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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod


InfiniteDice

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I have a problem yesterday I did download the new version, but I can't load weapons rockets,bombs and torpedo's on those hardpoints.

How do i fix this?

Did you follow the pics I posted in the last page if so one of your other mods is interfering you'd have to look at you log and debug

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Hey! Is it possible to make the missiles or guns editable in part cfgs? I bet many people would just love to make their own weapons using modules just like stock parts. I knwo it would be hard, but for example missiles could have: durability, accurcay, autoTrackDelay, warheadTypes, HEBlast, HEPen (Same for other ammo), maxRange, maxSpeed, thrust, mass, burnTime, flare (True/False), etc.

Cannons could have: durability, ammoTypes, HEBlast, HEPen, maxAmmo, maxRange, speed, mass, flare (True/False), reloadTime, pivot (True/False), calliber, etc.

Armour could have: thickness, durabilit, etc.

You should also try to add armour angling physics, where the more of an angle armour is at relative to the shell the harder it is to pen. This would make vechicles based on some USSR tanks much more effective, especially ones like the T-34.

Another thing I thought about were auto-loaders. These would have a very long initial reload but once reloaded, there would be a number of shells (4-10) ready to fire with a very short reload time in between and still eb able to deal lots of damage, especially from a higher calliber gun like 90 or 105mm, if they ever get added (hopefully larger calliber gns will eb a thing)

Finally my last suggestion; Artillery Cannons. These would have a large last radius, extremely long reload, and would be fired upward to come down at the enemy. A way of aiming could be to target a vechicle and the artillery would auto-aim, but it would be really innacurate, as said before have an extremely long reload of about 30s-1min, wouldn't be able to reliably hit smaller targets, and would have extremely low ammunition which would also be extremely heavy in ammo crates making it impossible to carry a lot of it.

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HEY! Wow, your flares are truly impressive it will be so fun popping some, slamming hard rudder and pulling up! And also does anyone have any rules for a fair turn based system of dogfighting or air combat? And guns only, the missiles are a garnted one shot one kill so I like sticking with my 50 cals :) thx!

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HEY! Wow, your flares are truly impressive it will be so fun popping some, slamming hard rudder and pulling up! And also does anyone have any rules for a fair turn based system of dogfighting or air combat? And guns only, the missiles are a garnted one shot one kill so I like sticking with my 50 cals :) thx!

LOL, if you are doing that with flares then you are using them wrong.

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BTW just something I have been noticing and waiting for somebody else to bring up but did you forget to remove the lights when you modeled the parts? Everytime I place them in the VAB/SPH there is a VERY strong and harsh spotlight on the front of the part that vanishes when they are out in the world.

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I know I stated that wrong lol:D I ment something like flares hard right or left evasive movuners and stuf :D !

You mean a "Hollywood" escape.

With real flares, you kick a bundle, on an F-16 somewhere around 3-4 sets of 2 over a 2.5 second sequence, and you cut throttle and change direction. Most of the time that is down and to the left or right, depending on situation.

But it doesn't look as cool as kicking the afterburner and turning hard, all of which increase the heat signature of your craft making it a FAR more attractive target to that heat seeking missile homing in on your butt. :P

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Did you follow the pics I posted in the last page if so one of your other mods is interfering you'd have to look at you log and debug

What do you mean with the last page? And I have no Idea what to do with log and debugs so I have no Idea what to do now.

Edited by rowns
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Quite the opposite most missiles fly in the high supersonic ranges Mach 3-5 and most planes top out well before that the For example the F-22 can only reach about Mach 2.25 with its afterburners on. Missiles to so fast IRL that they hit their targets first pass or don't hit at all flares have to be fired by machine not human because by the time someone registers a lock on warning the missile is either already there or about to be.

So no banking to dodge a missile isn't realistic in any way

Actually, there is no warning for a IR/Heat seeking missile. They are passive tracking weapons, which means there is no way to know they are on the way until they are seen. Depending on the IR/Heat seeking missile will affect its ability to be spoofed by flares. Most newer generation heat seekers like the AIM-9X and ASRAAM, and the AA-11(K-74M) are extremely difficult to spoof with flares.

Skillfuls weapons mod is interesting but it is barely able to work with FAR. The missiles are under powered TWR or have WAY to much drag. I test fired one from my twin engine fighter, and was able to keep up with the missiles at .975 the speed of sound at 5km altitude. That isn't fast, not even in the slightest.

If he would open up the cfg files to allow for adjustments or just adjust them himself so they worked better then it would be a far more complete mod.

But right now I am mostly using the LAZER missiles and weapons from his plugin, they look better, and work like to be expected.

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-snip-

If he would open up the cfg files to allow for adjustments or just adjust them himself so they worked better then it would be a far more complete mod.

there is no CFG to open up as the Weapons are hardcoded, AFAIK. Would be nice to hear it from ID directly again.

But right now I am mostly using the LAZER missiles and weapons from his plugin, they look better, and work like to be expected.

Lazer Missiles are not an attractive choice as they blow up(delete) everything in the blast radius, wich is kinda boring imo.

Furthermore i am really hyped to get my Hands on the 88 Flak Cannon ID announced :D

Great Mod Keep it up.

Edited by BSR
Formating
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Lazer Missiles are not an attractive choice as they blow up(delete) everything in the blast radius, wich is kinda boring imo.

Yea thats true, the lazor missiles Arent fun they just go eaxctly where u want and kaboom where is kerbin?

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Hi again Im having so much fun dogfighting and its so fun I use the enemy plane y mechjeb smart A.S.S target pointed to try to get on my tail. I play in my jet and if the mechjeb controlled one gets on my six I switch to it and hold down the fire key and destroy my plane. It matters which is the most maneuverable! :) Also I noticed that the 7mm always destroy my plane anywhere I put it, it seems like the bullet starts at the back of the plane and just goes through everything and destroys my plane, the other guns work perfectly! :) Keep up the outstanding work!

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there is no CFG to open up as the Weapons are hardcoded, AFAIK. Would be nice to hear it from ID directly again.

Lazer Missiles are not an attractive choice as they blow up(delete) everything in the blast radius, wich is kinda boring imo.

Furthermore i am really hyped to get my Hands on the 88 Flak Cannon ID announced :D

Great Mod Keep it up.

I hate to say this but that is expected when an aircraft made mostly of aluminum and sheet metal is hit by an expanding rod explosive. It "deletes" sections of the aircraft.

I honestly don't care whos mod is more accurate or does what, I just would like them to work. I drop a bomb from ID Skillful and it hits the ground with no real explosion, no real sign other than a puff. Maybe I am dropping them to high, I am dropping them from what I feel is a safe altitude for that type of ordance, usually 2-3km AGL. And the sad thing is the LAU rockets are faster than the AIM-9K or the Zephyr. Both of those missiles travel in excess of mach 4. Then why am I in an aircraft traveling at .95 the speed of sound keeping with the missile or even out running it?

Granted I do like the guns in Skillful, those are pretty cool. If only I could transfer the code from the GAU-19 by DYJ to use the Skillful damage system, it would be better. Then you could have a modern weapon on an aircraft.

This is really the only reason why I would want access to the code for those weapons, to make them work, better.

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In my earlier posts regarding the use of Skillful and Deadly Re-entry Continued, my decision at the time was to limit maximum thrust to 70% in order for the compounding effects of both add-ons to not cause premature failures.

I've recently added TAC Life Support to my installation, which has made all my lifters unable to leave the pad at 70% thrust. Slightly increasing the thrust to 71% immediately causes engine failure at merely 50% overheat. And so I'm once again forced to completely disable Skillful in order to continue using Deadly Re-Entry and TAC, at least until Skillful is fully compatible with Deadly Re-Entry's heat model*.

I'll also add that MechJeb's Prevent Overheats feature does not work with Skillful.

(Incidentally, what became of the proposed overheat fix you mentioned on 24 May?)

EDIT: Just tested a dev version of the Skillful plugin - my lifter can now operate at 100% thrust without premature overheat damage, and weapons all function as before. Many thanks!

Edited by sumghai
Success at last!
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I hate to say this but that is expected when an aircraft made mostly of aluminum and sheet metal is hit by an expanding rod explosive. It "deletes" sections of the aircraft.

I honestly don't care whos mod is more accurate or does what, I just would like them to work. I drop a bomb from ID Skillful and it hits the ground with no real explosion, no real sign other than a puff. Maybe I am dropping them to high, I am dropping them from what I feel is a safe altitude for that type of ordance, usually 2-3km AGL. And the sad thing is the LAU rockets are faster than the AIM-9K or the Zephyr. Both of those missiles travel in excess of mach 4. Then why am I in an aircraft traveling at .95 the speed of sound keeping with the missile or even out running it?

Granted I do like the guns in Skillful, those are pretty cool. If only I could transfer the code from the GAU-19 by DYJ to use the Skillful damage system, it would be better. Then you could have a modern weapon on an aircraft.

This is really the only reason why I would want access to the code for those weapons, to make them work, better.

Are you using an IFF tag on your vessel, are you focused on the vessel that dropped the bomb? if you switch to something other than the bomber, the bombs just puff. I believe if you do not have an IFF tag they also just puff. Try those out if you haven't already.

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Are you using an IFF tag on your vessel, are you focused on the vessel that dropped the bomb? if you switch to something other than the bomber, the bombs just puff. I believe if you do not have an IFF tag they also just puff. Try those out if you haven't already.

I have.. They do damage to targets if they are near enough. I am doing some testing and tuning tonight.... I am seeing what I can work out.

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I hate to say this but that is expected when an aircraft made mostly of aluminum and sheet metal is hit by an expanding rod explosive. It "deletes" sections of the aircraft.

I honestly don't care whos mod is more accurate or does what, I just would like them to work. I drop a bomb from ID Skillful and it hits the ground with no real explosion, no real sign other than a puff. Maybe I am dropping them to high, I am dropping them from what I feel is a safe altitude for that type of ordance, usually 2-3km AGL. And the sad thing is the LAU rockets are faster than the AIM-9K or the Zephyr. Both of those missiles travel in excess of mach 4. Then why am I in an aircraft traveling at .95 the speed of sound keeping with the missile or even out running it?

Granted I do like the guns in Skillful, those are pretty cool. If only I could transfer the code from the GAU-19 by DYJ to use the Skillful damage system, it would be better. Then you could have a modern weapon on an aircraft.

This is really the only reason why I would want access to the code for those weapons, to make them work, better.

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.

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Are you using an IFF tag on your vessel, are you focused on the vessel that dropped the bomb? if you switch to something other than the bomber, the bombs just puff. I believe if you do not have an IFF tag they also just puff. Try those out if you haven't already.

I don't think it matters as the bomb is totally independent of the vessel that dropped it. AP bombs will need to actually HIT the target to do anything at all. The 500lb Cluster will disperse smaller bombs that will produce much smaller explosions likely not visible from much higher than 500m. All these could use some retuning - which I'll likely do before the next update.

Try dropping a 2000lb bomb HE... if you only get a little puff... then something is likely wrong. Again I'm remaking and expanding on the FX for bomb hits and ground fires, so much will likely change.

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Hey ID im having troubles with the 7.26 mm gun, it seems to blow the barrel up itself or seems to go through your own aircraft, its far from the body of the plane and has a lot and I mean a lot of space! It shouldn't be going through my parts! thx!

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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.

1- I know you are not trying to replicate real life weapons.

2- I am not saying you are trying to hit something at mach 4, I am saying the missile should be traveling at most mach 4, right now it is barely traveling .5 mach.

4- The GAU-19 is far more modern then the DEFA 30mm autocannon. Which is at best a relic from the 1950s, while the GAU-19 is a product of the 80s..... The CIWS is great but mount that on a fighter and fly that around, I will roll off on my lolrsk8s because that shatner is funny.

I am asking about the cfg files because, I like your system and I am thinking about adding some other systems over from other mods for my own personal use. Not because your system is complete and utter crap.

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1- I know you are not trying to replicate real life weapons.

2- I am not saying you are trying to hit something at mach 4, I am saying the missile should be traveling at most mach 4, right now it is barely traveling .5 mach.

4- The GAU-19 is far more modern then the DEFA 30mm autocannon. Which is at best a relic from the 1950s, while the GAU-19 is a product of the 80s..... The CIWS is great but mount that on a fighter and fly that around, I will roll off on my lolrsk8s because that shatner is funny.

I am asking about the cfg files because, I like your system and I am thinking about adding some other systems over from other mods for my own personal use. Not because your system is complete and utter crap.

Hodo, what missiles are you using, as stated before, the zephyr missiles are more of an A-G weapon than an A-A, they are slow because of that. If you are using the AIM-9 missiles, then you shouldn't be having a speed issue. The way i use those missiles, they end up ALWAYS going faster than me (even at mach 2.5)

and why would you need a better gun than the 30mm or the 50 cal.? those server MY purposes very well.

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Hodo, what missiles are you using, as stated before, the zephyr missiles are more of an A-G weapon than an A-A, they are slow because of that. If you are using the AIM-9 missiles, then you shouldn't be having a speed issue. The way i use those missiles, they end up ALWAYS going faster than me (even at mach 2.5)

and why would you need a better gun than the 30mm or the 50 cal.? those server MY purposes very well.

I have used both. But I am also using FAR. So they may not be registering correctly and thus hitting a wall of air and slowing down. But I wont know without looking into the cfg files for them.

And the Zephyr is an Isreali WVR a2a missile.

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A question on the 88: Will it have two forms of firing? As in it would have an AA mode, but then you could switch to AT shells and then go pop tanks with it. (Also, any chances on a non turret version of the 127mm being in the game?)

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