EnzoMeertens

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Everything posted by EnzoMeertens

  1. Thank you for reporting this! Perhaps I can easily fix this by ignoring damage until the craft launches? That might be better anyway.
  2. I am so excited for KSP2 and I'll definitely try to get this mod working for it as soon as it is possible! And I definitely hope to see you guys there and perhaps even play the Multiplayer with you. I'll keep KKS updated for KSP1 as much as I can. If anyone experiences issues with it, let me know.
  3. I am checking if it is possible, I will let you know as soon as I know for sure!
  4. I've managed to recreate this. Apparently I was using the wrong kind of solar panels. The null-reference exception occured because the solar panels use a "BoxCollider" instead of a "MeshCollider" (which almost every other part uses). This is fixed in the new version by at least checking the MeshCollider before trying to restore it. The log seems fine and everything seems to be loading properly. I am trying to reproduce this, but to no avail. I will try again with a clean install and let you know.
  5. How did you manage to damage the solar panels in such a way that they become "repairable"? I am unable to replicate this without breaking them completely which renders them unusable (not even selectable by Kerbals).
  6. I'll check this out as soon as I get back! Thank you for reporting it!
  7. Reflection is notoriously slow, though. I wouldn't want anyone to experience any slowdowns/frame drops because of KKS. And hopefully KKS has also helped to reduce this in some way by reducing the frame drops caused by explosions/destruction of parts. Constantly checking if a Kerbal has a wrench equipped is highly inefficient. I've tried to get around the constant checking, but this requires collaboration between modders which is hard to achieve. The spare parts require storage space, which would be some form of container(?) This could either be an existing part which has to be modified with an extra type of resource. Or a completely new part, which would require a different design than the existing ones to avoid confusion between existing mod/stock parts. Or am I not seeing what you mean? Of course! That's the main reason for "KKS mods", that way players can mix and match whatever gameplay mechanics they desire' - If leaks are annoying: remove KerbalKrashSystem_Leak. - If repairs are unrealistic: remove KerbalKrashSystem_Repair. - If the destruction of collected science makes the game too hard: remove KerbalKrashSystem_Science. I really like the idea of requiring to take spare parts with you just in case something goes wrong, but I wouldn't want it to be a nuisance or cause confusion among players!
  8. I used to have a "tool" requirement, that used Kerbal Inventory System's tools to fix parts. This required you to take a few wrenches with you just in case something went wrong. But this required a dependency on KIS, which meant updating KKS everytime KIS updated, so I ditched that idea. The idea of having spare parts with you is something I'd really like to add, but would probably require designing parts, which isn't my forte. I feel like this might also influence the game more than I'd like(?) I am merely speaking for how I experienced the game together with other mods, though! I'd love to hear others about this! I'm definitely open to adding spare parts if people want this!
  9. Great! I love it when things fix themselves! Thanks for testing! Thank you so much for the amazing compliment! I am glad you're enjoying it! Up to another three years!
  10. Hey, thanks! I've merged your PR into the project. I'll also upload a new version that includes these fixes! Edit: Has anyone tried to use this with 1.7.0 yet? I hope I'll get around to testing this ASAP so I can update the tag for this topic.
  11. I am unable to open that from my phone, I hope I'll find some time this week to look at it from my PC! If you're not experiencing any bugs, it should just be fine for now, though!
  12. Thank you for your reply! You can find the log file in the Kerbal Space Program folder if I recall correctly. I am not at my PC at the moment, so I am unable to check exactly. Module Manager logs to the same file as KSP does.
  13. Hello! Thank you, I'm glad you like it! Could you post the warnings you're getting, that would help me understand what's going on!
  14. I can look into that! To be honest, I didn't even know you could go underwater in KSP.
  15. Haha! That looks weird, with the leaks at very regular intervals and pointing in almost exactly the same direction. I'm wondering if that's correct, I'll check it out! How "unsmooth" was your landing?
  16. Hey Kerbals, Uploaded new version (0.4.6): Changelog: Added repair delay. This delay is currently set to 55 seconds and is lowered by 10 seconds for every experience level: Level 0 engineer: 55 seconds, Level 1 engineer: 45 seconds, Level 2 engineer: 35 seconds, Level 3 engineer: 25 seconds, Level 4 engineer: 15 seconds, Level 5 engineer: 5 seconds. Bug fix for leaks using "deltaTime" instead of "fixedDeltaTime". This shouldn't make any noticable difference. Let me know if these values are acceptable. They are customizable, but I'd rather have the standard delay to be correct.
  17. Hey LGG, sure! That would be great! If I recall correctly it has to be uploaded to CurseForge to allow for CKAN to download it? I am asking because I am unable to log into CurseForge at the moment because I never merged my CurseForge account with Twitch and now it's not giving me the option to do so.
  18. It shouldn't impact performance much, if any at all. I don't think I've ever noticed any performance loss during my many hours of testing (I use quite a powerful rig for development though). If you there's a noticable performance hit, let me know and I'll see what I can do!
  19. Removed link here. You can find it in the first post.
  20. Thanks for sticking around all these years @Beetlecat! You're one of the reasons I keep coming back to this, haha! Let me know if it works properly in combination with CollisionFX!
  21. Hey Kerbals, Uploaded new version (0.4.5): Changelog: Updated to KSP version 1.6.1. Updated to use the new Unity3D ParticleSystem (removed EZPZ dependency). Limited the leaks to the boundaries of the part (collider) to prevent weird floating leaks. Although this might still happen as the dent gets bigger and the leak stays in the same place. Updated the download link to use GitHub instead of CurseForge. Let me know if there's any bugs you'd like to see fixed or features you'd like to see added and I'll see what I can do. Thank you for your patience. P.S.: If anyone wants to make a pretty new YouTube video about this for the front-page, be my guest! I am sure some of you are better at making pretty videos than me!
  22. I think this is because the particle system changed in Unity. I've tried to fix this yesterday, but didn't get it to work properly yet. Removing the EZ_Particlez.dll file is probably best for now (if it doesn't cause any other errors when deleting it). At least until I've made a fix for this. I know I keep saying I'll work on this, but... Life... Uh, finds a way... To interfere. Not that I know of. Quite unfortunate, really. I tried to make the mod as easily extendable as possible, but I haven't heard or seen anyone using it. I tried contacting some modders about implementing the "Messenger" mod, made to ease communication between mods, a few years back. But it didn't take off. It's hard to convince others to use something they didn't make themselves.
  23. Hello! My apologies for being so unresponsive to this. It's been a really busy time, building my own company and such. I will read all your comments and try to fix whatever I can. I will not be making any promises, but I'll try to make an automatic recompile application so mods can be updated without any knowledge of the process. This will probably help quite a few people out (top priority).
  24. Let me know if it doesn't! I think the config file is quite close to what it should be. If it doesn't work, I'll take a closer look this weekend.