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jrodriguez

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Everything posted by jrodriguez

  1. Honestly. Are you suggesting to someone to download an obsolete version of the mod? I'm not working on this mod at this moment (I'm working on BDArmory full time). For bugs to be fixed, please use the usual channel: https://github.com/jrodrigv/DestructionEffects And the latest release: https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.1.0
  2. Sorry but this is beyond my current Unity knowledge. I think it should be easy, though. But I'll need to find someone with more Unity expertise to do it.
  3. Hi all, I'm glad to announce a new release of this mod. Change log: Avoid heat-shield and mast part to trigger effects. Add parts effects for Bow, Stern, Hull and Superstructures. Add part effects for resources : electric, ammo and cannon. No destruction effects if atmosphere density is below 1%. Duration time for effects increased (2x). Release: https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.1.0
  4. Hi. Nothing really. I'll do bug fixing from time to time and I'm going to release a new version today with the changes from @SpannerMonkey(smce) and the fix for @darloth. At the moment I'm quite busy developing things for BDArmory but I'll take care of the basic maintenance of this. But if someone wants to take over the maintenance of this mod, please feel free to do it
  5. I've playing and hosting some intense BDArmory challenges. 4 vs 4, 5 vs 5 battles. Because I was one the main top battle hosters I had to set up battles very often. So one day I had the idea " uhmm It would be great if I could spawn 6 vessels in one click..." But I really understand that this a caprice to streamline a specific scenario, most users will not use this feature.
  6. @Papa_Joe I have other nice to have featue but maybe is too complicated... I think it would be fantastic to spawn several vessels in one operation. Like some RTS games, you can select a vessel then do a drag&drop on the ground, then you can calculate the rectangle area of the vessel and begin to draw rectangles as the number of vessels that fit inside the imaginary rectangle between the starting of the drag&drop and the current mouse/vector hit position. Finally, the vessels be loaded and automatically placed in the ground (without switching to active) What do you think?
  7. @Papa_Joe Thanks for continue improving this mod! I've a feature for you to implement if you have time PROBLEM: One thing that I don't like is that when I try to spawn a vessel from water, it takes the angle from the ocean ground inclination. This is annoying if you are spawing jets on an aircraft carrier for example . I have to manually set it to 0º. SOLUTION: It would be nice if we can have an option/flag/config to spawn vesselts to fixed angle regardless of the ground inclination. Regards!
  8. Thanks Berlin (BTW nice work with SVE!) @Vonnmillard In order to update the OP there is two options: 1. @BahamutoD can update the OP to reference my last release from the fork https://github.com/jrodrigv/DestructionEffects/releases . 2. I can create a new thread. The main reason why I haven't created one yet is because I'm not doing any new development of this mod. I'm just doing the basic maintenance: bug fixing and recompiling for new KSP versions.
  9. public static List<string> PartTypesTriggeringUnwantedJointBreakEvents = new List<string>(8) { "decoupler", "separator", "docking", "grappling", "landingleg", "clamp", "gear", "wheel" }; You need to check which part is triggering the event using the callback public void OnPartJointBreak(PartJoint partJoint) and then calling to private static bool ShouldFlamesBeAttached(PartJoint partJoint) - If you know that part should not trigger any destruction effects you should add the name to the list PartTypesTriggeringUnwantedJointBreakEvents It just a decision to make - I always prefer to have "less" destruction effects on some parts than abnormal effects. The landing gear is one example, they have "bugs" and they triggers OnPartJoinBreak events when they shouldn't
  10. Hi! I will review the code. Why do you want the disable option?
  11. That list matches Part names defined on the cfg part files (eg; roverWheelM1.cfg contains: PART { name = roverWheel1
  12. No sorry I didn't but I will do it Hey! You are more than welcome to change the code . I would suggest to create a fork from https://github.com/jrodrigv/DestructionEffects, commit your changes and create a new pull request so I can review it and merge it. I will release a new version with your changes and with an extended burning time.
  13. New release recompiled for 1.1.3 https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.0.1-beta
  14. I'd need the craft file of your rocket in order to reproduce the issue. Can you upload it to KerbalX? Thanks. Of course there is a dll. Just click on download button (or use CKAN)
  15. KSP ASC III KOTH JollyGreenGI vs Draconiator (Round 1) KSP ASC III KOTH JollyGreenGI vs Draconiator (Round 2)
  16. So, Not sure about @Concodroid version but taking into account that my version and "his" version weight the same number of bytes he just published my assembly under his name without making any references.... After analyzing @Wicloz commits we can say that his version is obsolete and his repo is NOT A FORK of the original BahamutoD Destruction Effects - I don't think this is a good practice taking into account that 95% of the original code is from BahamutoD. So summarizing. My fork from BahamutoD is the one that everyone should be using for 1.1.X because is the only one that has fixed the issue "Fix for destruction effects wrong triggered when a part is decoupled" And now, I have to figured out how to update CKAN to use my last Github release instead of @Wicloz . I don't know why the these guys have created such a mess for nothing. It is a shame that there are people out there using a version with issues because of this.
  17. I suggest to do a sanity check. Remove your guns drop a standard .50 cal and standard .50 cal on a part that you are sure that has 0º angle, try again. If that works then you are doing something wrong, maybe a mismatch gun/type ammo. Or your guns don't have a perfect 0º angle.
  18. Nice match! Regarding the switching to stations? How that works exactly? I'd like to test it
  19. woww @SuicidalInsanity your plane is in other league! I think it is going to be the next VulcaRaptor!
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