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EnzoMeertens

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Posts posted by EnzoMeertens

  1. 18 minutes ago, Beetlecat said:

    *BOGGLES*

    What. The. Heck!

     

    A very welcome sight, @EnzoMeertens! Thanks for dropping a new version. Can't wait to try it out.

    Combined with a recently re-done CollisionFX, we're having fun crashing again. :)

    Thanks for sticking around all these years @Beetlecat! You're one of the reasons I keep coming back to this, haha!

    Let me know if it works properly in combination with CollisionFX!

  2. Hey Kerbals,

    Uploaded new version (0.4.5):

    Changelog:

    • Updated to KSP version 1.6.1.
    • Updated to use the new Unity3D ParticleSystem (removed EZPZ dependency).
    • Limited the leaks to the boundaries of the part (collider) to prevent weird floating leaks. Although this might still happen as the dent gets bigger and the leak stays in the same place.
    • Updated the download link to use GitHub instead of CurseForge.

    Let me know if there's any bugs you'd like to see fixed or features you'd like to see added and I'll see what I can do.

    Thank you for your patience.

     

    P.S.: If anyone wants to make a pretty new YouTube video about this for the front-page, be my guest! I am sure some of you are better at making pretty videos than me!

  3. 4 hours ago, BadLeo said:

    It seems to be working on 1.6.1... Well, I didn't actually crash anything, dunno if it is working properly, mind you. But the blue artifact is still there, so, remove the file Jade_Falcon pointed out.

    I think this is because the particle system changed in Unity. I've tried to fix this yesterday, but didn't get it to work properly yet.

    Removing the EZ_Particlez.dll file is probably best for now (if it doesn't cause any other errors when deleting it). At least until I've made a fix for this. I know I keep saying I'll work on this, but... Life... Uh, finds a way... To interfere.

     

    On 12/27/2018 at 7:32 PM, Electrocutor said:

    @EnzoMeertens Given your license, do you know if any of the part-testing mods have packaged your visual damage states into their own mods? This is such a great mod for visualization of impacts, I hate to see it slowly fade into obscurity.

    Not that I know of. Quite unfortunate, really. I tried to make the mod as easily extendable as possible, but I haven't heard or seen anyone using it. I tried contacting some modders about implementing the "Messenger" mod, made to ease communication between mods, a few years back. But it didn't take off.

    It's hard to convince others to use something they didn't make themselves.

  4. On 9/29/2018 at 10:48 AM, Burning Kan said:

    ANY modding hero @DMagic, @severedsolo , @JPLRepo, @nightingale ,@Angel-125, @sarbian, @Nils277 keep it from dying and recompile it plz:unsure:  Edit2:WHEN 1.5 rolls out or later just let it not DIE

    @severedsolo it would be good combined with your cool Oh Scrap mod

    ps sorry that i am ping u all ,but all of u are modding legends

    Edit:and my last hope for this

     

     

    Hello!

    My apologies for being so unresponsive to this. It's been a really busy time, building my own company and such.

    I will read all your comments and try to fix whatever I can.

    I will not be making any promises, but I'll try to make an automatic recompile application so mods can be updated without any knowledge of the process. This will probably help quite a few people out (top priority).

  5. 30 minutes ago, Greystripe3 said:

    Right... So I am using Airplane Plus, and just like @Murican_Jeb, I am getting extreme deformation and spiking at even the slightest amount of damage with the mod's parts.

      Hide contents

    mTmoGee.png

     

    I'll check this out as soon as I have some free time. Perhaps a simple config file could fix that.

    E.g.:

    Spoiler

     

    (I am not sure if this will work, I haven't tested it)

    
    @PART[*]:HAS[!MODULE[ModuleKerbalKrashSystem_Exclude],@MODULE[FS*]]:FOR[KerbalKrashSystem]
    {
    	MODULE
    	{
    		name = ModuleKerbalKrashSystem_Other
    
    		_toleranceScaling = 3.0
    		_malleability = 1.0 //Lower this if the deformations are too extreme.
    	}
    }


     

     

  6. 23 hours ago, monstah said:

    Hey there! Just a heads up, CurseForge still has an upload from July 19th :) 

    Hi!

    I finally got back from South-Korea. Fixed a few bugs and added a "collider subdivision" for more accurate collisions. 

    Uploaded new temporary version (0.4.3):

    Changelog:

    • Fixed Kerbals leaking.
    • Added collider subdivisions for more accurate collisions.
    Spoiler

    I don't expect collider subdivision to have much of a performance impact. But if this does, you can disable both mesh and collider subdivision using config files by adding _subdivideCollider = false and _subdivideMesh = false.

  7. My apologies. I got called away to South-Korea for work very unexpectedly (at least three days sooner than expected). That's why I haven't uploaded a new version, yet. I will get back in two weeks.
     

    On 21/07/2017 at 9:14 AM, Errol said:

    Is there a complete changelog for this somewhere?

    I have uploaded a complete changelog a while ago, somewhere in one of these pages. I'll post an updated one when I get back.
     

    On 21/07/2017 at 0:52 PM, evileye.x said:

    Is it possible to fix that EVA Kerbals lose EVA propellant on even slightly contact with something?

    I have fixed that. I haven't uploaded it, though. Because of my sudden call to SK.
     

    On 22/07/2017 at 6:50 AM, Murican_Jeb said:

    Erm...

    Isn't this a bit too much deformation?

    How did that happen? Does that happen all the time with propellers or any other parts?

  8. 15 hours ago, SartinMax said:

    thank you! What exactly does it do? I do not think it's enough to edit the cfg file, what tools should i use to do what i'm trying to get?

    Configuration files aren't enough to achieve this. You'd need Visual Studio 2017 to create your own plugin. Which might be a bit too hard if you have no experience in programming.

    I will look into your KKS-mod later today.

     

    13 hours ago, evileye.x said:

    Hello @EnzoMeertens!

    Glad to see this wonderful mod updated!

    I've noticed you packaged MM 2.8.0, but 2.8.1 is latest one

    Thanks! I will upload a fixed version later today.

  9. 3 hours ago, SartinMax said:

    How do you think I should set this mod to run it with the pressures? For example, I would like a submarine to be sliced by pressure, or a probe on eve by the atmosphere...

    That would require something similar to what I made for nascarlaser1. This is a KKS-Mod that registers damage events and does something fun with it. You can find the forum thread here: 

    This would require making your own plugin, though. If I ever find the time, I might be able to do this for you.

     

    3 hours ago, IonMage said:

    Wow, nice, fast response!  However, while EVAs no longer spawn with damage off the bat, they do sustain damage from the lightest of nudges.  If I use an mmu, damage is guaranteed, no matter how gentle I go.

    I will fix this soon! My apologies. 

  10. On 14-7-2017 at 11:55 PM, Mitchz95 said:

    Hi, love the mod but one problem I've noticed: my Kerbals always seem to spring a leak when they go on EVA, whether in space or on the ground. This isn't a big problem on its own, but with TAC Life Support installed my Kerbal's entire rations get sucked into space in five seconds flat, which makes short-duration EVAs extremely dangerous (not to mention wasteful) and long-duration EVAs impossible. :P

    1 hour ago, IonMage said:

    I'm getting the same problem, though for me water runs out before food.  Oxygen and Electric Charge are unaffected.  Any way to manually disable EVA damage?

    I've uploaded a new version (0.4.2) that fixes Kerbal damage.

    Changelog:

    • Fixed Kerbals getting damage.
  11. 1 hour ago, Bottle Rocketeer 500 said:

    @nascarlaser1 I can reproduce your error on loading in version 1.2.2

    On 17-7-2017 at 3:46 PM, nascarlaser1 said:

    Was I supposed to put the entire folder named Kerbal krash system decompression inside my game data folder? I put everything in it but it kept giving me a n error message on start up of ksp and crashing ksp.

    Also, does it matter that I'm using 1.2.2?

    What does the error log say (search for "Exception").

    It's probably because you're on 1.2.2. Kerbal Krash System is developed for 1.3.

  12. On 14-7-2017 at 11:55 PM, Mitchz95 said:

    Hi, love the mod but one problem I've noticed: my Kerbals always seem to spring a leak when they go on EVA, whether in space or on the ground. This isn't a big problem on its own, but with TAC Life Support installed my Kerbal's entire rations get sucked into space in five seconds flat, which makes short-duration EVAs extremely dangerous (not to mention wasteful) and long-duration EVAs impossible. :P

    Hi, thanks!

    I am working on an update that gets rid of damage to Kerbals, amongst other things. I will release this later today! 

    Edit: Will take some more time. Working on fixing the colliders, too.

  13. 9 hours ago, EnzoMeertens said:

    I'll come up with an easy and clear example for you to work with.

    As mentioned before in this thread, it won't be using configs. It'll be writing your own KSP plugin.
    No need to worry, though. You're playing KSP, I am sure you're eager to learn!

    Edit: I'll post the example first thing in the morning.

    I've made an example for you, which you can find here.

    This includes the source code and a build of both Kerbal Krash System and the Decompression plugin. Copying the GameData folder should just make it all work.

  14. 15 minutes ago, nascarlaser1 said:

    thxs! what exactly is the difference between a config and a plugin?

    What configuration files do depends on the plugin. A plugin can read configuration files to set certain parameters. 

    Example 1: Part configuration files as used by KSP itself are used to set certain parameters of the parts: what model to use, the name and description of the part, the crash tolerance of the part, how you can attach other parts to this part, etc. But the actual effect of this configuration, the parsing of the data to something in the game, is handled by the "Module" (Plugin) called ModuleCommand (amongst others). This is also described in the configuration file. Snippet from cupola.cfg:

    ...
    MODULE
    {
      name = ModuleCommand
      minimumCrew = 1
    }
    ...

    This describes that this part needs to use the ModuleCommand module (plugin) and it needs a minimum crew of one Kerbal to operate.

    Example 2: Kerbal Krash System deforms parts. Parts can be soft or hard. How soft/pliable the parts are (malleability), is a variable (because this isn't a science, it's based on "what feels right". And can be configured using the configuration file and will then be used in the Kerbal Krash System plugin to multiply damages and deformations with this malleability variable.

  15. 7 minutes ago, nascarlaser1 said:

    can you give me an simple version of one so that I can then expand on it using the basic one as an example? I'm good at editing/expanding on premade stuff like config files but trying to type out brandy new things  gets confusing since I'm still learning how to code. Thanks!

    I'll come up with an easy and clear example for you to work with.

    As mentioned before in this thread, it won't be using configs. It'll be writing your own KSP plugin.
    No need to worry, though. You're playing KSP, I am sure you're eager to learn!

    Edit: I'll post the example first thing in the morning.

  16. On 10-7-2017 at 3:34 PM, nascarlaser1 said:

    Hi guys!

    Note before I get started: this is for my own personal use only. I do not plan on distributing this.

    I would like to make it so that when I play with @linuxgurugamer 's dang it mod and Kerbal Krash System by @EnzoMeertens, any airlock that gets damaged/fails has a chance to to lead to decompression, which while in space/on a planet like mars would cause the kerbal inside to be ripped out and thrown away from the craft, similar to what EVA parachutes and Ejections seats also by @linuxgurugamer does, the only difference being that this would be in an uncontrolled manner and not include parachutes (especially since the guy would be in space/on another planet most of the time). I have 2 questions about this.

    1. is this even possible with the current KSP system?

    2. How would I go about making a config file that would cause this to happen? The only coding experience I have so far is editing stock part configs, but I am slowly learning (mostly by doing stuff like this for my own enjoyment :D).

     

    Thxs!

    Kerbal Krash System would be suitable for the trigger of the decompression. In a KKS-mod (a mod that uses KKS) you can listen for "damage" events and react accordingly. 

    Do you want to learn how to do this yourself or do you want a fully working example? 

  17. Quick update (version 0.4.1.):

    Changelog:

    • Fixed OnEnable/OnDisable bug which caused double increase in crash tolerances of command pods and not enabling events.
    • Added hatch obstruction on 100+% damaged command pod. Bringing an engineer doesn't help if he can't get out! 

    If the hatch obstruction is too much of a nuisance, please let me know. Maybe I can add it to the higher difficulty levels.

     

    Also started Tweeting. Maybe this is a convenient way to get updates regarding KKS: https://twitter.com/EnzoMeertens

  18. 12 hours ago, Inversion said:

    Is it intentional that Kerbals can destroy parts? Yesterday, I landed on Kerbin and went out of the ship to EVA mode. Then I hit the command module and did big hole (and +150% to destroy level). I have latest version of this mod.

    Inversion

    That probably shouldn't happen. I'll look into this.

    Thanks for submitting this!

  19. On 2017-6-18 at 8:47 AM, HorizonFulcrum said:

    I am not sure if it's been said before, but is there 1.3 compatibility?

    Uploaded new temporary version (0.4.0):

    Changelog:

    • Updated to KSP version 1.3.
    • Fixed extremely high part tolerances.

    Ran into a problem though, which seems to be caused by a "bug" from KSP.

    Reverting to launch causes "OnDisable" to be called twice for the cockpit (root?) part. One of the calling parts is also labeled as "(unloaded)", which is weird and messes up the ModuleKerbalKrashSystem_Command events. I disabled these events for now, which means I am unable to work on the command pod's EVA hatch getting obstructed when receiving too much damage.

    If anyone knows a fix for this, please let me know.

  20. On 2017-6-2 at 9:37 PM, gomker said:

    Hey Enzo, I would love to collaborate on this more, Spanner and I work on BDA and Boat parts together, this would be very interesting integration. Send me a PM if you like.

    I would love to work on this mod some more, BDA was always something I wanted to support. But unfortunately work is getting in the way.

     

    On 2017-6-13 at 7:34 AM, astroranger189 said:

    just a simple but sure question, is there a download link to github? if there is just reply. im asking because downloading through curseforge in a place that blocks games is not an option for me because school internet is blocking it; and im used to download stuff through github.

    i forgot, since this is last day of school, just reply whenever you want just in case i really need github link

    There's a link to the source on the first page: https://github.com/EnzoMeertens/KerbalKrashSystem/

    This also contains the latest build (probably). Please note that I haven't updated this mod in a long time. So it might not work or might only work partially.

  21. On 28-3-2017 at 2:08 AM, Calvin_Maclure said:

    Hi,

    are there any known incompatibilities with this mod? Also, is 0.3.8 the latest and greatest (seems to be)?

    Thanks

    I don't know. I haven't had time to work on this mod since the last mod update. So probably a lot of incompatibilities.

     

    On 20-3-2017 at 8:49 AM, JediRangerkendor said:

    I dont know if this has been asked before, but how does this work with BDA?

    Never tried this myself, I am guessing no. BDA used heat? (Or did it also use impacts?)

  22. On 13-3-2017 at 3:38 PM, SartinMax said:

    guys, idea;

    what if the atmospheric pressure (or the deep ocean) start to bend the structure, just like the crash system of this mod?
    i think it will be a great implementation!!
    i don't know exactly hot to manage the .cfg file to make this possible, but i think it is: someone can help me to start this?

    The .cfg file isn't enough to do this. You would need to create a new KKS mod.

    There's a link on the first page on how to create your own KKS mods. Plus you can see examples of KKS mods, like the leaks and repairs, in the Github repository.

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