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[1.11.2] Kaboom! v1.3.0.0 - Another way to not go to space today! Detonate parts from EVA / Part Menu[2021 Jun 17]


zer0Kerbal
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Next Feature  

9 members have voted

  1. 1. What feature(s) would you like to see next?

    • Able to stage KaboOom through staging menu
      5
    • Able to blow up everything attached (entire vessel)
      2
    • Moar BOOM!
      4
    • recompiled/released for 1.8
      2
    • recompiled/released for 1.9
      3

This poll is closed to new votes

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  • Poll closed on 08/02/2021 at 12:00 AM

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38 minutes ago, flart said:

Also looks like Source\Repo-Kaboom112.sln include only Kaboom.cs and no other files.

that is correct - the other files are boilerplate that may or may not be included in this next release.

if you are referring to $(K112) - that either needs to be set in system environmental variables (win) replaced with  the absolute path to the KSP game root  - where the game .exe lives.

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@zer0Kerbal zer0Kerbal released this 21 seconds ago

Mod Version
KSP version KSP-AVC License GPLv2 68747470733a2f2f692e706f7374696d672e6363
Code Validate AVC .version files


Version 1.3.99.0 - BETA!

  • DO A CLEAN INSTALL: DELETE EXISTING THEN RE-INSTALL

  • BETA SOFTWARE - CAVEAT EMPTOR

 Download the .dll on Curseforge here.

  •  

New Feature: Kyanoacrylate

  • usual spring cleaning and automation

  • [source] update folder structure

  • update to modern back-end automation

  • resolves issue #6

    Update

    • recompile for KSP 1.12.2
    • update to .NET 4.7.2
    • update to C# 9.0
    • renamed ModuleKaboom.cs to Kaboom.cs

See Full Changelog for full details of changes
See Known Issues for known issues


red box below is a link to forum post on how to get support
How to get support

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6 hours ago, Burning Kan said:

a storabe part would be cool like the old one in this KIS video.(with actiongroup or staging would be funtastic)

@Burning Kan thank you for the suggestion, has been added to the GitHub repo. +1 :rep:

https://github.com/zer0Kerbal/Kaboom/issues/15

Have you checked out our beta? Download the beta(s) here.

a new beta version is dropping probably today. (thank you @flart! +20 :science:

Edited by zer0Kerbal
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@zer0Kerbal zer0Kerbal released this 20 Sep 2021

BOOM! Version License GPLv2

KSP version CODE KSP-AVC AVC .version files


Version 1.3.99.1 - BETA Two

  • 20 Sep 2021

  • Beta Release for Kerbal Space Program [KSP 1.12.2]

  • DO A CLEAN INSTALL: DELETE EXISTING THEN RE-INSTALL

  • BETA SOFTWARE - CAVEAT EMPTOR

WARNING: Only Curseforge version will include .dll’s

`Code'

  • thank you to '@flart' @yalov
  • Invoke() with delay instead of OnUpdate().
    • scale delay on timewarp. Parts are able to kaboom while timewarp
  • fix decoupling of decouplers on glued kaboom
  • fix missing title and fields for kabooming by kerbal within range
    • increase range to 10, same as EVA Construction Mode range

 

Spoiler

68747470733a2f2f692e696d6775722e636f6d2f

 

Updates

  • renamed [Patches] folder to [Compatibility]
  • ✔ resolves issue #12

See Full Changelog for full details of changes
See Known Issues for known issues

Localization

  •  English
  • [ ]

See the README in the Localization folder for instructions for adding or improving translations for languages other than English. GitHub push is the best way to contribute.


How to support this and other great mods by [zer0Kerbal][LINK:zer0Kerbal]

Support Patreon Github Sponsor Buy zer0Kerbal a snack


*red box below is a link to forum post on how to get support*

How to get support

Kerbal Space Program 1.12.2 — Unity 2019.2.2f1 — .NET Framework 4.7.2

Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date

Contributors
Edited by zer0Kerbal
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  • 2 weeks later...

I had  a look at this (specifically the new beta) and it looks really helpful for the construction of an station I'm going to attempt soon, mostly as I've just found out that I don't appear to be able to remove a decoupled decoupler with an attached engine fairing with EVA construction and don't want  spent stack separators floating around. It look really good.

One thing I was interested to check was whether you could glue kaboom docking ports and what happened if you tried to do this is a multi-docked vessel (that is, two parts of a vessel docked with multiple pairs of docking ports). Partially, because it would be helpful to me, but mostly because it was something I thought would horribly break given the tree like vessel structure.

Turns out:

  1. You can glue kaboom docked docking ports but only those docked at the VAB (which is only ever one pair in a multi-docked set)
  2. You don't appear to be able glue kaboom docking ports docked in flight.
  3. I can't break this as easily as I thought by doing something ridiculously ill-advised

I understand that  might be asking for the Mun, but is glue kabooming docked docking ports something that might be considered for the future?

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Posted (edited)
6 hours ago, Robin Patenall said:

glue kabooming docked docking ports something that might be considered

@Robin Patenallthank you for the kind words, and the feedback is much appreciated! +1 :rep: yalov @flart did :prograde:  work!

@flart, what do you think? so Konstruction mode?

 

Edited by zer0Kerbal
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10 hours ago, Robin Patenall said:

You don't appear to be able glue kaboom docking ports docked in flight.

I never test it, but that suppose to be working. On the next week I will look into.

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55 minutes ago, flart said:

I never test it, but that suppose to be working. On the next week I will look into.

I'll admit I didn't test a simple docked scenario, so maybe it's related to the multidock.

I first tried with a multidock that was done in the VAB and one set of docking ports glued correctly but the other didn't with an error about not having 2 parts on attachment nodes when I attempted to glue. I then built a multidock craft that didn't start docked, and docked it in flight, and then found all the docking ports (both sets had the undock option) refused to be glued with the same error. If it was related to the multidock I'd have assumed that I'd still be able to glue one set. The set I managed to glue I assume was different as it was done in the VAB.

I believe, although I'm not a modder, that docked joints are not handled as part of the vessel part tree but is some other way as otherwise multidock could never work, so when you look for the parent and child parts of the part to glue it only finds one. I suspect that ports docked in the VAB are actually done as part of the vessel tree which is why they act differently.

I'll try check the simple docking scenario and get a save file for you with the multidocked craft I was using already docked.  

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9 hours ago, Robin Patenall said:

I'll try check the simple docking scenario and get a save file for you with the multidocked craft I was using already docked.  

Update:

I've checked that even simple docking arrangements don't glue if they were done outside the VAB. I've attached a save file with examples to the Git issue that Zer0Kerbal raised with examples of the difference docking scenarios .

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Kaboom! Version KSP version License GPLv2
CODE
KSP-AVC AVC .version files


Version 1.3.99.2 - BETA III

@zer0Kerbal zer0Kerbal released this 09 Oct 2021

Beta Release for Kerbal Space Program [KSP 1.12.2]

DO A CLEAN INSTALL: DELETE EXISTING THEN RE-INSTALL

BETA SOFTWARE - CAVEAT EMPTOR

WARNING: Only CurseForge includes .dll’s

Added

  • Localization [en-us.cfg]
  • your localization here

`Code'

  • thank you to @flartaka @yalov
  • if glued kaboom is enabled and there was in-flight docking, docking ports kaboom together
  • longer ScreenMessage
  • remove unnecessary usings
  • update .csproj

Status

  • Issues/MileStones

    • closes #14 - Beta One: 1.3.99.0 (file version 1.3.99.17)
    • updates #33 - Localization project - contributed by zer0kerbal
    • updates #22 - Localization - en-us.cfg (English) - all but one string - contributed by zer0kerbal
    • closes #26 - [ImgBot] Optimize images - contributed by imgbot[bot]
    • closes #27 - WeldingDockingPorts documentation, contributed by yalov
    • closes #29 - upstream for 1.3.99.2-Beta-3 - contributed by zer0Kerbal
    • closes #31 - Merge pull request #29 from zer0Kerbal/master upstream - contributed by zer0Kerbal
    • closes #9 - compile for KSP 1.12.2 - .NET 4.7.2 - C# 10.0 - contributed by zer0Kerbal
  • Bug

    • opened #32 - Kaboom Safety Cover not localized
  • *** Possible future changes ***

    • #33#20#21#22 - more localizations
    • #25 - auto destruct during launch
    • #17#18 - bigger boom, bigger badda-boom
    • #16 - boom stick
    • #1 - staging

 

Spoiler

68747470733a2f2f692e696d6775722e636f6d2f

 


See More

  • Changelog Summary for more details of changes : See ChangeLog
  • Discussions and news on this mod: See Discussions or KSP Forums
  • Known Issues for more details of feature requests and known issues : See Known Issues

Localization

  •  American-flag-sm.png English
  •  your translation here

HELP WANTED - See the README in the Localization folder for instructions for adding or improving translations. [GitHub][GitHub:url] push is the best way to contribute. Additions and corrections solicited and welcome!


How to support this and other great mods by [zer0Kerbal][LINK:zer0Kerbal]

Support Patreon Github Sponsor Buy zer0Kerbal a snack


*red box below is a link to forum post on how to get support*

How to get support

Kerbal Space Program 1.12.2 — Unity 2019.2.2f1 — .NET Framework 4.7.2

Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date


What's Changed

New Contributors

Full Changelog: v1.1.3...1.3.99.2-Beta-3

Contributors
  • @yalov
  • @zer0Kerbal
  • @imgbot
yalov, zer0Kerbal, and imgbot
Edited by zer0Kerbal
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