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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod


InfiniteDice

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In the video it was spamming turret azimuth and elevation numbers does that mean there is going to be "some-type" or auto-aim in them now, Or was that the debug menu showing that sort of stuff?

The boat parts are very nice but needing to have this damage mod also is kinda putting me off. Is they a way you can release a version that uses the stock stats for damage? Kinda like the one guy that release the Nasa Warp theory ship where he did an interstellar lite and stock mod.

Dankie

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If you don't need them to sink you can just bypass skillful. The module references do not matter, if that module isn't there it might make a warning once in the log but that's it.

-hugs- this guy -points to InfiniteDice- is awesome!

Thanks that made my mining operations a hell of alot easier

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In the video it was spamming turret azimuth and elevation numbers does that mean there is going to be "some-type" or auto-aim in them now, Or was that the debug menu showing that sort of stuff?

The boat parts are very nice but needing to have this damage mod also is kinda putting me off. Is they a way you can release a version that uses the stock stats for damage? Kinda like the one guy that release the Nasa Warp theory ship where he did an interstellar lite and stock mod.

Dankie

Yes thats auto range finding, the boatparts don't require skillful, unless you want it damaged.

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You and BahamutoD need to fuse or something. Seriously, you have this awesome damage system set up in Kerbal Space Program, but your weapon models are really... erm, awkward looking and the interface isn't very streamlined. On the other hand, BahamutoD has these amazing, brilliant looking models with equally beautiful animations for weapons and a very simple to use weapon system, but they don't have the damage system to balance it out, I.E. a .50 cal turret can easily destroy the mightiest of tanks. Is there any hope you two could possibly combine to create the greatest outright "Kerbal Warfare" mod out there? Is singularity inevitable for these two mod makers? ((Tune in next time for the next episode?? XD))

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You and BahamutoD need to fuse or something. Seriously, you have this awesome damage system set up in Kerbal Space Program, but your weapon models are really... erm, awkward looking and the interface isn't very streamlined. On the other hand, BahamutoD has these amazing, brilliant looking models with equally beautiful animations for weapons and a very simple to use weapon system, but they don't have the damage system to balance it out, I.E. a .50 cal turret can easily destroy the mightiest of tanks. Is there any hope you two could possibly combine to create the greatest outright "Kerbal Warfare" mod out there? Is singularity inevitable for these two mod makers? ((Tune in next time for the next episode?? XD))

It's unlikely as the designs are too different. You're not the only one who doesn't like the weapons models - personally I think it's simply because I put low priority on them, I've always been more focused on the details of how the weapons interact with the damage system and not on aesthetics :) Also the very nature of Skillful means it's not simple to use at times. I've been trying to make it a bit easier but I never set out to make an arcade shootem up.

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It's unlikely as the designs are too different. You're not the only one who doesn't like the weapons models - personally I think it's simply because I put low priority on them, I've always been more focused on the details of how the weapons interact with the damage system and not on aesthetics :) Also the very nature of Skillful means it's not simple to use at times. I've been trying to make it a bit easier but I never set out to make an arcade shootem up.

Fair enough, I get that your trying to work in a realistic "setting" of sorts for the weapons to operate in. What I mean by easy to use is more like streamlining the interface so its a bit less clunky. Like not having to action group up every ordnance. But I hear ya on the code over model priority. I wonder if someone will make some sort of compatibility pack or something so BD Armory's weapons could actually damage things like yours.... I can dream! XD

Anyway, keep up the cool work as always.

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  • 3 weeks later...
it seems like BD armory is meant for people who just want weapons. wheras skillful is made for people who want a similar to real life challenge.

You can change the configs in BDA really easily, thats what I did. Not sure if you can do this here, didn't check for a long time. There's also a bit too much clicking around in skillful IMO. BDA has weapon manager, which eliminates most action groups except for maybe 2 (fire and next weapon are the only ones I use for my BDA weapons). That's pretty much what sold it for me. I might use skillful when it will get updated, but I'm sticking with BDA for now. They are certainly 2 different mods with only a similar genre. Guess it's up to personal preferences :D

Sorry for being kind of negative about skillful in my post. It's still a great mod, just not my personal preference :)

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I want skillful for a few reasons: 1. Battleship and tank hulls. 2. Armor. 3. cooler damage model 4. Saw a really cool looking parts pack.

But I have to use BD because: 1. Skillful is out of date. 2. Easier to use. 3. much, much nicer models. 4. More weapon diversity, especially with spanners(not to mention space missiles.)

Now, I still love skillful, and I think what you're doing is awesome! Just explaining that I'm still a fan, just waiting for the next release and for it to come a bit more practical. Keep it up, I've been excited for this new version! :D

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It's updated for 0.25!

Added lots of changes.

1) the old targeter now takes over the mouse cursor when in manual aiming mode while using the CIWS and Auto Air Turret. It's not perfect but it's in! Turret must be control = true and auto-target = false.

2) damage system was updated to include some per vertex deformation eye-candy :) Slow computers will not like it, expect some lag spikes. If you don't want this enabled, simply set the option to false on the IFFtag part.

3) explosions and other things have been better optimized.

4) NEW armour parts!

5) multiple IFF tag bug is gone, changing one changes them all. - there is no need for more than one really, they are indestructible but can be lost if the part they are attached to gets killed.

6) reworked the manual turrets to fire automatically. This is the tank turret, the turbo laser, the 30 cal, and the battleship turret. to aim auto, simply set the turret to auto-tracking. (see readme file or visit the forum for more info).

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It's possibly due to your keyboard layout if you are not using a US standard, or do not have a keypad. The txt file included with the mod tells you how to remap the controls in the CFG so it'll work with alternate keys.

Well I had boat parts installed I removed that and it worked fine ps: I have a keypad/numpad

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  • 3 weeks later...

Hello, i hope you can aid me with troubleshooting.

So most of the time landing gears are physicsless. Which means they don't wobble around and kill your kerbals at takeoff - landing.

I have the following list of mods: B9, KW, Firespitter, FAR, Skillful, Mk2Internals.

It seems like one of these changed the config files of gear bays to make them physicsful, so that achieving takeoff or landing is nigh impossible. Can I disable these by messing around with config files?

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Can I disable these by messing around with config files?

Try adding this to one of the gear parts cfg:

MODULE

{

name = targetPart

targetHardness = 320

targetStructure = 20

crashResistance = 150

}

If that helps let me know and I'll change some things with the release.

Thanks :)

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I added that to the Skillful config, still no good. Should i add it to the vanilla config for the part?

PS Seems like stock landing gear are physicsless, or at least behave less erratically. Another thing i noticed with the new build is that many of the parts (gear bays, wings) take damage from the plane falling into the landing strip when you start a flight mission.

PS2 After the changes, vanilla gear bays seem to have stopped. Other bays definitely suffer the same problem however (B9 and Firespitter).

Edited by energycore
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