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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod


InfiniteDice

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Its why Moses came down from the mountain and gave us the Norden bombsite...someone really should make one for RPM integration. Skip bombing might also be a fun thing to play with...in game logic, the bomb would bounce on the ground until a set number of bounces or its in proximity of a bad guy...then boom!

bombsights would require a lot of work in the plugin, maybe a whole new plugin. or hullcam, but you would need the aiming crosshair

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So....any ideas on the Machine guns shooting themselves? it's kinda a big deal when i go in for a ground attack and my plane spontaniously combusts. It's almost like there was a SAM fired from behind me....oh look i just came up with an idea. SAMs anyone?

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I got 0.23.5 and the guns don't shoot.

That is because .23.5 screws it up download the new dll at the top of the page it should replace the IDWeapons.dll file in IDskillfulR1 under plugins. if it doesn't do It automatically then you may have to go into your download history and drag it to that file and remember to delete the old dll.:)

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Unfortunately, Skillful messes with SRBs.

Nfk0lV4.jpg

SRB heated up as normal. Then it really quickly heated up. And then the SRBs stop working with half their fuel unburned due to, what I can only assume is the reason, heat/fire damage.

Clean 23.5 with Skillful.

EDIT: Oh, also: The engine sounds keep cutting out. I have to MECO and throttle up again to regain any sound, only for it to become quiet again after a few seconds.

Haven't tested that with a completely clean installation to see if it might be a vanilla problem.

Edited by Melfice
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Hmm.. I sort of just found this problem and it just keeps happing clean, 23 AND 23.5 with skillful both updated DL. when I save a craft on the ground like your MBT/my rovers or what not, when I start again the craft just starts spinning out of control and damaging them selves or flipping. It says something like the Wheel colliders are not attached to a surface? Any thoughts..

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SRB heated up as normal. Then it really quickly heated up. And then the SRBs stop working with half their fuel unburned due to, what I can only assume is the reason, heat/fire damage.

Jets Do the same, they don't even have to overheat, just after running for a period of time they go yellow and stop. i have also found issues in .23 with the turrets not moving, planes just falling apart after reverting a flight. and staging failing to work after a weapon being used.

Does any one else using this mod find that the turrets don't move? or that jet engines will mysteriously go yellow mid flight? or that after "revert to launch" your craft encounters some "rapid unplanned disassembly?" or does any one find that your craft will randomly stop staging after releasing some ordinance?

i don't mind the turrets not working, the destruction of craft isn't to bad since going back to the SPH will sort it, but the staging and the engine issue made this mod unplayable. also I'm on .23. and i tried on a clean game.

Edited by Specialist290
Merging sequential posts.
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Unfortunately, Skillful messes with SRBs.

SRB heated up as normal. Then it really quickly heated up. And then the SRBs stop working with half their fuel unburned due to, what I can only assume is the reason, heat/fire damage.

EDIT: Oh, also: The engine sounds keep cutting out. I have to MECO and throttle up again to regain any sound, only for it to become quiet again after a few seconds.

Yes they are overheating. I back off my engines as soon as I see the heat gauge kick in. I need to tune the overheat level. Right now you can't just let the heat build up at all... it will damage the rocket.

The sound issue... is a nuisance... very aggravating. I don't see why it happens, even if the sounds are not being triggered the engine sounds cut out. I'll look into it but it could require a lot of reconfiguring the sound code.

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Hmm.. I sort of just found this problem and it just keeps happing clean, 23 AND 23.5 with skillful both updated DL. when I save a craft on the ground like your MBT/my rovers or what not, when I start again the craft just starts spinning out of control and damaging them selves or flipping. It says something like the Wheel colliders are not attached to a surface? Any thoughts..

It's likely you shot these before didn't you! :) sometimes a wheel gets pulled out of position then the strut attached to the wheel is trying to pull the wheel back to it's rightful place, and it causes some real stupid physics. Try removing the struts holding the wheels on. Then test again.

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is there a ratio or something to be able to predict the approximate location of the bomb's landing spot? I know that the bombs have more drag, which makes it hard to aim bombs. I'm sure there is some way to find it out with math, and compensate for the drag, air resistance, and the arc of the falling bomb. So far my only hits with bombs have been in dive bombers :P

Yes... it is possible to make a bomb drop approximation. They used to have charts in bombers before the more advanced sights were created. Bomber altitude and speed, and a way to triangulate the distance to the target to determine when to drop. I've thought about this but for now, skillful is all about skill. So just do about 10 runs, keep a somewhat level approach at a consistant speed and alt. If you check out my older 'sink an enemy carrier' video you'll see just how effective a bit of practice can be!

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SRB heated up as normal. Then it really quickly heated up. And then the SRBs stop working with half their fuel unburned due to, what I can only assume is the reason, heat/fire damage.

Jets Do the same, they don't even have to overheat, just after running for a period of time they go yellow and stop. i have also found issues in .23 with the turrets not moving, planes just falling apart after reverting a flight. and staging failing to work after a weapon being used.

Does any one else using this mod find that the turrets don't move? or that jet engines will mysteriously go yellow mid flight? or that after "revert to launch" your craft encounters some "rapid unplanned disassembly?" or does any one find that your craft will randomly stop staging after releasing some ordinance?

i don't mind the turrets not working, the destruction of craft isn't to bad since going back to the SPH will sort it, but the staging and the engine issue made this mod unplayable. also I'm on .23. and i tried on a clean game.

Sounds like you have something else going on.. how can I test this for 2 hours straight and not have any of those issues? If anyone else can elaborate on this let me know.

Planes falling apart after reverting a flight... Sounds like you are reverting a damaged plane. Skillful does NOT support quickloading as mentioned in the User Guide. Why? I save all part stats independently of the game saves. Why? KSP doesn't allow for persistent data to be saved when that module has been added via KSPAddon.

So when you think you load the quick save and get your shiny plane back you really can't because my save data will reset it from it's last saved state. If the part was damaged it will return to being damaged... as to them falling apart.. I've never seen that in the hundreds of loads I've done. I'm wondering if you are on PC or Mac.

Weapons have nothing to do with staging at all... they have 0 impact on staging.

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5C21FA5585460354CF0ADE8F16C41038A752CCCB

Got the Firespitters mod with skillful and I just landed this baby after shooting down a bomber with a pair of 30 cals!

Love this mod so much but I don't use the torpedoes for anything any suggestios for other mods that allows me to use the weapons to the fullest?

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Still nothing about machine guns killing themselves? i don't mean to sound annoying...but please? I just wanna be able to do ground/air attacks with guns. And i can't because they explode/shoot themselves and my plane when in cockpit view, sometimes even when i'm not

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Still nothing about machine guns killing themselves? i don't mean to sound annoying...but please? I just wanna be able to do ground/air attacks with guns. And i can't because they explode/shoot themselves and my plane when in cockpit view, sometimes even when i'm not

Well that happened to me a lot when trying to make a biplane fighter work out. The internal machine guns really were difficult it seems as if the bullet starts at the back of the barrel but if you have the gun in a fuselage or wing it will hit that instead as well as itself. Try using other guns that aren't internal and don't have anything clipping through the barrels. That's what I did with the 30mm cannon

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Well the 30mm cannon has some symetry problems. It doesn't want to go opposite orientation. Like if i have one side where the gun is oriented like this <- then the other side also does that. if i put two on a fuselage, it looks like this <( <)

<=gun ( )=fuselage

so the other gun is clipped inside the fuselage. It only works if i have it oriented up or down. but even then the symetry is still screwed up. That's the only reason i went with the machine guns

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Well the 30mm cannon has some symetry problems. It doesn't want to go opposite orientation. Like if i have one side where the gun is oriented like this <- then the other side also does that. if i put two on a fuselage, it looks like this <( <)

<=gun ( )=fuselage

so the other gun is clipped inside the fuselage. It only works if i have it oriented up or down. but even then the symetry is still screwed up. That's the only reason i went with the machine guns

I'll check the bullet spawn points on the internal barrels tonight and adjust. They are the oldest and technically still placeholder models so it makes sense they will have issues when the others don't.

The 30mm auto-cannon is asymmetrically shaped, the little box that hangs off the pod is to one side. Placing two of them, you'll never get the exact same look right to left.

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I'll check the bullet spawn points on the internal barrels tonight and adjust. They are the oldest and technically still placeholder models so it makes sense they will have issues when the others don't.

The 30mm auto-cannon is asymmetrically shaped, the little box that hangs off the pod is to one side. Placing two of them, you'll never get the exact same look right to left.

What if instead of the round spawning at the back of the barrel is spawned midway down its length?

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What if instead of the round spawning at the back of the barrel is spawned midway down its length?

It would make more sense if they spawned more near the mouth of the barrel since its internal people may put the gun nearly all the way into a fuselage or wing.

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It would make more sense if they spawned more near the mouth of the barrel since its internal people may put the gun nearly all the way into a fuselage or wing.

The round is not coded to spawn at the base of the barrel. The round is coded to spawn at a position .25 m ahead of the gun @ the velocity of the vessel + the added force of the projectile.

So technically it doesn't have an issue.

But... When you factor in when the code is being called, the actual position of the vessel may have advanced slightly thus the bullet instantiates inside the collider of another part. For collision reasons, the bullet collider is also much larger than you think, so clearance around the front of the barrel is critical.

As mentioned I'll adjust the spawn point further from the barrel to alleviate the problem.

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