Skillful - Weapons and Damage Mod for KSP
By InfiniteDice

First off, thanks for using the mod, I hope you enjoy it!

Now for KSP v0.25 exclusive. - will be updated as KSP updates, as my time permits. - last updated Saturday Nov 15th

Mod in its entirety, or in part: code, models, textures, are shared under Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0)

 You are free to: Share  copy and redistribute the material in any medium or format - You can modify files for your personal use.
 If you remix, transform, or build upon the material, you may not distribute the modified material.
 You may not use the material whole or in part for commercial purposes.

A note on the license - I have numerous hours of my spare time in this, I'm sharing it out to the community for no required fees. If you like the mod please share your thoughts/images/videos on the KSP forum thread! 

Note: The Aim-9K Kerbender includes a Model and Texture that was donated by Harpwner. - 
Thanks buddy!

*********************************************------===INSTALLING SKILLFUL!!!===-----**************************************
1) Unpack the IDSkillfulR1.zip into your gamedata directory.
2) CHECK there is only one level of IDSkillfulR1 directories! Good Example: GameData/IDSkillfulR1/ BAD Example: GameData/IDSkillfulR1/IDSkillfulR1/ 
3) If you want the sample Crafts, copy them from the Crafts Directory into your Saves/GAMENAME/Ships/SPH directory.
4) Get the NEWEST Module Manager and install to its own directory under GameData. Example: GameData/MManager/modulemanager.dll
5) Add the included Official Skillful CFG into that directory with the module manager dll.

6) launch the game
NOTE: sometimes craft files don't like updates, if a craft file won't load or crashes the game when doing so, you may need to manually edit or simply scrap that craft and rebuild it. I know it sucks, but KSP is evolving.

***DETAILED Module Manager Instructions: Used to enable Skillful on all non-Skillful parts *** IMPORTANT!!! if a part can't be shot, it doesn't have the targetPart module that it needs. Why? This is the best way to handle persistent per part damage.

1) Simply get Module Manager here:

http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-2-2-0-%28July-18%29?highlight=MODULE+MANAGER

2) And use the included cfg put in Module Manager directory.

2b) Or  download  an alternative fanmade CFG here: https://dl.dropboxusercontent.com/u/11863219/skillfulPatch.cfg

3) Start KSP

Report any issues on my thread.

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

The mod is not perfect! I don't claim this is a totally realistic simulation, however it's primary calculations are based somewhat on reality. My primary goal was to expand the fun of single player combat scenarios and EVA activities.

Above everything - have fun!

Special thanks to Snjo, who always came through with a tip or two when my brain was overloaded/exhausted!

THE BELOW LINK IS FOR THE LIST OF KEYCODES FOR CHANGING THE TURRET/FIRE KEYBINDINGS:

https://docs.unity3d.com/Documentation/ScriptReference/KeyCode.html

Open the Gun CFG and change the default fire key from Home to one from that link above.

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

IMPORTANT NOTES:

The auto firing for turrets is all still under development, as is the targeter (targeter will only show if all ball turrets on the vessel have the conditions met, I'll fix that later). So take those in stride, as provided. The per vertex dynamic mesh deformation is also in a test state, I'll see how people respond to it before I commit any more time.

Mouse Aiming is only currently activated on BALL turrets (CIWS and AutoAir) under the following conditions:

1) there is not a selected target
2) the turret control is true

Automatic turrets are activated when there is an enemy in range that it can target, . 

1) Target is in range and an enemy
2) Turret is set to autotrack = true
3) plus all the requirements from below that are needed for operation(ammo,  electric charge, etc).

Guns won't fire? 

Home Key fires full auto. 

Control can now be set in the hangar: 4 x .50 cals and 2 x 7.62mm. In the SPH set control this to 'true' for the 2x 7.62mm keep the 4 x .50cal as false. In the Action key setups set both the 7.62mm and the .50Cals to Toggle control when a key is pressed. Now you can switch between the 7.62's and the 50's... :)

Is the Gun a auto tracking turret? (CIWS or Auto-Air)

If you are in control of the vessel requirements to fire:
 Control This must be true for that turret.
 Needs ammo
 Needs to be undamaged.
 Needs CLEAR line of sight to target. the turret won't allow you to shoot it's own vessel or another friendly vessel
 Needs to be targeting an ENEMY.
 Needs Electric Charge to aim/rotate the turret.

If you are not in control of the gun:
 Everything above except it does not NEED control this to be true.
 Must have Auto Tracking option True.

ANY TURRETS - Do NOT use symmetry to place. Place each turret separately!

Is the Gun a manual turret? (30cal, 127mm tank, 14" battleship)

Needs control this to be true
Needs ammo
Needs electric charge to rotate
Needs to not be damaged.

Is it a static gun? (internal 50cal, 7.62mm or 30mm autocannon)

Needs control this to be true
Needs ammo
Needs to not be damaged.

STATIC GUN PLACEMENT:

Placement is important, Imagine a corridor from the front of the barrel to the target. That corridor is roughly 1/4 of a metre in diametre. NO part of your vessel should be in that corridor. These static guns do not check line of sight and can cause damage to it's own vessel.