Jump to content

InfiniteDice -=Skillful=- Combat Damage & Weapons Mod


InfiniteDice

Recommended Posts

(Images)

This bomber carries a Tallboy and handles reasonably well, even on fire. It suffers, however, from a tendency to collide with its own payload after release.

Also, where is the keybind for firing? I could only find one in the 30cal cfg. the rest seem to be missing.

EDIT:

You can place the hardpoints (1 for bombs/torps, 1 for missiles) on your craft, then right click the hardpoint for payload options. The cfgs for the bombs/torps/missiles do not exist as the weapons are hardcoded IIRC.

Oh u used that window on the b-17 cockpit. I still dont know why sjno put a node there, Flying Fortress has the turret below the aiming window

Link to comment
Share on other sites

I am having trouble when im using this mod on ksp on steam. I cant find the bombs and i can t find all the rockets. Other wise a very good mod but please some help

Did you install it correctly? What have you done to fix it? Can you confirm that you have the parts in the mod folder?

Link to comment
Share on other sites

Finally got it to work, trying it out with R3 and R4 ship parts. It's a buggy mod, possibly due to KSP water physics. Skillful seems to work ok with them and firespitter. I quite enjoy shooting my own planes down. I've got an enemy carrier near Kerbin City (it's a great shame you can't launch from there anymore), but it keeps jumping out of the water...

Link to comment
Share on other sites

Finally got it to work, trying it out with R3 and R4 ship parts.

Whenever I tried installing R4 ship parts I would have nothing but the minisub parts in my parts list. Everything else came back once I got rid of R4. My only installed mods are this one, RBI tracks, Infernal Robotics, and Firespitter.

I am going to try it with R3 in a bit to see if that works.

Link to comment
Share on other sites

Whenever I tried installing R4 ship parts I would have nothing but the minisub parts in my parts list. Everything else came back once I got rid of R4. My only installed mods are this one, RBI tracks, Infernal Robotics, and Firespitter.

I am going to try it with R3 in a bit to see if that works.

While I was making skillful I spent a few days patching up the code which will be R5. So it will be working much differently than before.

With R5 comes the larger warship hull... there are some issues that need to be solved as well as a total re-balancing of the float code as I made numerous modifications.

The submarine weapons will also all need to be upgraded to skillful, which is considerable work as well...

Link to comment
Share on other sites

im guessing this question has already been asked but do the weps have bullet drop and travel time or are they hit scan. also do you have to take in account wind speed, coriolis affect, air temperature difference, spin of the bullet, and so on

All the projectiles use physics for their flight trajectory. As mentioned there is no wind in KSP, air temperature in KSP is altitude based.. so the temp at sea-level at the pole is the same as it would be at the equator at the same altitude. So I wouldn't bother with that. Spin of the bullet would be torque, really a little too detailed in scope for this game. All projectiles have a timed life, with the potential of thousands of objects in flight at one time, they must time-out or the game performance will take a hit. Therefore the larger the projectile or... the further the potential range, the longer the time-out is.

The 14" gun has an in game effective range of about 8.5km give or take. Enough time is given for these to reach that range. Again the range had to be limited as we can't all run KSP with all objects loaded out to 20+km. Also by the aiming method employed it becomes increasingly difficult to aim and hit something beyond that range. I managed one hit at 8.7km with the big gun.

Link to comment
Share on other sites

I've made the F-35! extremely effective with bombs, but the rockets do not have nearly as long of a range as the real thing's missiles.

Armament and vertical engine intake showing

eHya7No.png

In flight:

lODq8uJ.png

Landing, with airbrake and vtol engines. It uses a short takeoff, and after landing it moves forward a few meters before stopping.

J1NSJoW.png

Link to comment
Share on other sites

rcollins: It's not bombs or missiles that appear, its the hardpoints; look for the hardpoints in the utility tab. After putting a hardpoint on a craft, you have to right click on it, where it will ask you to set the warhead, the ordnance and then load the rocket; after doing this, the missiles/bombs will appear on the craft!

Pretty well everything you need to know about this mod is explained in ID's Guide/Presentation, please read it

EDIT: Whoa! That's awesome!! Really good work there 736! And you even made it VTOL! Outstanding! :D

Edited by Random Tank
Link to comment
Share on other sites

I've made the F-35! extremely effective with bombs, but the rockets do not have nearly as long of a range as the real thing's missiles

Nice aircraft.

Well guys, been working on a few tweaks, including the replacement model for the medium rocket. So... goodbye Hellfire Rocket. Hello Zephyr Rocket...

amvbci.png

A little more speed, and range.

Link to comment
Share on other sites

Hey could you add a tweakable to disable decoupler force-or better yet change the direction it's deployed by 90 degrees so it shoots along the hardpoint? Otherwise you can't make vertically loaded bombs.

5pSjhb4.jpg

As you can see they fit very nicely in the B9 cargo bays, but they keep crashing into the walls when deployed.

IYPV8KH.jpg

Edited by WhiteWeasel
Link to comment
Share on other sites

Hey could you add a tweakable to disable decoupler force-or better yet change the direction it's deployed by 90 degrees so it shoots along the hardpoint? Otherwise you can't make vertically loaded bombs

Actually they don't have any force.. other than gravity, and drag. What is likely happening is ksp doesn't see your aircraft... and say... hey... there is less wind resistance on items in the bomb bay. So what is happening is your bombs release and fall to gravity, then immediately become affected by their drag. I can't change the direction of deployment - for the same reason, there is no deployment direction, other than the direction the gravity force pulls them.

What I can do is add a delay for when the colliders will begin registering hits. 1.5 seconds should be more than enough. Consider it done. :)

Link to comment
Share on other sites

Actually they don't have any force.. other than gravity, and drag. What is likely happening is ksp doesn't see your aircraft... and say... hey... there is less wind resistance on items in the bomb bay. So what is happening is your bombs release and fall to gravity, then immediately become affected by their drag. I can't change the direction of deployment - for the same reason, there is no deployment direction, other than the direction the gravity force pulls them.

What I can do is add a delay for when the colliders will begin registering hits. 1.5 seconds should be more than enough. Consider it done. :)

They actually do have force to them!

Link to comment
Share on other sites

They actually do have force to them!

I don't deny there is that feeling. I think it must be a mix of gravity vs drag as I'm applying 0 force to eject, I'm simply letting them go.

Let's just call it magical unity physics. ;)

In any case you shouldn't have a problem any longer.

Link to comment
Share on other sites

Looks like sidewinder. Where is the node? is it hidden under the wing? I noticed that using different sized ordinance can make it have a gap in between the hardpoint.

The rocket hardpoint is smaller and this rocket clips it a bit, so it's not visible. Yes all the ordnance having different diametres need to be manually tuned ... I haven't tuned them precisely yet :)

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...