat.

I am talking about a plane.

- - - Updated - - -

The Man-Dingo is a plane, not a boat.

Do you have the same problem as me and Endersmens.

I know lots of us have it.

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Do you have the same problem as me and Endersmens.

I know lots of us have it.

I do; I also had a problem where i was trying to launch a carrier into orbit (don't ask), and even with a TWR of 1.3 it wouldn't lift off... there must be some sort of drag multiplier or something...

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I do; I also had a problem where i was trying to launch a carrier into orbit (don't ask), and even with a TWR of 1.3 it wouldn't lift off... there must be some sort of drag multiplier or something...

There is! Carriers IRL don't fly so.. I didn't foresee this issue. I essentially double gravity, try a TWR of 2.6? lol

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Okay, so I'm suffering from the disintegrating ships issue with the stock carrier whenever I try to launch a new craft. Every now and then, it doesn't disintegrated. But when it does, it gets messy.

Since InfiniteDice said that I should post the mods I have installed to help him plug the gap, here we go (I'm posting the folder names since I didn't get to memorize everything I slapped into my KSP):

ActiveTextureManagement

AKSTechnologies

ASET

AtmosphericSoundEnhancement

B9_Aerospace

Boat Parts (in general)

BoulderCo

Chatterer

DYJmisc

ExsurgentEngineering

Firespitter

HexCans

HooliganLabs

Hyomoto

IDSkillfulR1

IonHybridElectricPack

JSI

KAS

KerbalJointReinforcement

Kerbaltek

KerbQuake

KineTechAnimation

KWRocketry

MagicSmokeIndustries

MechJeb2

Raster Prop Monitor

NothkeSerCom

NovaPunch2

ProceduralDynamics

RBI

Lazor Mod

SCANSat

TracksDll

SH_mods

VesselView

WarpPlugin

I hope this helps or anything.

Jesus, any mod that messes with parts in any way could be suspect. I can't program around the workings of 20 mods... In your case you'll simply need to run skillful and boatparts, zip all the other mods. Run the game - observe no issues, then add a few mods at a time till you discover the one that is conflicting.

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Also, why is it that incendiary bombs can blow up my plane while im flying away? like i drop them at ~100 meters above the ground, and when they hit im about 400-500m away yet everything overheats and explodes. Overpowered heat much?

This is a known issue, I have corrected it in my test code... I may offer the dll as a standalone download here on the forum.

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Guys - Sorry! I figured out the issue with the slow planes! I'll make a fix and have a dll for download in the next hour or so!

The issue was with boatparts... I'll put the link here and in the boatparts thread open post. Thanks for reporting this guys! I'm testing it now and will release soon.

Edited by InfiniteDice
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Guys - Sorry! I figured out the issue with the slow planes! I'll make a fix and have a dll for download in the next hour or so!

Hey, no need to be sorry. :) You've already given us two amazing (wait for it wait for it) out of this world (BAHAHAHA its not funny. both mods take place mainly on kerbin. :P ) mods. Mistakes happen, especially when its something as complicated as this. Also the way you jump on bugs is unbelievable. So no need to be sorry. In fact, we should be sorry that we put you through all of this for the mods. so you just don't worry about us. :)

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