Jump to content


  • Posts

  • Joined

  • Last visited


99 Excellent

Profile Information

  • About me
    Debris Section 半課

Recent Profile Visitors

2,601 profile views
  1. Hey, using the spawn vessel behaviour, is it possible to spawn vessels relative to positions of other vessels? Say for example I have parked a vessel at a random position (on ground or in orbit). Then after I accepted the contract I could have another vessel spawn in nearby. Think of Elite Dangerous when meeting up with someone for a trade in a random place in space.
  2. That looks absolutely amazing!!! Can't wait for it! : D
  3. There are no option for custom resources yet, it's something I intend to do as soon as things get more streamlined, I.e. if the current game-play mechanics works properly and is somewhat satisfyingly balanced. I'm still having a play-through of my own, and I expect some will raise their if something is dissatisfying. If not, that probably means it is... There are ways of having things influence other modules yes, as well as making events such as fake explosions. KKS has some nice, "built-in" instructions on how to write that type event-style add-ons based on damage sustained by the KKS add-on. Not sure yet that is within the scope of this add-on at the moment though.
  4. Well that's one more way of doing it, it doesn't mean it's going to be accurate, and would still have to be tested with the majority of parts to be somewhat accurate. So, if it has to be tested with the majority of parts then may as well do individual configurations. I have tried numerous way of automation, including calculating from mass, but it simply doesn't scale well. And relying on "flags"/tags for determining the type of part, just ends up with more flags than practical, I.e. individual configs is even less work. However, if you do have a properly working algorithm for doing it automatically or other suggestions, I am all ears though : D
  5. The problem is to figure out how much seawater every part is going to hold. It's sort of the same dilemma with a damage system. There aren't really any smart way of creating an algorithm that can realistically add a proper amount of seawater to every part (at least none I can think of). For example if one uses the volume of the collider it would not function well with a "girder" type part. Essentially you would have to make individual configurations for, as well as test, every single part in the game. On top of that you'd have to do that with every single other add-on as well if you'd like it compatible. I neither have the time nor motivation for such, so only boat parts. The rest of the parts I'll leave to the built in buoyancy. Though, if someone would like to do it, I would be more than happy to include it in the mod! : D
  6. Can't wait! : D It would be awesome if you could do that!! Every time I open up Blender I need to print out 10 pages of shortcuts to hang on the wall just to get started... hahaha
  7. I'm sorry, I'm really not sure what could be the problem here, but to try clear up some things about how it works: The VLS has to be a children of the part it is trying to clip, this means it has to be directly attached to that said part, and the missile has to be directly attached to the VLS as well. The conditions for clipping are having the specific missile selected through the Weapon Manager window as well as having it armed. This is just because of how the mod and BDA operates. Preferably it would be better to not have a global clearance check, an individual would be more practical for these sort of situations, but that's up to Bahamuto. I have not yet tested firing using action groups, but it does work (for me) using mouse-hold. The ModuleColliderIgnore and ModuleClearanceCheckDisabler are two separate things and does not need to be used together.
  8. I'm not intending to make any custom models or textures until 1.1. Since, in my experience, memory is the main culprit to all crashes, and 1.0.5 can hardly handle anything more than the base game. Also I'm just not very good at it, so I need some practice first : p Yay : D
  9. Update Beta 0.1.6 Check first post for download. Updates/changes etc: Re-made the risk/fire potency system to more mimic reality - in addition to a risk level, which will determine the chance of having a fire, there is now a potency level which will determine how fierce the fire is and how hard it is to extinguish. Fires and risk are now more dependent on what you're doing and which type of part you use. G-forces, dynamic pressure, etc, plays a more significant role now. Engines risk level and potency depends on how much you throttle them. Parachutes and fairings along with decouplers may now engage when on fire. ISRU, fule cells etc. will now have risk and potency depending on whether it's being used or not. New fire effects. New smoke effects. New sound effects. Made all important variables accessible through the config file (rename the txt file). Replaced the "bending" detection system with regular crash-tolerance detection (this caused most incompatibility and bugs). Fixed issue where the engine would catch fire instead of the part that it was firing at. Added an experimental water-hose which can be mounted on a separate vessel, and will cool down whatever part its aimd at. Added hard core mode. At a certain risk level (200 by default) there is a 50 percent (default) chance the part may catch fire. USI-LS, TAC-LS and Snacks are now supported, and will increase the chance of having a fire. Fixed various bugs. Various tweaks. Various rebalancing. Slight performance improvement Fixed folder hierarchy in the zip file Loosing a part will now almost certainly cause a fire (default) Fire spreads more easily now (default) Fire burns long now (default) With hard core mode turned on you'll have to keep an eye on your ignition risk at your ships max q, and when turning fiercely, it has a tendency to get hot!
  10. Yay : D Not sure if it's possible without messing up other mods... Hope it will work out! : D Not sure it would be of much interest. Though resources is a nice idea and (probably) not really a big deal to make (I think), there are, however, a lot of other things which may become an issue though. Looking at your picture, the issue seems to be that you're using action groups. It was not designed to be used with action groups, you have to select and arm the thing using the weapon manager menu. Only this will turn off the clearance check, and enable clipping mode for the missile. When you disarm/select none, the clearance check will enable again. I'm planning on making a pump at some point. But nothing yet. I got no idea. If you add ModuleSize using a cfg file and module manager to your missile you can somewhat determine the bounding boxes, but to be honest that doesn't really work that good. I suggest you just do the old trial and error.
  11. Yay : D.There are no custom explosions. There may be a way to implement it, but I don't know how without interfering with functionality with other mods (I haven't tried yet). xD Thanks! : D
  12. EDIT: False alarm, sorry, it was something entirely different that caused the issues. Any moderators around can lock this if they want! I'm working on an add-on, Wildfire, where parts run checks on its connected parts to determine whether the part should catch fire or not. However, while setting up a small base using Kerbal Attachment System I encounter a massive amount of throws, and I suspect it's related to attaching objects to the planet's surface and the module trying to check its connected part, which in this case would be the planets surface (or whatever is in between, depending on how KAS works). I tried looking through the KAS source, but (since I only have limited knowledge with all this), I couldn't find anything useful. Therefore I'm wondering is there any convenient way figuring out whether or not a part is connected to the planet surface (and/or other static objects) using KAS? That way I can just have it being put in an exclusion list.
  13. Hmm animated textures of some sort huh? Not sure if that is even possible. Haven't seen anyone else doing it yet, but worth looking into nevertheless. Aggressive breathing, lol. Darth Vader will not be pleased.. It's possible, though for some weird reason particle effects seems to behave strange at high altitudes and high speeds. Not exactly sure why yet, but if I can figure that out, decent fire trails during re-entry may be possible.. Could you please elaborate on this? I don't think it will explode if you ignore max temperature. Whoa, didn't even know this was a thing. Thanks! : D Now all of the sudden I feel a tingeing sensation of performance anxiety hahaha. Better go finish up the next update fast! xD Yay! Thanks : D
  14. N.A.N.A. Fairwell Warning this is a WIP Not sure this is the best timing to be releasing something new, considering what day it is... That aside: Fairwell automatically deploys your (stock)fairing when reaching a specific altitude. Just right-click any fairing(base), adjust altitude and toggle. Now you can sit back and wave fairwell as your rocket undergoes metamorphosis in fully automated glory. Fairly easy eh?... get it? fair... ha - ha - ha... never-mind then! If you're anything like me, who plays games half-AFK, or has a chronic urge to switch on Mechjeb and go make tea as soon as the simulation time indicator stops showing green, then this could come in handy! Requires: ModuleManager (not included) Download Spacedock Licence: Reserved Source
  • Create New...