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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod


InfiniteDice

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Meaning... If you are flying a plane, there is no indication at all from that plane where the missile would track... is there something in the area that is hot enough to attract the missile? I'd like to add a FLIR/detector so hot items would have a red dot over them for example.

oooooh. Sounds sweet. Maybe you could do a RPM radar screen? and a heat screen? Oh the possibilities!!!!

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Curse release is now updated... ! YAY.

Actually it seems to be stuck in review.... for 40 minutes now. The backup location on my site is still available check the first post of the thread.

Edited by InfiniteDice
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My hardpoints arnt working i followed the instructions VERY CLEARLY! and still there not working i cant load any missiles or anything onto them it just dont work

Ok step 1, place the hard point

Step 2, right click on hard point.

Step 3, choose warhead type

Step 4, Choose ordance type. (250lb, 500lb, 2000lb bomb etc.)

Step 5, Choose LOAD ORDANCE

Done you now have a weapon on the hard point, rinse and repeat as needed.

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Hey, figured out how to change the turret controls, thanks for the help infinite. Having so much fun

I thought I'd try using it with your boats mod, but am having difficulties. I made a mid size boat (using the tier of parts smaller than the carrier parts). It was a frigate with torpedoes and 2 5 inch guns. But it seems to always want to float for a sec, then sink (just enough to break parts), no matter what I set the vertical offset to. Is it possible the tank guns are too heavy for a boat that size, or am I setting it up wrong?

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Hello.

Just dropping a quick question about the .bat

Before I ask I don't have the slightest clue how a .bat "works" as in I can operate one but have no idea how it does what it does. SO

Would it be possible to make a setting in the .bat that would allow you so select a file for the .bat to make the Skillful changes to.

I have this mod working with kethane\interstellar\mechjeb\OPT afterburners

And my current copy-paste method is rather slow. Again this could be impossible but thought I would ask.

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Hello.

Just dropping a quick question about the .bat

Before I ask I don't have the slightest clue how a .bat "works" as in I can operate one but have no idea how it does what it does. SO

Would it be possible to make a setting in the .bat that would allow you so select a file for the .bat to make the Skillful changes to.

I have this mod working with kethane\interstellar\mechjeb\OPT afterburners

And my current copy-paste method is rather slow. Again this could be impossible but thought I would ask.

The .bat file is just a batch file compiler. All it does, is send the changes that Skillful damage mod is needed to the cfg files for the models that have some damage state installed on them. This also prevents duplicate parts from showing up in the parts catalog.

All you do is double click on the .bat file and it will open a "DOS" like prompt window, follow the on screen directions and you will be fine.

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The .bat file included is broken actually I believe. But there is a folder called SquadCFGEdits that has the edits required to have skillful support with stock parts.

Works fine for me.

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Thanks for the reply Hodo!

And for the info Mike!

Sorry I wasnt able to be more clear Hodo. I know how to rrun a .bat; what I should have done I guess is ask if it wpuld be possible to add the option to "select a file" for the .bat to execute on. Ergo:

1. Modify stock parts

2. Modify B9 Aerospace

3. Modify PD parts

4. Select Directory to modify all .cfg files

5. Close .bat

Perhaps that was a little more clear?

If this were possible it would save time but like I said I don't know how a .bat "operates" so this may be impossible.

And mike the .bat has worked to modify the stock part to register hits for me, I actually use the mk 1 pod to copy and paste to target info from.

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Hey, figured out how to change the turret controls, thanks for the help infinite. Having so much fun

I thought I'd try using it with your boats mod, but am having difficulties. I made a mid size boat (using the tier of parts smaller than the carrier parts). It was a frigate with torpedoes and 2 5 inch guns. But it seems to always want to float for a sec, then sink (just enough to break parts), no matter what I set the vertical offset to. Is it possible the tank guns are too heavy for a boat that size, or am I setting it up wrong?

Did you get the boatparts mod that's up on curse? I don't think any of the parts use the old vertical offset code anymore, which prompts me to think you have an outdated version. Check it out and let me know. :)

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Thanks for the reply Hodo!

And for the info Mike!

Sorry I wasnt able to be more clear Hodo. I know how to rrun a .bat; what I should have done I guess is ask if it wpuld be possible to add the option to "select a file" for the .bat to execute on. Ergo:

1. Modify stock parts

2. Modify B9 Aerospace

3. Modify PD parts

4. Select Directory to modify all .cfg files

5. Close .bat

Perhaps that was a little more clear?

If this were possible it would save time but like I said I don't know how a .bat "operates" so this may be impossible.

And mike the .bat has worked to modify the stock part to register hits for me, I actually use the mk 1 pod to copy and paste to target info from.

Hey there, I haven't looked at the batchfile in question, but you can pass parameters to a batch file on the command line.

http://www.robvanderwoude.com/parameters.php

Inside the file you can use:

doWhateverOperation %1

and just run it like this from the command line:

batchfile.bat specificModDirectory

and specificModDirectory will be filled in for all the %1's

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the mod is not working for me, the weapons do not download for bombs and rockets, the weapons dont work and the damage doesnt work.

:(:(:(:(:(:(:(:(:(

First...

Did you follow the instructions on install?

Second...

Did you follow the instructions at all?

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