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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod


InfiniteDice

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Recompiled the DLL, with minor changes. Haven't tested the mod extensively as I'm on vacation. Post issues as normal to the thread.

There is no need to download the mod all over again, unless you never had it or would like to get a fresh copy, just follow the updated DLL download link in this thread's opening post, and download the updated DLL from my site. Copy over the 0.23.5 DLL/s where needed in the SAME location.

Cheers.

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Recompiled the DLL, with minor changes. I'm on vacation.

You do know the meaning of vacation right? But seriously as a steady user of your mods I now have to ask how do you keep up?!

Also. I seem tp have misplaced the button to trasfer ammo to the 30mm cannon. Is there anyway to get it back? Im still using .23.5 ver of ksp.

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You do know the meaning of vacation right? But seriously as a steady user of your mods I now have to ask how do you keep up?!

Also. I seem tp have misplaced the button to trasfer ammo to the 30mm cannon. Is there anyway to get it back? Im still using .23.5 ver of ksp.

Sheer determination :)

Should be there, likely EVA, it would be strange if it has totally disappeared! :)

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Update:

Some of the pre-made crafts included with Skillful behave strangely, seems squad updated some of their parts, if you see anything strange you may need to rebuild the crafts partially. I may release a zip of just some updated crafts later.

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InfiniteDice.

While on you were on vacation I was wondering if we could get more teaser info on R.2 of Skillful. What 'kind' of shielding tecnology are you devising? Star Wars and Star Treck weaponry comes to mind when you mention shielding. Also will my Kerbin Rebels stand a chance against such advanced weaponry especially now that funds come to play?

Jeb doesnt want to have to recreate independence day to score a hit against some shielded starfighter.... ok maybe jeb does but bill said no.

And of course balance, will we see any capital ship weapons ergo something equal to the 14in turrets but require say two highly skilled kerbals to operate its new hightech kracken-launcher?

Just curious as to what to look forward to.

Maybe throw some of your questionable or may/be/cut ideas up in a voting fashion and we could decide its fate and satisfy curious minds. If you do that kind of thing.

Edited by sku77s
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One thing that would be nice - a primitive AI to fight against. Waiting for my friends to get KSP and the multiplayer mods is tedious..... Even primitive Ai can do something against me, if I wanted difficulty I could just use shitty craft. Also, armor plating without the corners cut off so I can build tanks that do not look like holes were put into them directly out of the factory.

Edited by ryanedward
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The ciws and auto-air give me enough ai firepower. If you want moving tanks use the mechjeb rover function and set waypoints (is it .24 friendly?) Altough an autofire GTG rocket would be nice. From my expierence the targets range becomes mechjebs control range allowing you to set patrols for enemy bases and all kinds of other things, this hinges on the IDFF tag module being opposites. I assume 99km is max as 90km is the tridents range.

This works for mutiple vehicles but lags accordingly. Chasing one ground target moving through the mountains is fine. A convoy may bog some computers.

Ive "controlled" atl east 4 Skillful APCs and gunned them down on a laptop so a desktop should allow for cool missions like airsupport to Friedly convoy on saved route 1 and a Enemy tank squad patrolling on saved route 2.

Ive wish this worked for airplanes but...

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One thing that would be nice - a primitive AI to fight against. Waiting for my friends to get KSP and the multiplayer mods is tedious..... Even primitive Ai can do something against me, if I wanted difficulty I could just use shitty craft. Also, armor plating without the corners cut off so I can build tanks that do not look like holes were put into them directly out of the factory.

I've always wanted to implement simple target drones/static targets. Now with contracts I might explore that.

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I've always wanted to implement simple target drones/static targets. Now with contracts I might explore that.

I was thinking, if the contracts can spawn Kerbals or other ships, you could have contracts issued out by a Private Military Company to blow up hostile targets in a certain time-frame, or destroy a convoy and retrieve a kerbal being held by them. Heck even just testing the weapons systems on some static targets by "using" them during you're flight.

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0.24 DLL is available! - July 17th (link below)

On a Mac or can't use the skillfulmanager.bat to copy over the CFGs? You can alternatively use Module Manager with Blitz's cfg file here https://dl.dropboxusercontent.com/u/11863219/skillfulPatch.cfg to automate adding Skillful to all stock and modded parts. - If you can't hit a part, it doesn't have the cfg edit, Simple as that!

http://i.creativecommons.org/l/by-nc-nd/3.0/88x31.png

I have a Mac how do i use the Skilfull path.cfg and how do i install it

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I'll be updating the mod tonight as I have noticed some additional changes that need to be done. Also install instructions will be updated.

On a side note in my time-off I've been playing with the turbo laser prototype, I just need to write up a bit more code and enable a heat map and it should be good.

Turbo Laser

• near zero recoil

• unlimited ammo but must pause for reloading every 10 or so shots - requires a lot of energy

• can overheat

Moving one step closer to supporting user made weapons/ammo not done yet but I'll keep you guys posted as progress is made.

Edited by InfiniteDice
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I was trying this out with DarkMultiplayer and putting the .dll in the plugins folder of DarkMultiplayer gives the following error:

[00:09:12][DEBUG] : Loading plugins!

[00:09:12][DEBUG] : Loaded D:\DMP\Plugins\IDWeapons.dll

[00:09:12][FATAL] : Error in main server thread, Exception: System.IO.FileLoadException: Could not load file or assembly 'UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. Invalid pointer (Exception from HRESULT: 0x80004003 (E_POINTER))

File name: 'UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' ---> System.NullReferenceException: Object reference not set to an instance of an object.

at DarkMultiPlayerServer.DMPPluginHandler.CurrentDomain_AssemblyResolve(Object sender, ResolveEventArgs args)

at System.AppDomain.OnAssemblyResolveEvent(RuntimeAssembly assembly, String assemblyFullName)

at System.Reflection.RuntimeAssembly.GetExportedTypes(RuntimeAssembly assembly, ObjectHandleOnStack retTypes)

at System.Reflection.RuntimeAssembly.GetExportedTypes()

at DarkMultiPlayerServer.DMPPluginHandler.LoadPlugins()

at DarkMultiPlayerServer.Server.Main()

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Is anyone else having the issue that the air to air missiles never actually connect with their targets? The heat seeking one's just seem to trail planes for ages but never hit them no matter how fast/slow the plane is moving.

Hey man, try with this dll and let me know if it's better.

https://drive.google.com/file/d/0B82_uLLhCvSPa1QzaHZuaEFBNzg/edit?usp=sharing

It's a matter of tuning, it's proven very difficult to steer a missile to a target using only forces, but I'm doing my best! :)

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I am having a problem with rebinding the keys for moments. I followed what the readme said. This is what it looks like. I did set the bindings that the arrowkeys were already set to to None. also i am on a macbook pro 15. there is no numpad

customRotLeft = LeftArrow

customRotRight = RightArrow

customElevUp = UpArrow

customElevDown = DownArrow

customFire = Enter

Edit:

I tested to see if it was just the arrowkeys and rebound them to

customRotLeft = J

customRotRight = L

customElevUp = I

customElevDown = K

customFire = Enter

I got no change to the turret not moving. Aswell as the fire burst button in the rightclick menu does nothing. I am going to delete my current idskillful and replace it to see if it does anything.

Oh another thing is my ksp crashes at times and when i check the log it says this

[WRN 09:47:52.789] [Part]: PartModule idFloatCode at IDHardPoint, index 2: index exceeds module count as defined in cfg.

Looking for idFloatCode in other indices...

Edited by bethorienford
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[WRN 09:47:52.789] [Part]: PartModule idFloatCode at IDHardPoint, index 2: index exceeds module count as defined in cfg.

Looking for idFloatCode in other indices...

Strange, I suggest nobody use the 64bit version of KSP... I have been since it came out and I've been struggling with all kinds of crashes. I installed 32bit last night and it's smooth sailing again. Not moving back to 64 until it's sorted out.

Always remember that control needs to be true on that gun/turret for it to function at all.

I have a few announcements:

1) I'm adding mouse aiming to the ball turrets, I've had a bunch of requests for it. I thought about it before but thought it would be too arcade like for Skillful - which I didn't want. But after implementing a simple solution I realized that it doesn't really make it too easy.

Mouse aiming will benefit from the guardian mode's shot lead calculation, so all you need to do is aim the cursor right on the target and it will calculate the lead which should help hitting while the turret is on your moving vehicle/chopper/aircraft.

The ball turrets will now have 3 firing modes, 1) automatic guardian, 2) auto track by selecting a target and 3) mouse aiming with the left mouse button being the trigger. I'll release a video showing the basic implementation.

Lastly, the other turrets like the 14" tank coaxial 30cal and Turbo Laser will soon have guardian mode. This will be a little more difficult to implement since the larger guns can hit out to nearly 9km maybe more. But I'll see what I can do.

Edited by InfiniteDice
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Hey ID, I was curious - couldn't you make a set of turret rings, then make different turrets, and use a system similar to ammo selection - click on turret ring, select turret, then select a compatible gun. Then load the ammo and bam you are ready to cause some chaos. Also, would it be possible to make tracks that work with ICE? My tanks really hate running on wheels... -_-

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ID, I know the turbo laser's a prototype for now but I've noticed that the gas rounds don't reload. At first, I thought I just need a lot of energy in the battery packs but after waiting for 10 minutes, nothing really happened. Anybody here experienced that too?

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ID, I know the turbo laser's a prototype for now but I've noticed that the gas rounds don't reload. At first, I thought I just need a lot of energy in the battery packs but after waiting for 10 minutes, nothing really happened. Anybody here experienced that too?

They do reload, yes you need a lot of energy, on my prototype tank I have 4 or 5 rtgs. Once it has the required energy it should reload. If you're still having issues let me know.

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They do reload, yes you need a lot of energy, on my prototype tank I have 4 or 5 rtgs. Once it has the required energy it should reload. If you're still having issues let me know.

Tested it out. I appears that I need to pack up a large battery bank to store enough energy for it to reload. Just one question: what parts can I use to help cool the Turbolaser down faster?

Edit: forgot to say Thanks :3

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I'm having.. uh.. issues. I'm finding that it is impossible to reload any guns. (it is possible to reload the missile pods) I'm getting almost frustrated. I cannot do it... I'll go through step by step what I'm doing. 1. Fire the gun and use a bunch of ammo. 2. Get out of the vehicle (in this case it's a pod with a Metal support beam attached with the gun and an ammo box right beside it) and right click on the gun and press the "reload from nearby" button. 3. Get back into vehicle to find that the ammo has not changed at all. 4. get back out and press the "transfer ammo button" 5. Alt click the ammo box and press the "transfer ammo" button. nothing works. I even tried alt clicking the ammo box inside the pod and then "transfering" the ammo the way you transfer fuel. Nothing. It just simply refuses to reload. I don't understand! Is it just broken because of the new version? Before I had multiple different mods on but I removed all of them except for module manager and this mod and I still cannot reload the guns. I don't know how to reload anyways.. I thought it would be straightforward haha. If there is some unusual way of reloading the ammo can someone tell me? Like I said, no mods installed. Just skillful. I'm trying every button I see to no avail. What is going wrong? ( just got this mod by the way and absolutely love it good job :D)

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