Jump to content

EnzoMeertens

Members
  • Posts

    174
  • Joined

  • Last visited

Everything posted by EnzoMeertens

  1. 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!
  2. 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!
  3. 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.
  4. 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).
  5. 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.
  6. I'll check this out as soon as I have some free time. Perhaps a simple config file could fix that. E.g.:
  7. Hi! I finally got back from South-Korea. Fixed a few bugs and added a "collider subdivision" for more accurate collisions. Uploaded new temporary version (0.4.3): Changelog: Fixed Kerbals leaking. Added collider subdivisions for more accurate collisions.
  8. My apologies. I got called away to South-Korea for work very unexpectedly (at least three days sooner than expected). That's why I haven't uploaded a new version, yet. I will get back in two weeks. I have uploaded a complete changelog a while ago, somewhere in one of these pages. I'll post an updated one when I get back. I have fixed that. I haven't uploaded it, though. Because of my sudden call to SK. How did that happen? Does that happen all the time with propellers or any other parts?
  9. Configuration files aren't enough to achieve this. You'd need Visual Studio 2017 to create your own plugin. Which might be a bit too hard if you have no experience in programming. I will look into your KKS-mod later today. Thanks! I will upload a fixed version later today.
  10. That would require something similar to what I made for nascarlaser1. This is a KKS-Mod that registers damage events and does something fun with it. You can find the forum thread here: This would require making your own plugin, though. If I ever find the time, I might be able to do this for you. I will fix this soon! My apologies.
  11. I've uploaded a new version (0.4.2) that fixes Kerbal damage. Changelog: Fixed Kerbals getting damage.
  12. What does the error log say (search for "Exception"). It's probably because you're on 1.2.2. Kerbal Krash System is developed for 1.3.
  13. Hi, thanks! I am working on an update that gets rid of damage to Kerbals, amongst other things. I will release this later today! Edit: Will take some more time. Working on fixing the colliders, too.
  14. I've made an example for you, which you can find here. This includes the source code and a build of both Kerbal Krash System and the Decompression plugin. Copying the GameData folder should just make it all work.
  15. What configuration files do depends on the plugin. A plugin can read configuration files to set certain parameters. Example 1: Part configuration files as used by KSP itself are used to set certain parameters of the parts: what model to use, the name and description of the part, the crash tolerance of the part, how you can attach other parts to this part, etc. But the actual effect of this configuration, the parsing of the data to something in the game, is handled by the "Module" (Plugin) called ModuleCommand (amongst others). This is also described in the configuration file. Snippet from cupola.cfg: ... MODULE { name = ModuleCommand minimumCrew = 1 } ... This describes that this part needs to use the ModuleCommand module (plugin) and it needs a minimum crew of one Kerbal to operate. Example 2: Kerbal Krash System deforms parts. Parts can be soft or hard. How soft/pliable the parts are (malleability), is a variable (because this isn't a science, it's based on "what feels right". And can be configured using the configuration file and will then be used in the Kerbal Krash System plugin to multiply damages and deformations with this malleability variable.
  16. I'll come up with an easy and clear example for you to work with. As mentioned before in this thread, it won't be using configs. It'll be writing your own KSP plugin. No need to worry, though. You're playing KSP, I am sure you're eager to learn! Edit: I'll post the example first thing in the morning.
  17. Kerbal Krash System would be suitable for the trigger of the decompression. In a KKS-mod (a mod that uses KKS) you can listen for "damage" events and react accordingly. Do you want to learn how to do this yourself or do you want a fully working example?
  18. Quick update (version 0.4.1.): Changelog: Fixed OnEnable/OnDisable bug which caused double increase in crash tolerances of command pods and not enabling events. Added hatch obstruction on 100+% damaged command pod. Bringing an engineer doesn't help if he can't get out! If the hatch obstruction is too much of a nuisance, please let me know. Maybe I can add it to the higher difficulty levels. Also started Tweeting. Maybe this is a convenient way to get updates regarding KKS: https://twitter.com/EnzoMeertens
  19. That probably shouldn't happen. I'll look into this. Thanks for submitting this!
  20. Uploaded new temporary version (0.4.0): Changelog: Updated to KSP version 1.3. Fixed extremely high part tolerances. Ran into a problem though, which seems to be caused by a "bug" from KSP. Reverting to launch causes "OnDisable" to be called twice for the cockpit (root?) part. One of the calling parts is also labeled as "(unloaded)", which is weird and messes up the ModuleKerbalKrashSystem_Command events. I disabled these events for now, which means I am unable to work on the command pod's EVA hatch getting obstructed when receiving too much damage. If anyone knows a fix for this, please let me know.
  21. I would love to work on this mod some more, BDA was always something I wanted to support. But unfortunately work is getting in the way. There's a link to the source on the first page: https://github.com/EnzoMeertens/KerbalKrashSystem/ This also contains the latest build (probably). Please note that I haven't updated this mod in a long time. So it might not work or might only work partially.
  22. This is a known issue. I hope to fix this at some point, once I have more time.
  23. I don't know. I haven't had time to work on this mod since the last mod update. So probably a lot of incompatibilities. Never tried this myself, I am guessing no. BDA used heat? (Or did it also use impacts?)
  24. The .cfg file isn't enough to do this. You would need to create a new KKS mod. There's a link on the first page on how to create your own KKS mods. Plus you can see examples of KKS mods, like the leaks and repairs, in the Github repository.
  25. My apologies. Lately I am not getting any time to work on this mod. The source is online. Maybe others can look at this for the time being?
×
×
  • Create New...