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EnzoMeertens

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Everything posted by EnzoMeertens

  1. Good idea with the ModuleWheel. I will add it to the next upload. New version is up for download.
  2. I will upload a new version today. Version 0.04 changelog: - (Basic) leaking effects, - CKAN support (depends on Pull-Request), - Science Jr. gets ruined when damaged reaches >100%. Needs Engineer AND Scientist to restore to full functionality.
  3. I've tried this in an earlier stage of development and didn't seem to work. I'll try again. I tried again. Module Manager does not seem to re-evaluate the added modules after adding them. It still adds two to the R.A.P.I.E.R. engine. ASAP! I've been working on this the past few weeks. It's a lot of work finetuning the effects. Are you using the latest version? The docking port situation is a new bug to me. Added to my to-do list (if I can reproduce it). I've tried the docking ports and am unable to find any problems with them using KKS (with and without KIS). Also Kerbals aren't duplicating for me. What's the exact process of replicating this bug? My apologies! I will use your version naming from now on! I barely use any other mods, so I have not found any so far. I've tried KKS in combination with InternalPropMonitor, KIS and Snacks!, and found no conflicting behaviour.
  4. I am aware of this problem. Someone sent me a fix for that a week or so ago, I haven't had time to look into it yet :/ It's now top priority! Are you missing the clones? I can put them back in if you want. Hopefully no one has to pass on KKS because of performance issues! My number one objective was to limit performance impact as much as possible!
  5. Uploaded new version: Change log: Bug fixes (KIS support and such),Configurable variables (malleability, toleranceScaling, overheatScaling, flowScaling (leak), damageScaling),Fix for Science Jr. deforming in an odd way, Added inability to retrieve science from damaged science modules, Added message to broken command pods (no action, yet). If anyone knows how to disable the crew hatch (obstruct it), please let me know.
  6. I am happy with this. This sounds like a nice way of changing the Gameplay (but not too much, if players don't want to (easy mode)). Requiring certain engineering levels will also utilize the skill level of Kerbals, which is used too little, in my opinion. I like the idea of using resources to fix parts, the only issue is that I am a complete newbie when it comes to modeling. So I'll leave the models to someone else. I'd also be happy if the repair-resource is just copious amounts of duct tape. You'd be limited by cargo space instead of weight. Maybe duct tape can only repair 1-10%, depending on how big the part is, the skill of the engineer and the difficulty setting. Thank you all for supporting my mod! (Being patient is supporting, too)
  7. Uploading a new version tomorrow. Version 0.027, which will contain: Bug fixes (KIS support and such), Configurable variables (malleability, toleranceScaling, overheatScaling, flowScaling (leak), damageScaling), Fix for Science Jr. deforming in an odd way, (Hopefully) fuel leak effects (if I finally get it working properly without dependencies on other mods).
  8. I was thinking about maybe destroying the wrench/screwdriver after it repaired a certain percentage (15% for non-engineer, 25% for engineer) or so. But I am not sure if I want to force people to bring a gazillion wrenches with them. Maybe once damage is above a certain percentage, the damage is irreversible. E.g. Damage above 50% will always repair to a minimum of 50%, damage above 100% will always repair to a minimum of 100%, etc. KSP uses Convex colliders only, as far as I know.
  9. I'll add config-file support today, so everyone can experiment using malleability/crash tolerance scaling! :3 Looking into this. The stretching is indeed a problem.
  10. Must be Module Manager loading the Repair_KIS module anyway, even though KIS isn't installed. Which is very weird, because it shouldn't (config file says ":NEEDS[KIS]"). Okay, I have located the problem. Will upload a fix in a few hours. Quick fix for now: Rename "KIS" folder inside "KerbalKrashSystem" folder to "Repair_KIS" (or anything else that's not "KIS" or "K I S" (spaces are ignored)).
  11. Thank you for reporting this. Added to my to-do list!
  12. It shows on all parts now (non-KIS version). I'll fix that today.
  13. I've tried both KKS + Snacks and KKS + Snacks and Raster Prop Monitors, but I am unable to reproduce the described result. I'll try to find the conflicting mod tomorrow.
  14. That's really strange! I tried it just now, and I am unable to reproduce this effect. A list of all your mods could prove useful.
  15. Very satisfying. I will add this to the next update.
  16. I'll try it right now! :3 I've uploaded a tutorial on how to create your own KKS-mods. This should hopefully relieve me of some feature requests! KKS-mods will allow others to use Damage to influence gameplay (e.g. Command pod doors getting stuck).
  17. I like this idea a lot. Making hard decisions in space sounds amazing. Very awesome ideas! I bet there'll be a mod for that! I'm working on the tutorial now. This will hopefully add a lot of clarity to KKS and KKS-mods and open up all your ideas to a wider audience (of modders). Latest version is up: Loosely coupled KIS-support (using wrenches/screwdrivers to repair damage in EVA), Disable repair from non-EVA. Refactored some parts of my code to allow for easier KKS-mods.
  18. This doesn't seem to work. The part.partInfo.partPrefab doesn't seem to contain a meshfilter or mesh.
  19. This is brilliant. By nodes, do you mean attachment nodes?
  20. I don't know how FAR works. As far as I know FAR is a massive mod, digging into their source code and trying to figure out how everything works would probably result in a few days/weeks of not working on anything else KKS-related. This is something to look at way down the line. I'll upload a new version tomorrow. This new version will include: Loosely coupled KIS-support (using wrenches/screwdrivers to repair damage in EVA), Disable repair from non-EVA. Refactored some parts of my code to allow for easier KKS-mods.
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