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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod


InfiniteDice

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I'd like to report a bug. When I place a plane on the runway, it spams one hell of a lot of NREs. Here's what's being spammed:

http://pastebin.com/HJuW7gLP

Also, when attempting to fly away, some parts stay where they spawned (no physics so no gravity) and basically sit there doing nothing.

Mods installed:

Toolbar
Pwings
Beastly Science
Achievements
Active Texture Management
Distant Object Enhancement
Kerbal Engineer
Enhanced Navball
Ferram Aerospace Research
Extraplanetary Launchpads
Firespitter
Fusebox
Hexcans
Kalculator
KAS
Procedural Fairings
Kerbal Joint Reinforcement
Kerbpaint
Kethane
KWR
Kerbal Livefeed
Smart Parts
kOS
KSPX
Lack Luster Labs
Infernal robotics
MechJeb
Open resource system
Precise Node
RealChute
ResGen
Lazor
Station science
Treeloader
KAC
TweakableEverything
KSPI
WarpUnlocker
Planet Factory
Dmagic Orbital Science
SCANsat
Custom Biomes
Tarsier Space Technologies
AutoUnlockPartModels
NovaPunch
Skillful
KerbCam

I can reproduce reliably.

EDIT: Also, there is some... Erratic behavior in the SPH. I'll make a video and post back.

EDIT2: 56% done, thank $deity for my 300/100 connection!

EDIT3: It isn't available yet, it's being processed by Youtube.

Edited by KvickFlygarn87
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I'd like to report a bug. When I place a plane on the runway, it spams one hell of a lot of NREs. Here's what's being spammed:

http://pastebin.com/HJuW7gLP

http://youtu.be/cGeFERxbDNo

Hard to say what that could be. Be sure the mod is under GameData/IDSkillfulR1/... then all the standard folders Parts, etc.

I'd have to say it's probably an incompatibility with another mod or another mod causing it... In all the literally thousands of times I've loaded a flight developing Skillful I've never seen that.

Edited by InfiniteDice
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I'd like to report a bug. When I place a plane on the runway, it spams one hell of a lot of NREs. Here's what's being spammed:

http://pastebin.com/HJuW7gLP

Also, when attempting to fly away, some parts stay where they spawned (no physics so no gravity) and basically sit there doing nothing.

Mods installed:

Toolbar
Pwings
Beastly Science
Achievements
Active Texture Management
Distant Object Enhancement
Kerbal Engineer
Enhanced Navball
Ferram Aerospace Research
Extraplanetary Launchpads
Firespitter
Fusebox
Hexcans
Kalculator
KAS
Procedural Fairings
Kerbal Joint Reinforcement
Kerbpaint
Kethane
KWR
Kerbal Livefeed
Smart Parts
kOS
KSPX
Lack Luster Labs
Infernal robotics
MechJeb
Open resource system
Precise Node
RealChute
ResGen
Lazor
Station science
Treeloader
KAC
TweakableEverything
KSPI
WarpUnlocker
Planet Factory
Dmagic Orbital Science
SCANsat
Custom Biomes
Tarsier Space Technologies
AutoUnlockPartModels
NovaPunch
Skillful
KerbCam

I can reproduce reliably.

EDIT: Also, there is some... Erratic behavior in the SPH. I'll make a video and post back.

EDIT2: 56% done, thank $deity for my 300/100 connection!

EDIT3: It isn't available yet, it's being processed by Youtube.

http://youtu.be/cGeFERxbDNo

that's not this mods fault it's conflicts with other mods. or it could be that you swaped screens half way through and did symerty which makes everything do multiples of itself.

Example: i have a normal plane body built and i swap screens/workspaces on the same device (ctrl + alt + arrow keys) and when i go back iclick on ksp and it seems to work fine and dandy. BUT if i were to check symerty it wouldn't change to any other value (like say i had it on 2x symerty then i can't change it to 1x or 3x). if you now use that symerty for anything and save it it makes lots and lots of copies of that part on where you put the original part on... thus making it hard to delete. what i sugest is doing the whole craft all over again before it severely crashes and breaks your ksp save (has happened to me)

EDIT: not mod conflicts it's ksp itself... just delete the craft file and try again. the problem why it's happening again and again and again is that you saved it with the multiple parts bug there (sometimes you can see it by graphics flashing (like there's two guns there and they're clipping through each other) ) sorry there's no fix for this you just gotta be careful.

THERE! AHHA! 0:37 you can see the aleron flahs as if there were two alerons there... that's what i meant! haha!

Edited by AntiMatter001
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Hey, noticed an interesting thing. Upon installing this mod rendering of active vessels was extended to 10 km :D and switching between them aswell (with no - 'Cant switch vessel while in the atmosphere'). Question; can this be tinkered manually or is it in the plugin ?

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Hey, noticed an interesting thing. Upon installing this mod rendering of active vessels was extended to 10 km :D and switching between them aswell (with no - 'Cant switch vessel while in the atmosphere'). Question; can this be tinkered manually or is it in the plugin ?

Can't be tinkered with. I have changed it to a more dynamic method for the next release wherein if you select something 30km as the target, the load range will automatically expand to 40km... there are 3 range settings, up to 99km.

The bottom as of now is still 10km, though there isn't a reason why I couldn't set it so the bottom is 5km. The issue is distant collisions... the vessel needs to be loaded for that to happen.

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A request, if I might: can you make the Armor Panel Wheel Fender piece front/back symmetrical? At the moment they have a different slope to them that can make certain configurations where they're used as armor elsewhere than around a wheel bay look crooked. The asymmetric tiling on the top is fine, it's just the slope of the front/back parts that's messing with me.

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Patched the mod! Keep an eye on the patch release notes and times on the thread opener. This will make it easier for you to ensure your download is the latest one.

1) Fixed some issues with ordnance not clearing/loading.
2) Added Dynamic vessel loading ranges. - Double clicking targets further than 10km away will result in the game loading all vessels within 20km. There are 4 levels of loading up to 99km. Give it a few seconds, as any unloaded vessels will then need to load. Clearing your target, will return to the 10km load range.
3) Added an experimental Trident missile as well as the KLU-82b Air-Burst bomb with parachute. These will need more tweaking as time goes on, but they both fill the void for air-burst weapons that was supposed to make it into the initial release. The Trident air burst distance is proximity to target, so these will work even in space. The bomb is detonated altitude from SEA level, and uses a chute to slow down... and is not designed to be used in space.
4) Major Fix for stock fuel tanks, after watching a few community videos I realized there was something wrong. My fix generates a new collider in the stock tank, I have not noticed any negative side effects from this in testing.
5) Liquid fuel, Ammo, and Antimatter (Interstellar) will now cause some crazy explosions if hit properly. Fuel hit in space will need a supply of Oxidizer in the same part, without it no explosion! Hits with HE ordnance or projectiles will greatly improve chances to ignite these.

Have fun guys, I'll be looking at bugs over the next week or so, and will continue to prep Boatparts for a compatibility update. Any update to KSP will trump these plans however and in that event I'll focus on updating each mod to working form.

SPECIAL NOTE: To anyone saying the mod doesn't work... or is spamming errors. I test this with STOCK KSP and a few other mods (Firespitter, B9, Infernal Robotics) I don't have the time to cover off every mod but will expand these as time goes by. I do enough loads/tests to ensure that the mod is NOT spamming errors. Having said that, I am capable of making mistakes, so if you have an issue try posting here and clearly state your issue, the mods you have installed and try to post a pic or whatever so others on the forum can help. People on the forum are great for helping others out.

Now go blow some stuff up! ;) Edited by InfiniteDice
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the bombs and missiles cfgs aren't in the folder. also the guns wont shoot

Than use clean version of KSP and install this mod first. And why you need cfg's? Dice will add nukes himself, sooner or later, just not in this release.

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Great mod, i really wanted something like this!

I have 2 questions: can i fire the MGs full auto?When i set them to an action group, i can't hold that button to keep firing them, i have to push the button for every bullet.In EnterElysium's video i saw that he was firing 30mm full auto.

And: how do i use the turrets?The cannon works fine, but i don't know how to rotate the turret, nor how to move the gun up and down.I tried fiddling with the numpad, tried to press buttons on the numpad combined with ALT (don't know where the idea came from) and nothing seems to move.

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the cfg is the most important part of a part. why do i need nukes, they're OP

I say again: properties of the missiles and bombs are hardcoded in the plugin - there are no .cfg files for them. To use them - right click on the installed hardpoint and choose which one you need. If you can't - mod is conflicting with other (for now conflict is confirmed for Romfarer's lazor, extraplanetary launchpads and probably RPM).

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Hmm, seems like skillful weapons are not very strong...

Watch my latest video, they are plenty strong... perhaps too strong. ;) As pointed out, when that video was shot it wasn't using my latest file. EE is aware of how powerful the explosions can get now :)

The point of Skillful is to use the assets to manage a back and forth engagement. Total obliteration of the vessels was never my goal... that's far easier to accomplish, and would have saved me a few months of ironing all this out.

A vessel can be 'effectively' killed if even one of it's parts is damaged. A few damaged wheels, it can't move properly, possibly can't finish it's mission. A battery destroyed, perhaps it's speed and range are affected as it can't use more energy than it creates. On and on.

Nukes are fun for 2 minutes. Weapons that are damaging yet limited, perhaps somehow flawed are the most gratifying! You never know when you'll get that lucky shot, or have that magic combination of events take place that leads to an amazing and unpredictable outcome. When I first created the CIWS it was so effective I decided to alternate the firing pattern to create more random placement. I'm still not done with this as I'd like it to randomly jump from part to part on the vessel, or have a part targeting priority.

I'm concentrating on fixes and tweaks... if there are critical issues with extra-planetary or lazor, please get me details, I'll see what can be done.

Over the next few days/week I'll likely be doing just code changes. I'll post a stand-alone download for the dll. No point having people re-download the whole file just for a few lines changing here and there.

Thanks to those answering questions!

Edited by InfiniteDice
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I'm concentrating on fixes and tweaks... if there are critical issues with extra-planetary or lazor, please get me details, I'll see what can be done.

All I can say - that both RLS and EL break right click menu on hardpoints and IFF, guns and ammo crates work fine.

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Hullo dev!

I'm interested in making a model for a internal rocket/torpedo launcher (imagine in-hull missile bays for large battleships/planes, where the hatch flips open and the missile/rocket/torpedo flies out), but I am completely amateur at this, so I was wondering if I can get the model source for the cylindrical multirocket bay?

Thanks :)

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