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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod


InfiniteDice

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Until then, it should be possible to make a script for mac.

I suppose a better question would be; what does the .bat file do? Just replace the part.cfg files in the Squad/NASAMission parts folders? Because if so, I can just do a tedious manual installation.

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I suppose a better question would be; what does the .bat file do? Just replace the part.cfg files in the Squad/NASAMission parts folders? Because if so, I can just do a tedious manual installation.

Yes just copy over all the cfgs in the directories included with the mod, over the stock directories, it will ask if you want to overwrite all the cfg files and just say yes to all. In the event of the b9 parts this will really depend on what version of B9 you have (if you have it).

Alternatively look back a number of pages and use Blitz's cfg for module manager, that will also work.

Edited by InfiniteDice
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Yes just copy over all the cfgs in the directories included with the mod, over the stock directories, it will ask if you want to overwrite all the cfg files and just say yes to all. In the event of the b9 parts this will really depend on what version of B9 you have (if you have it).

Alternatively look back a number of pages and use Blitz's cfg for module manager, that will also work.

Thank you. I installed the .cfg's manually and it worked perfectly.

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Does anyone have any idea where pliuple got those sexy plane parts? I've been looking for a long time for a fighter mod (that isnt firespitter, nothing personal to snjo i just prefer modern fighters) to use until Dice's aircraft mod is finally released. (If you are indeed working on that, or are going to soon, an update video would be much appreciated. I still remember that last video you made on those plane parts where you used them with the skillful alpha for a ground attack....watched it over and over. :) )

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I am sorry to ask this, but it seems that when I get hit be a Sam/rocket I don't get dmg, I did read the information but my english isn't perfect and sometimes I don't understand it. I don't know if this has to do with the bat.file but I can't open it because I have a Mac. I did also read this(look below this) but I really don't understand it and I don't know what to do anymore.

InfiniteDice / Yesterday, 02:01Yes just copy over all the cfgs in the directories included with the mod, over the stock directories, it will ask if you want to overwrite all the cfg files and just say yes to all. In the event of the b9 parts this will really depend on what version of B9 you have (if you have it).

Alternatively look back a number of pages and use Blitz's cfg for module manager, that will also work.

I hope that som people understand this and are willing to help me.

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I am sorry to ask this, but it seems that when I get hit be a Sam/rocket I don't get dmg, I did read the information but my english isn't perfect and sometimes I don't understand it. I don't know if this has to do with the bat.file but I can't open it because I have a Mac. I did also read this(look below this) but I really don't understand it and I don't know what to do anymore.

InfiniteDice / Yesterday, 02:01Yes just copy over all the cfgs in the directories included with the mod, over the stock directories, it will ask if you want to overwrite all the cfg files and just say yes to all. In the event of the b9 parts this will really depend on what version of B9 you have (if you have it).

Alternatively look back a number of pages and use Blitz's cfg for module manager, that will also work.

I hope that som people understand this and are willing to help me.

Ok, what you have to do is:

1. Place the IDSkillful1 folder in the GameData folder.

2. Take the folders "B9CFGEdits", "PDCFGEdits", and "SquadCFGEdits" out of IDSkillful1 and place them somewhere else, like your desktop.

3. Since we can't use the SkillfulManager.bat, we have to install this part manually. Open the "SquadCFGEdits" folder. Inside are the "NASAMission" and "Squad" folders. Open either one, and it will have a folder labeled "Parts". In the "NASAMission" folder, you'll be directly to the parts folders, while in the "Squad" folder, you'll be one above that (folders such as "Aero", "Command", "Electrical", etc). Just clock on one of them to get further in.

What you have to do is place the contents of these folders into their counterparts in the GameData folders. For example, if you opened the file "SquadCFGEdits"/"Squad"/"Parts"/"Aero"/"advancedCanard", it will have the file "Part.cfg". You now have to move that "Part.cfg" into the "GameData"/"Squad"/"Parts"/"Aero"/"advancedCanard" folder. When you do so, it will ask if you want to overwrite the one in the folder. Click yes, and then repeat for the next folder.

All the SkillfulManager.bat does is automate this process, so once you've moved all of the files from the "SquadCFGEdits" to it's "GameData" counterpart, you're good to go.

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Ok, what you have to do is:

1. Place the IDSkillful1 folder in the GameData folder.

2. Take the folders "B9CFGEdits", "PDCFGEdits", and "SquadCFGEdits" out of IDSkillful1 and place them somewhere else, like your desktop.

3. Since we can't use the SkillfulManager.bat, we have to install this part manually. Open the "SquadCFGEdits" folder. Inside are the "NASAMission" and "Squad" folders. Open either one, and it will have a folder labeled "Parts". In the "NASAMission" folder, you'll be directly to the parts folders, while in the "Squad" folder, you'll be one above that (folders such as "Aero", "Command", "Electrical", etc). Just clock on one of them to get further in.

What you have to do is place the contents of these folders into their counterparts in the GameData folders. For example, if you opened the file "SquadCFGEdits"/"Squad"/"Parts"/"Aero"/"advancedCanard", it will have the file "Part.cfg". You now have to move that "Part.cfg" into the "GameData"/"Squad"/"Parts"/"Aero"/"advancedCanard" folder. When you do so, it will ask if you want to overwrite the one in the folder. Click yes, and then repeat for the next folder.

All the SkillfulManager.bat does is automate this process, so once you've moved all of the files from the "SquadCFGEdits" to it's "GameData" counterpart, you're good to go.

Thank you very much this is exact what I needed.

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InfiniteDice is the any way to add the auto tracking from the auto turrets to the other swivel based guns? Specifically the 5 in. tank turret?

Admittedly I'm using them on defensive satellites roughly 200 km in orbit. As each shot alters the orbit getting your bearing is impossible. They function at a 50/50 rate under 800 meters but this is also in the potential debris field if you hit. Also this would allow me and others to use multiple turrets at different symmetries simultaneously.

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Infinite hasn't been on here in over a week, but foldable wings are part of his naval aircraft pack, which is not released yet. He is working on that after the new ICE is released. I asked him to start a dev thread for it when he can

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been a while since we've had a few pictures put up. So here are my a few of my ships.

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My Super Carrier Ziggy The Red Queen. 2 Tank Turrets, 4 CIWS Turrets, Two Missle Baskets. Currently two cub fighters in the main bay. In their infancy the fighters have heating issues and are nearly useless on encounters on the dark side of the planets. The Interstellar A.G.I. Cores designate ship names and so far I have Hactar, Ziggy, and Hal 9001 all The Red Queens.

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Hacar the Red Queen. 2 CIWS and 2 Missle Baskets and room for cub fighters, but their used to taxi satellites and fuel between LKO and the Mun.

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Skillful works with KAS! and the repair station is the perfect trailer.

F56FBCF95447E53460B8F93BE7C78AD9D97B6757

ALWAYS remember to check for forgotten kerbals before you test fire on a vehicle!

Thanks for the awesome mod! Causing explosions in kerbal has never been more fun!

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been a while since we've had a few pictures put up. So here are my a few of my ships.

ALWAYS remember to check for forgotten kerbals before you test fire on a vehicle!

Thanks for the awesome mod! Causing explosions in kerbal has never been more fun!

Thanks for the picture posts, cool stuff!

I'm on my summer hours, which means less modding time - however I still get a bit of time in on the ICE update every day, expect that to be coming along shortly.

Skillful will also get another small update, this time we have collision damage! So far in testing it seems to be working fairly well, I'll keep you informed of any new updates to the downloadable files.

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Thanks for the picture posts, cool stuff!

I'm on my summer hours, which means less modding time - however I still get a bit of time in on the ICE update every day, expect that to be coming along shortly.

Skillful will also get another small update, this time we have collision damage! So far in testing it seems to be working fairly well, I'll keep you informed of any new updates to the downloadable files.

Thanks! Im awaiting the ICE but mostly for rovers my tow truck could use those diesel engines for sure!

Also is there anyway to add to auto track feature from the CIWS to the tank turrets? You may have read my earlier post but just thought id swing that by you again. Im a horrid shot and would love for my carrier to be the scourge of the stars but I cant hit the broad side of a star cruiser. And the auto track would let me use both cannon even at different symmetries.

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Is there a section in the guide that explains how the cannon RNG works, if there is any at all? I cannot find it. Yes I have read the guide on the cannons. However the shots seem to go right through things at close range, and no sights mean that I cannot hit squat at ranges > 400m. If we had the RNG mechanics available, we could maybe tweak them to out own liking?

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Is there a section in the guide that explains how the cannon RNG works, if there is any at all? I cannot find it. Yes I have read the guide on the cannons. However the shots seem to go right through things at close range, and no sights mean that I cannot hit squat at ranges > 400m. If we had the RNG mechanics available, we could maybe tweak them to out own liking?

I'm not familiar with the RNG setting on cannons but the .cfg script for adding a sight to both pods and other parts is on the OP. For rockets the RNG seems to effect when they begin to track toward target.

Also are you using these in space or on kerbin. As I have developed a system that lets me get a hit at 500+m in orbit but it is at best a 25% chance.

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I use them on Kerbin, usually simply drive off runway 100m or so and start firing. I do not usually use the rockets, as they need a long range to work effectively and I do not want to drive 400m for one shot, especially when it is only one try. I am not really for splicing files and things, the most I do is edit .cfgs to make something recoil more or something. Although I am just lazy like that.... but still, I would like to know how the RNG works so I can edit the cannons to hit more.

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