

anxcon
Members-
Posts
139 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by anxcon
-
Life support - what would you like to see?
anxcon replied to anxcon's topic in KSP1 Mods Discussions
basicly a tourist kerbal doesnt allow any control, just an empty kerbal taking up space - i should see if i can add another though, calling it tourist seems weird -
Life support - what would you like to see?
anxcon replied to anxcon's topic in KSP1 Mods Discussions
@Nippie1995 in your example, he effectively becomes a tourist (and thus loses control), aside from lacking ability to "spread" / having a medbay to isolate, the rest is already coded and works, so i need to think of how to make some effect spread..... again this is more of a framework, so anyone can choose their style, turn on/off options - i want this to be the end of life support coding assuming i can finish it -
Life support - what would you like to see?
anxcon replied to anxcon's topic in KSP1 Mods Discussions
already have rationing mechanic in, but needs tweaking so far it lowers consumption by X%, but the end result is the same as if you cut off supply example, you have 60 seconds oxygen left, using full ration runs out at 60, then oxygen stat drops 1%/sec with death being at 0% oxygen stat, thats 160 seconds til effect fires example2, ration by 50%, oxygen stat goes down 0.5%/sec, 120 sec til oxygen gone, stat at 40%, 40 sec til effect no real difference in which way to go thinking have it drop on a curve, so 50% ration acts like 75% satisfied downside to that is you could ration, later set full and recover, and either recovery is slower (which seems weird) or its a way to get free resource without any loss beyond short term -.- -
Life support - what would you like to see?
anxcon replied to anxcon's topic in KSP1 Mods Discussions
but what is "disease" though? the "effect" mechanic i have is the end result, X happens when Y is gone, so what does it DO? i could tag a kerbal as having disease, and that enables usages of another resource ie "medicine", as it is, resources just get used if they exist, havent made anything for turning on/off usage yet -
Modder's view of personal (unreleased) edits of their mods?
anxcon replied to anxcon's topic in KSP1 Mods Discussions
yes yes ignoring that whole "can i legally do it", i'm after feelings! i never see someone mention it -
Let's put this in a nicer, less egotistic way...
anxcon replied to Matuchkin's topic in KSP1 Mods Discussions
which part? 1st? totally can, 2nd? i can amend the 1st best part is licenses can indeed block individuals or companies (though gets complex when you consider workarounds), but it can solve the bad apple issue, without hurting the others as just jumping to more restrictive licenses i might accually cry at that beautiful statement -
Let's put this in a nicer, less egotistic way...
anxcon replied to Matuchkin's topic in KSP1 Mods Discussions
@Matuchkin do not use my mods @allothers setting my licenses open to use / edit / do stuff, with the above exception -
Life support - what would you like to see?
anxcon replied to anxcon's topic in KSP1 Mods Discussions
technically already works atleast to a point, in config i can add a stat bar "Hygiene" and resource "Water", when water not consumed hygiene falls, low enough and death effect fires - so the only bit "new" is adding a disease effect.....which i have no idea what itd do besides death -
mods should stay mods, not be added to stock, stock should be framework to allow mods to work mods have a purpose, and mods can be fixed by community stock can only be fixed by squad, which is several months to live with bugs before a release anything food / life support related gets complaints if its added to stock, too many dont want Infernal robotics has glitches, and shouldnt be stock
-
So been working on a new life support mod, as everything that exists is very.....hardcoded...in how they work, i like open-ended things that can be extended, and fit any and every playstyle, only needing config to change - that said, the current model works like this: config file applies the following, as many or as few, as liked, and not limited to the names mentioned stat bars (like hunger, hydration, air, etc), when they rise/fall past limits, they trigger effects resources (like oxygen, water, snacks) when consumed at the configured rate, raise a stat, or lower if not effects (currently death, turn to tourist, spawn at ksc) what effects happen based on stat bars conditions (gravity, walking, swimming, eva) basicly behave like resources, without the resource currently only runs in flight mode, mucho work to still do, but hey modding life is never complete so anyways, what else would people like to see? what other effects and conditions can be added? (note it also has an API for mods to add their own)
-
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
anxcon replied to EnzoMeertens's topic in KSP1 Mod Releases
had a thought for dented parts, upon first dent analyze mesh, any edges between verts that are longer than X (set in config) will be split subdivided into 2, and repeat, until no edges longer than X, then use said model if you want quicker, figure out what faces are hit, and just subdivide any verts touching it, though this would have to be done before any new sdent is made and thus becomes redundantly checking areas- 735 replies
-
- krash
- kerbalkrashsystem
-
(and 1 more)
Tagged with:
-
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
anxcon replied to EnzoMeertens's topic in KSP1 Mod Releases
the noEVA flag in mk1cockpit is so you cannot click the eva button on a kerbal portrait renaming the hatch collider disallows clicking the hatch / opening the window to eva thats the 2 ways within stock to do eva, i'm sure a couple mods add other things as for chutes, replacing model would be bad, as makes it require premade models for any mod it supports, simply tearing vertex points then moving them to simulate the wind would do better- 735 replies
-
- krash
- kerbalkrashsystem
-
(and 1 more)
Tagged with:
-
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
anxcon replied to EnzoMeertens's topic in KSP1 Mod Releases
Re: having kerbals stuck inside when part too damaged - i had a nice chat in IRC other day about this, need to set a flag (view mk1 cockpit cfg) and need to rename colliders used for the hatch, though other mods that trigger eva can still work around it. CLS mod blocking passages through too damaged of parts was also brought up. If i canfind some damn time, going to tie KKS damage field into TestFlight, allowing KKS to trigger the large amount of existing failures/effects on another note, how feasible is it to simulate/fake run the code, to apply a fake "collision" on demand? ie imagine micro meteorites, no real collision would exist, just something triggering the code manually- 735 replies
-
- krash
- kerbalkrashsystem
-
(and 1 more)
Tagged with:
-
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
anxcon replied to EnzoMeertens's topic in KSP1 Mod Releases
EnzoMeertens had a thought today for a mod right up your line - KKS can handle dents, need a mod to sim cloth so chutes can tear and wave in the air helplessly as some cable drags it- 735 replies
-
- krash
- kerbalkrashsystem
-
(and 1 more)
Tagged with:
-
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
anxcon replied to EnzoMeertens's topic in KSP1 Mod Releases
kracked helmet, leaked resources, fixed with KIS duct tape, no duct tape on helmet, sadface- 735 replies
-
- krash
- kerbalkrashsystem
-
(and 1 more)
Tagged with:
-
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
anxcon replied to EnzoMeertens's topic in KSP1 Mod Releases
you cant, need to have a mod apply the partmodules, kerbalstats for example also a thought for collisions, if you take mass of ship, and speed of collision (calculate from velocity and direction to get how much is going INTO the impact itself, so direct head-on impact has more force directed at impact than merely a side-scraping impact would) you could scale collision damage to said part, also you could check for multiple parts colliding to spread that force out between the parts - this way would gain some realism, using a tin can for legs might withstand the speed, doesn't mean a 100 ton ship should use them for feet- 735 replies
-
- krash
- kerbalkrashsystem
-
(and 1 more)
Tagged with:
-
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
anxcon replied to EnzoMeertens's topic in KSP1 Mod Releases
i just put a KKS module onto a kerbal......kracked its helmet and he died no more kerbal head being hardest known material in game- 735 replies
-
- krash
- kerbalkrashsystem
-
(and 1 more)
Tagged with:
-
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
anxcon replied to EnzoMeertens's topic in KSP1 Mod Releases
the thermal / soot from heat damage i would suggest be a 2nd mod, as thats merely graphical as well as needing to constantly check part temp and update, while KKS is /just/ on collision stuff so perhaps the whole texture bit is a 2nd mod for the texture changing abilities, and KKS mods hook into KKS + optionally the the texture bit, as the texture bit could potentially be used in countless areas without KKS - thermal/soot, dusty/dirt, wet/muddy- 735 replies
-
- krash
- kerbalkrashsystem
-
(and 1 more)
Tagged with:
-
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
anxcon replied to EnzoMeertens's topic in KSP1 Mod Releases
if only colliders dented too is it me, or do dents move attached parts? stacks seem like they bend but could just be graphical / damage down the line you should ad some rupture effects to models, would be nice to have tank "explode" but just a big rupturing hole in side and not part going boom- 735 replies
-
- krash
- kerbalkrashsystem
-
(and 1 more)
Tagged with:
-
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
anxcon replied to EnzoMeertens's topic in KSP1 Mod Releases
the purpose is so if tanks have combustible stuff, hit hard enough (say 20 m/s) then go boom due to the fuels inside, scaling explosionRadius by amount. with KKS installed along side, you have 5-19 m/s to dent, then 20 m/s boom. when tank runs dry (explosion no KKS) you have 10,000 m/s to go boom. add in KKS and you have 5,000 to 20,000 to dent, 20,000 (impossible) to go boom. the 20,000 i can accept, means nothing. i can see an empty tank being less malleable, maybe 10+ m/s to dent, but all of <5,000 being immune to dent is too much edit: and wasnt saying /bug/ per sae, just conflict, 10-20000 range sjhould all be dentable, not just 5000-20000- 735 replies
-
- krash
- kerbalkrashsystem
-
(and 1 more)
Tagged with:
-
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
anxcon replied to EnzoMeertens's topic in KSP1 Mod Releases
explosions mods scale crashTolerance to a high value to turn off explode, say a tank is normally 10, itll spend its life at 10, but once empty explosion mods set it to say 10,000 to disable explosions, since ksp doesn't straight up have canExplode = false field on parts now normally KKS will have that scaled to say 20 crashTolerance, and 5 malleability, once the explosion mod scales it to 10,000 then KKS will see it as 5,000 malleability so high no dents will happen, and 20,000 crashTolerance - clearer? as for deforming, i was speaking per model not per part, so parts with multiple MODEL nodes, so that as said framework for an inflatable tank canbe dented, but not the inflatable tank balloon model itself, or malleability per model so ladders are cheap junk but the pod itself is stronger one of the most used cases could be SSTU, as its parts are all multi-model configurable, engine bells easy dent while sturdier thrust plates take harder hits- 735 replies
-
- krash
- kerbalkrashsystem
-
(and 1 more)
Tagged with:
-
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
anxcon replied to EnzoMeertens's topic in KSP1 Mod Releases
I am unsure what this means. KKS scales crashTolerance, to determine if it should dent the part, or if finally hard enough, explode other mods that scale a part explosion size (based on fuel contents usually) scale crashTolerance as well - which just lead me to having a part (a tank that ran dry) to have immunity to being damaged by KKS due to having crashTolerance raised high by explosion mod perhaps instead of the scaling, could have hardset values for malleabilityPoint and ExplosionPoint on another note, can damage done be based on model? some parts such as inflatables shouldnt care about hitting things, but their frames would. the ability to list model names to include/exclude (or blank defaults to all) could fix this- 735 replies
-
- krash
- kerbalkrashsystem
-
(and 1 more)
Tagged with: