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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod


InfiniteDice

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500meters guard mode is way to short thanks to the longer ranged weapons a plane has. The gun starts to for just outside 1km why not the missile?

Besides within 1km the defending craft is most likely killed from the attacking planes missiles.

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500meters guard mode is way to short thanks to the longer ranged weapons a plane has. The gun starts to for just outside 1km why not the missile?

Besides within 1km the defending craft is most likely killed from the attacking planes missiles.

Comes down to computing power, and trying to save as much as I can. The firing trigger can be set to 1km sure. But the missile only looks for a heat source within a smaller cone and range - currently around 600m.

Making this trigger at 1km means the search for heat on the seeker also needs to be boosted. The longer the seek range the more lag everyone gets. I could extend it a bit, or have the search code more intermittent.

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Strange, I'm also using FAR during testing. BTW: Far or any other mod shouldn't be affecting the missiles,bombs or projectiles as they are not KSP parts - all aspects of their existence are handled by Skillful.

Just to be sure... do you have the latest file from Curse?

I will check again when I get home, but last I checked on Saturday I did have the most recent as according to the first post. But I will double check tonight.

Could it be that RSS/RO is going changing things?

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Would you be able to have a long range pulsed seeker and then a shorter ranged one for closer? The long range finds it fires and then smaller once seeks it in once it is closer. Not sure if that would lag it out more or not.

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Would you be able to have a long range pulsed seeker and then a shorter ranged one for closer? The long range finds it fires and then smaller once seeks it in once it is closer. Not sure if that would lag it out more or not.

It's not intended to be a long range SAM, the next missile will be longer range.

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oooh. How much longer? Like I've fired the SAM straight up and it had to have gone 10k or more. we talking SAMs to orbital height here? :P

The next missile (under-wraps) will be a medium range SAM, radar tracking - with detection/lock-on somewhere around 10km, range of the missile could be a fraction further than that perhaps 12 - 14 km. This will of course be released with the ECM system, RWR, etc. As I'll have to bypass all aiming by KSP range indicators, it will have to be quite complicated to get everything working. Flak will likely follow, and smart torpedoes.

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A new version will be released soon, just running some more tests.

• Better explosions

• Fixed a huge hole in the heat/damage code.

• Fixed undamaged engines from exploding.

• Increased the Kerbenders speed and in SAM mode it will launch and track up to 800m now - Updated model.

• Some other minor tweaks and fixes.

Added flares! - Mount them anywhere you want, they have been toned down to make them a little less certain to work, but used in bursts they will distract a SAM. Like a gun they must be set to 'Control' and are deployed by pressing/holding the F key - changeable in the CFG of course. They reload for free, just EVA - right click and reload.

Keep an eye open for it - Should be tonight or tomorrow so long as a major issue doesn't come up! :)

Edited by InfiniteDice
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A new version will be released soon, just running some more tests.

• Better explosions

• Fixed a huge hole in the heat/damage code.

• Fixed undamaged engines from exploding.

• Increased the Kerbenders speed and in SAM mode it will launch and track up to 800m now - Updated model.

• Some other minor tweaks and fixes.

Added flares! - Mount them anywhere you want, they have been toned down to make them a little less certain to work, but used in bursts they will distract a SAM. Like a gun they must be set to 'Control' and are deployed by pressing/holding the F key - changeable in the CFG of course. They reload for free, just EVA - right click and reload.

Keep an eye open for it - Should be tonight or tomorrow so long as a major issue doesn't come up! :)

Awwww nice! I've been looking froward to flares, should be cool! F might not be the best key though, as that is the 'Inverse SAS mode' button, which could be problematic for fighter jets... Otherwise, awesome work!

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Hi dice, like this mod, but I have a bit of a compatibility issue I was wondering if you could help me out with?

I have a decent windows 8 laptop, but I'd like to give the designer of the keyboard\keypad a piece of my mind. I cant even play most games without a USB mouse. My issue is, the mod requires use of the keypad numbers to control the turrets.

...I have no keypad on my keyboard. I was wondering if there was any way to remap the controls?

If not, I'd like to suggest a way to custom map controls for the turrets in your next update. Perhaps a separate interface in-game like other mods, or even a way to use the vanilla action groups? At the moment, I'm stuck with infernal robotics for personal control.

Also, unrelated suggestions for the future: smaller caliber tank turrets, like 57mm, 76mm, and 105mm, just for a bit of variety. Also, you might want to consider cfg files for Tracks mod, excellent parts to combine with yours to make tanks.

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Hi dice, like this mod, but I have a bit of a compatibility issue I was wondering if you could help me out with?

I have a decent windows 8 laptop, but I'd like to give the designer of the keyboard\keypad a piece of my mind. I cant even play most games without a USB mouse. My issue is, the mod requires use of the keypad numbers to control the turrets.

...I have no keypad on my keyboard. I was wondering if there was any way to remap the controls?

If not, I'd like to suggest a way to custom map controls for the turrets in your next update. Perhaps a separate interface in-game like other mods, or even a way to use the vanilla action groups? At the moment, I'm stuck with infernal robotics for personal control.

Also, unrelated suggestions for the future: smaller caliber tank turrets, like 57mm, 76mm, and 105mm, just for a bit of variety. Also, you might want to consider cfg files for Tracks mod, excellent parts to combine with yours to make tanks.

The bane of the laptops... :)

Read the readme file that comes with the package. Tells you how to re-map those keys in the CFG.

I could make a simple gui for the turrets but that isn't any day soon.

I want to make another variant of a turret, not sure what yet, that will likely come with the 88mm flak gun update.

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Why has the ICE Thread become silent? It's been nearly a week since any thing at all has been said in it, and more than a week since anything related to the update containing the wheels and engine.

Been busy working on it that's why :)

I had some updates for Skillful as well, been working on them side by side since they are related. Expect an update soon.

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Hi, I installed this amazing mod, and the modded parts work fine, however, it seems to have stolen all of my stock parts, and since i don't use any other part mods, I would really like to know why this is happening. I checked in the parts folder and it said that they were all there, at least the configs. However in the VAB/SPH they don't appear on any of the menus. Thanks for your time.

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Been busy working on it that's why :)

I had some updates for Skillful as well, been working on them side by side since they are related. Expect an update soon.

I haven't even heard of this ICE thread, are you making car/truck engines? That is something I know a fair amount about, I actually used to race cars both road course and drag.

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Dice if you ever need another dev to help I'd love to donate some of my free time, I`m a pretty skilled programmer, and it seems like you could use a hand, maintaining one mod would be hard enough but 3 is crazy also I can model in inventor

Edited by blitz2190
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I haven't even heard of this ICE thread, are you making car/truck engines? That is something I know a fair amount about, I actually used to race cars both road course and drag.

That's cool, I think I had a chat with you on DirtMerchants stream that one time - perhaps that was you. The ICE thread has been around for a while, search for Alternative Engine module... I'm going to release an update for that so feel free to try it and see what you think.

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That's cool, I think I had a chat with you on DirtMerchants stream that one time - perhaps that was you. The ICE thread has been around for a while, search for Alternative Engine module... I'm going to release an update for that so feel free to try it and see what you think.

Yeah we chatted about that on his stream when the forums were down.

Right now I am having a blast with AJE and RO making civilian planes.... just made something like a cesna.. just bigger.

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Dice if you ever need another dev to help I'd love to donate some of my free time, I`m a pretty skilled programmer, and it seems like you could use a hand, maintaining one mod would be hard enough but 3 is crazy also I can model in inventor

I think that's a great offer... I'm so used to doing things alone. I'll think about it seriously though! Have you spied the tracks mod I think by ElectronicFox was made public. Not sure if someone has taken that on yet. I'm interested but I'm too busy. If you take that over I can help out, at the same time make sure it is skillful and ice compatible out of the gate.

Let me know if that's a kind of challenge you're looking for.

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Hey i recently downloaded the mod and installed it like a regular mod and launched the .bat file and did all of that but the parts do not work in the game, the parts show up in the menu just they do not function. Can you help me out with this?

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I think that's a great offer... I'm so used to doing things alone. I'll think about it seriously though! Have you spied the tracks mod I think by ElectronicFox was made public. Not sure if someone has taken that on yet. I'm interested but I'm too busy. If you take that over I can help out, at the same time make sure it is skillful and ice compatible out of the gate.

Let me know if that's a kind of challenge you're looking for.

Ill take a look at that tonight and see if I can get it working

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Hey i recently downloaded the mod and installed it like a regular mod and launched the .bat file and did all of that but the parts do not work in the game, the parts show up in the menu just they do not function. Can you help me out with this?

You read the manual or the many other post of the same topic? Also would help to post what isnt working

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