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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod


InfiniteDice

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Something about this everyone changing Skillful but InfiniteDice makes me uneasy...

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.

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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.

Yeah. I kinda figured it out. But thank you for explaining it. I know they aren't actually modifying skillful. I just don't trust anyone. :wink:

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Hey ID!

So I have actually gotten past the original temperature issues (Seemed to be a rocket pod placed too close to the wing, causing them to catch fire once they launched,) but now I have a different issue that might or might not be Skillful related. So I have started using KAX at the same time as Skillful, to add some neater models, and the Main Rotor part included, the Huey Main Engine, seems to be in a constant heating loop after activating it. It may be an issue with the part itself, but maybe Skillful might need to integrate those parts as well.

Also I have yet to figure out what is causing the odd Flag behavior I'm noticing with this mod installed; It would seem that, during the first timely "load" of the parts near the KSC, it causes the flags nearby, probably within the 10KM object range, to suddenly appear in the air, then fall to their doom. I'm willing to bet that this is because they are saved along with crafts during the "save" phases, then get repositioned around my active vessel during the "load" phase in the positions they were when they saved. I assume this could be fixed, so long as Flags can be separated from crafts when Skillful determines what to save, but since my understanding of the system in question is limited, I'm just throwing out ideas.

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Blitz did you move KSC into the middle of the ocean?

EDIT: AHH! double post! i'm so sorry i thought i hit edit not post new reply. My bad :confused:

haha naw i messed with the setting file to make my graphics card not have to work as hard cause its crap

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Speaking of ID, think i could get a list of the materials and Armour weight at some point to make sure the parts are correct when it actually accounts for that

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.)

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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.)

thanks ill tweak that MM a little more, i already have the engines, tanks and gear the right material, just need to figure out how to put the right material for different structural pieces

.

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I already did it see my post, its adds all right modules that were done manually as well as all other mods, I'm using it with all the major parts packs plus like 10 more and it works and its a single cfg for the new module manager, the new MM alows wild card and conditional overrides

my previous post

Thats wonderful - however Im making this so that I can personally tweak each and every part on a case-by-case basis, or, like yours, as a batch. - And then dump to cfg files, or module manager files.

Bugger doing all that by hand! ;)

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Thats wonderful - however Im making this so that I can personally tweak each and every part on a case-by-case basis, or, like yours, as a batch. - And then dump to cfg files, or module manager files.

Bugger doing all that by hand! ;)

Ah gotcha

Let me know the best values you find as you find them so we can try and keep them similiar

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Hey ID!

So I have a bug report for you; Apparently with the current save/load system, anything within the 10Km range of the KSC during launch will reappear in the air during loading while in flight. It was firstly observed using flags on the HQ buildings and such, then observed the same behavior with Debris (Launch Clamps at Launchpad.) My assumption is that, without the IFFtag installed on a "craft" such as debris and flags, such objects will "save" along with the active vessel, then "load" in the same orientations as if they were parts of the active vessel in flight. (I'm kind of aware this is almost repeating what I said before, but now I'm pretty sure the IFFtags are what cause the issue, since anything with the tag won't be affected.)

I'm guessing the fix would have to incorporate some sort of check between the craft files part count and the "saved" craft part count, so that when a craft state is saved, the crafts themselves won't "add" new pieces to the craft. Either that or simply reduce the "save" radius to something like 1Km around the IFFtags, but use a system similar to Romfarer's Lazor mod to extend the loading of crafts within a scene, so that crafts outside of the 1KM radius would load up their own IFFtags. Again, suggestion without complete understanding, but suggestions nevertheless.

Edit: More to add to the report, this time a different issue regarding ordinance launching into orbit. From what I can tell, once the rockets reach beyond the atmosphere, they lose all their launch capabilities and seem to be "weightless" and fail to physically fall back to Kerbin once they are released. I have no idea why this is occurring; I did quicksave before re-entry from orbit, which I think is causing a glitch with the fairings I'm using, causing them to "shrink" near the base. Tested the rockets on the launchpad before launch and they seem to work fine.

Edit2: Also probably worth mentioning is that sometimes, at random, when reverting to the SPB/VAB from anything using arms, the game will crash because of a "Write to location 00800000" causing an error, which usually I hear happens due to RAM issues, but it doesn't seem to matter even if I'm just testing a rocket out with 3 parts and no other crafts nearby... will need to investigate my RAM usage during the next crash.

Edited by KolourBlynD
Update 2.0
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ID when repairing a vehical how can you tell if its doing anything, and can i time warp while its repairing

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.

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Hey ID.

Any idea why now with Skillful installed, anytime I rendezvous with something and come out of time warp near the target, the orbits suddenly "sync" up? As in the target craft suddenly takes on the same orbital as my active vessel? I'm not using the IFFtags on the crafts, does that cause any problems with them "saving" with Skillful installed?

Edit: Also is there possibly a way to use the weapons without having the entire combat/save system in place? With the current issues I'm having with Skillful, I won't be able to really do much else apart from war-type missions, as any other launch I do seems to affect the save in ways that I seem to be unable to fix; even quicksaves seem to get corrupted for some odd reason, failing to load randomly. If I chose to do so, what is the correct uninstall procedure for Skillful? I assume I will have to change out craft files beforehand, but is there anything else that I need to do?

Edit2: Forget about my inquiry for uninstalling, seems to be simply delete the Mod and take out crafts using those parts. I would like to notify you ID that indeed Skillful is causing something weird to be occurring whenever physics seems to be calculated and applied to crafts NOT equipped with IFFtags; after uninstalling the mod my previous rendezvous problem ceases to exist. Also my issues with debris and flags seemingly disappeared along with Skillful as well, so I hope you can address this in a future update, but as it stands it would seem you should probably suggest to those willing to use the mod to only install using a fresh install, and possibly only for saves in Sandbox that will focus on war games.

Edited by KolourBlynD
Update 2.0
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um wich config the wepons them selves don't have a code line for that (ive looked many times)

Fire key only fires all active guns on the craft, it's not for releasing bombs... I might make something in the future.

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Hey ID.

Any idea why now with Skillful installed, anytime I rendezvous with something and come out of time warp near the target, the orbits suddenly "sync" up? As in the target craft suddenly takes on the same orbital as my active vessel? I'm not using the IFFtags on the crafts, does that cause any problems with them "saving" with Skillful installed?

Edit: Also is there possibly a way to use the weapons without having the entire combat/save system in place? With the current issues I'm having with Skillful, I won't be able to really do much else apart from war-type missions, as any other launch I do seems to affect the save in ways that I seem to be unable to fix; even quicksaves seem to get corrupted for some odd reason, failing to load randomly. If I chose to do so, what is the correct uninstall procedure for Skillful? I assume I will have to change out craft files beforehand, but is there anything else that I need to do?

Edit2: Forget about my inquiry for uninstalling, seems to be simply delete the Mod and take out crafts using those parts. I would like to notify you ID that indeed Skillful is causing something weird to be occurring whenever physics seems to be calculated and applied to crafts NOT equipped with IFFtags; after uninstalling the mod my previous rendezvous problem ceases to exist. Also my issues with debris and flags seemingly disappeared along with Skillful as well, so I hope you can address this in a future update, but as it stands it would seem you should probably suggest to those willing to use the mod to only install using a fresh install, and possibly only for saves in Sandbox that will focus on war games.

I can only suggest you get the latest release. The IFF tag now does nothing other than track your team.

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Fire key only fires all active guns on the craft, it's not for releasing bombs... I might make something in the future.

im talking about the MGs and cannons, my macbook dosn't have a home key(why apple? why?) is the fire key config i the .bat file, i unfoutuenetly can't open it then...

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