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EnzoMeertens

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Everything posted by EnzoMeertens

  1. This is probably because of the new update. I'll fix it when I'm back in the Netherlands. I don't know about the resources yet. The main reason being I am unable to model things (lack of skill) like containers. Also depends on how much work it is to add things like resources.
  2. Oh right. That's by design! Don't want things to be too easy!
  3. Thanks for reporting this. I hadn't noticed the repair function not working. The repair button should just be visible to any Kerbal on EVA. I will look into this on Tuesday. Repairing resource is something I've been thinking about for a long time, but I am afraid this might change the gameplay too much. The only limiting factor I want to introduce to the game is a timer. Allowing repairs to be done once every ten seconds (or so) will punish you quite a bit for crashing your vessel, but not make it a major game changer (I hope). I will also look into the solar panel damage on Tuesday!
  4. Well, it should be working with the current KSP version as soon as it updates on Curse. Wish I could've done more, but I'm abroad for work for a while. Version 0.3.8: - Updated to KSP version 1.2.
  5. I've always wanted to try this. Could be funny! Someone in this thread claimed to have succeeded at it. No mention of how, though. That's a really good idea! Definitely putting that on the TODO-list. Maybe I should also look into an "Updater" for mods. Most of the times going from one KSP version to another is just compiling it using a different KSP library. Should be possible to do this automagically. I'll work on KKS this weekend. At least get it working for the latest KSP version.
  6. Not necessarily true. I actually wanted to work on this today, but didn't get around to it. Due to real life software engineering I am mostly not in the mood to code during my very limited free time. I am terribly sorry about not supporting this as well as I should.
  7. It shouldn't. I got rid of KIS support a while back, because it took me too much time to update every time KIS had an update. I'm waiting now for the KIS devs to include some form of inter-mod communication so I don't have to recompile every time they recompile. I am up for any suggestion on how to easily achieve this!
  8. Heat damage is still on my TODO list, if I ever get to it!
  9. Damage is based on relative impact velocity, so if BD Armory uses shells, it should just work.
  10. I am not sure how BDArmory damages parts, didn't they use heat as damage? I haven't looked into heat damage. I was going to, but I ran out of spare time.
  11. Should be working for all parts, including non-stock. What kind of parts explode immediately? This probably shouldn't happen.
  12. Should you want to fix this yourself, just go ahead and edit GameData\KerbalKrashSystem\Plugins\KKS-mods\KerbalKrashSystem_Repair\Configs\KerbalKrashSystem_Repair.cfg to: @PART[*]:HAS[@MODULE[ModuleKerbalKrash*]]:AFTER[KerbalKrashSystem]:FOR[KerbalKrashSystem_Repair] { MODULE { name = ModuleKerbalKrashSystem_Repair } } Somehow the "@" in @MODULE[...] got lost in an earlier version. Uploaded new version (0.3.6.): Changelog: Fixed KKS_Repair not getting loaded. I might have more time next week (important demo on Tuesday). I will try to work a bit more on KKS.
  13. KIS support is removed from the latest version because everything kept breaking when KIS updated. To fix your install for now: remove the entire "KerbalKrashSystem_KIS_Repair" folder from "GameData/KerbalKrashSystem/Plugins/KKS-Mods/". I barely have any time to work on KKS these days, so I am unable to fix things. There's still so many things, like setting up CKAN so people get the latest version from it.
  14. I think someone tried this by adding the mod to Kerbals and it kind of worked(?) No proof of this, though.
  15. Maybe I updated to 1.1.3. I don't even know anymore! I used the latest KSP version, which I guess is 1.1.3.
  16. Version 0.3.5. is up. Seems right-clicking damaged modules doesn't show the damage and "repair" button. I will try and fix this tomorrow. Changelog: Removed KIS support for now (takes too much time to keep up with version changes, IgorZ is working on his own implementation of my Messenger mod to ease this process). Updated to KSP 1.1.2.
  17. I am terribly sorry for being so inactive. I'm running six (actual work) projects at the same time now, which costs me around 60 hours per week. And getting sent to Scotland for offshore support for a week didn't contribute to getting any of those projects done. Maybe I'll have to spend some time in finding someone to maintain KKS a bit. I might get some time today or tomorrow to take a look at the mentioned bugs, update to 1.1.3, etc. Thank you for sticking around. P.S.: discussed the "Messenger" project with IgorZ and we didn't really come to an agreement of using it. IgorZ mentioned working on his own implementation of "Messenger", but that might take a while. So until then I'm removing KIS support from KKS. I didn't make it this weekend, so I'll work on it tuesday. Promise!
  18. Hey guys. I'm uploading a new version soon. (I still need to contact KIS) This new version will get rid of the "tightly" coupled KIS support and replace it with "loosely" coupled KIS support. This new version will also make it possible to support every single other mod without them referencing anything and without KKS referencing their mods. I am calling this library the "Messenger". And it helps me (and maybe others) by making communicating between mods a lot easier and faster to achieve. Literally one line of code for KIS and literally two lines of code for KKS. Example code: I might also upload the "Messenger" library separately, so other modders can use it. Right now it's just included in KKS. This library doesn't solve the problem of communicating between part modules on the same vessel, because those can communicate through the vessel. This library solves the problem of communicating between modules that aren't part of each other's vessel, like a Kerbal and the ship floating ten centimeters beside it. In the case of KKS and KIS: Before: KKS only uses part modules. KIS is a part module on a Kerbal. Kerbal equips item but is unable to notify the vessel about this action. So the vessel has to keep checking if the Kerbal has equipped an item. KKS needs a reference to KIS, so it could check the inventory of the Kerbal periodically for any changes. KIS gets updated, KKS gets broken. I'm unhappy. After: KKS still only uses part modules. KIS is still just a part module on a Kerbal. Kerbal equips an item and notifies Messenger about this change. KKS gets notified by Messenger about this change. ??? Profit!
  19. Thanks. Fixing right now. I really hope I get time to solve the dependency issue sometime soon. I am really sorry for not updating as much as I'd like. My new job is demanding a lot of attention and after spending eight hours per day coding, my mood for seeing some more code is quite absent. I will try to get some features done this weekend (no promises, though!)
  20. My apologies for not working on it as much as I'd like. Work's very busy at the moment. I haven't forgotten you!
  21. What about the latest version (available on Curse)?
  22. Thanks. I'll also upload the mod to SpaceDock. As soon as I get some more time.
  23. I can't do that, because it will break KIS support. I'm currently working on loosening the link with KIS, so I don't have to recompile every time KIS updates. I will try Deadly Reenty soon! Thanks for reporting this conflict. Yeah. I don't really know how CKAN works. I assumed it updated automagically, but I guess not? I'll have to look into it as soon as I get some free time! This is probably one of the best compliments I've ever had! Thank you so much! :3 Thanks! :3 Working on it to hopefully make it into caramel sometime! (Or maybe vanilla?)
  24. Version 0.3.3 is up! Changelog: Updated reference to KIS. Thank you all for waiting and for your kindness! :3
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