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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod


InfiniteDice

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I can make engagement rules that would guess if something is hostile or not... then things get dangerous. If object x is getting closer to the gun, and it's moving at > x speed... and object x doesn't have a friendly IFF tag.... result? tag object x as hostile.

Easy to do... but then you better only approach with vessels that have a friendly tag.

On your second point, yes that can be done. It would then lend support to using stock parts as weapons.

Maybe you could make it so that if object <x> is moving at high speed toward you, tag it as hostile.

Just a suggestion, can you make guns seperate from turrets for tank destroyers.

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The original Transformers cartoon Skywarp? Or is it Gundams?

Those look like GN particles, so probably Gundams. A mod that added in GN drives would be awesome.

Edited by nianor
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Maybe you could make it so that if object <x> is moving at high speed toward you, tag it as hostile.

Just a suggestion, can you make guns seperate from turrets for tank destroyers.

the problem i see with that is, what if i have a ciws on my carrier, and I'm coming in for landing, or, in Jeb's case, a supersonic flyby?

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IFF tags are a thing, brah.

I know, I was talking about the guessing of the CIWS.

actually, I can now envision a scenario where I get my IFF tag shot off, then blown up by my own ciws,

dang, that would suck.

Edited by Jordanpumah
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I know, I was talking about the guessing of the CIWS.

actually, I can now envision a scenario where I get my IFF tag shot off, then blown up by my own ciws,

dang, that would suck.

Putting them in a place that could never be shot up without the plane being shot down is a good idea. Like, say, between the cockpit and the rest of the plane, which is where I usually hide things like MechJeb anyway.

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Would it be possible to change the CIWS's firing paramaters via a context menu when right clicked with a kerbal? For example, shoot anything that doesnt have a certain IFF, only shoot things that have a hostile IFF, or a safety mode where it won't shoot at all, etc. That way people could customise them for their specific needs, particularly for when multiplayer happens.

Cant wait to see where this mod goes.

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the problem i see with that is, what if i have a ciws on my carrier, and I'm coming in for landing, or, in Jeb's case, a supersonic flyby?

i meant, if it is moving say, +300m/s toward you, tag it as a threat but not hostile yet unless course and speed are the same at -100 m.

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InfiniteDice, what specifically happens when a part is damaged? Do fuel tanks start leaking, Engines lose power/efficiency, etc?

I made the system flexible right now any stock part will have an assigned value which I call SP (structure points). Every time that part is hit... a series of variables are checked and a determination is made if the part was penetrated. If so, the part gets a reduction in SP. If the SP is exhausted the part undergoes a check, 1) based on what type of weapon hit/damaged the part it could be totally destroyed - meaning the part explodes and is gone. 2) the part is not totally destroyed, but flagged as damaged (but repairable). In this damaged state, depending on the damage taken and some randomness parts will lose functionality and performance. Wings generate less lift, ailerons have possibly less range of motion or are frozen at a certain angle. Fuel tanks are considered penetrated and will leak down to a certain level* Lights will not light, wheels will not operate... on and on. All this is in.

* Fuel tank hits that cause a leak increase the risk of fire. If a fire builds to a certain intensity the part can explode the part so it no longer exists, or cause an explosion that will cause further damage. Fire is in it's first implementation and will be better in the release 2.

Needless to say it should make for some interesting moments!

I only affect my parts and stock parts but extra flexibility is there for other modders who want to tap into the damage system. What it does is allow for custom modules to easily intercept the parts damage via sendmessage updates and then have mod-specific systems fail or switch to a damage state that they can define.

If you have modded parts that use stock modules, they will fail like stock parts.

Edited by InfiniteDice
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I made the system flexible right now any stock part will have an assigned value which I call SP (structure points). Every time that part is hit... a series of variables are checked and a determination is made if the part was penetrated. If so, the part gets a reduction in SP. If the SP is exhausted the part undergoes a check, 1) based on what type of weapon hit/damaged the part it could be totally destroyed - meaning the part explodes and is gone. 2) the part is not totally destroyed, but flagged as damaged (but repairable). In this damaged state, depending on the damage taken and some randomness parts will lose functionality and performance. Wings generate less lift, ailerons have possibly less range of motion or are frozen at a certain angle. Fuel tanks are considered penetrated and will leak down to a certain level* Lights will not light, wheels will not operate... on and on. All this is in.

* Fuel tank hits that cause a leak increase the risk of fire. If a fire builds to a certain intensity the part can explode the part so it no longer exists, or cause an explosion that will cause further damage. Fire is in it's first implementation and will be better in the release 2.

Needless to say it should make for some interesting moments!

You, sir, are a genius. Brilliant work.

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Would it be possible to change the CIWS's firing paramaters via a context menu when right clicked with a kerbal?

Right now it tries to intercept hostile IFF tagged vessels or untagged (incoming) rom missiles. Out going missiles are not a concern since most likely a good missile.

There is also an option to turn off the auto targeting.

Multi-player is getting little consideration at this point, you can't code for something that doesn't exist yet. It could be very simple to adapt or take months to adapt. I think it would be super cool though if it can be done!

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Actually the rockets have changed since that video. Things happen fast.

All rockets track forward without a target in a nice circular spread. With a target they track forward for 1.5 seconds then turn to target...

Just as a note:

I haven't finalized how the rockets will be play-balanced with the rest of skillful yet, that video is more of a 'what's possible' demonstration.

They seem to be the best choice but they have limitations: 1) they have a limited range of 1.2km when fired from an aircraft at speed. this is about 800m when fired on the ground due to the arc it must take through the sky. 2) they have a very good chance to penetrate even armoured targets, but don't do a lot of damage to anything that has a large structure. Aircraft and light vehicles would be very prone to damage. 3) you must maintain a target lock or the missiles will miss. This means one strike at a time.

Given that air defences could engage you accurately up to 1.5km it still makes using the rockets dangerous, I will modify the ciws so it can attempt to shoot these rockets as well.
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Maybe a good option is something like flares. So something shoots a target locked missile at you, you chuck KerbFlares out the back and the missile follows that?

Infinite said on page 16 that flares would most likely be in R2.

Release 2 candidates so far are: 88mm Flak artillery, capable of use as regular artillery or AT. Small portable mortar (maybe). Acoustic homing torpedoes (slightly better than nothing!). I'm thinking of heat-seeking air-air missiles like a sidewinder... I'm only pondering it right now, and if so... there will be flares. I'd likely allow the flares to have an automatic discharge setting, or chime a note when the missile is 1 - 2 seconds from your plane to 'remind' you to deploy the flares.
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doesent Soon(trademark) mean practicly never? or like, when it does release ill be really old?

Generally, Soonâ„¢ means that the project has entered one of the final phases, and that progress is steadily being made. Not Soonâ„¢ means that there's still a lot of work to do. Of course, there are many different definitions of Soonâ„¢, one of the others being "Any point in time between now and infinity".

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