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EnzoMeertens

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Posts posted by EnzoMeertens

  1. 4 hours ago, Jenyaza said:

    One more idea: why not set FuelTank damage type to Command pods. It usually contains resources, that can leak :)

    Trying this now...

    One more idea: wheels already can break. What about check for ModuleWheel?

    
    @PART[*]:HAS[!MODULE[ModuleEngines],!RESOURCE[*],!MODULE[ModuleWheel],!MODULE[ModuleKerbalKrashSystem_*]]:FOR[KerbalKrashSystem]
    (it is patch ModuleKerbalKrashSystem_Other)

    UPD: 

    None effects were found. Something wrong or I do something wrong? (test video: youtube). Try six more times.

    Good idea with the ModuleWheel. I will add it to the next upload. 

    New version is up for download.

  2. On 23-1-2016 at 10:17 AM, Jenyaza said:

    Is this works?

    
    @PART[*]:HAS[@MODULE[ModuleEngines*],!MODULE[ModuleKerbalKrashSystem_Engine]]:FOR[KerbalKrashSystem]

    Or ever more complex

    
    @PART[*]:HAS[@MODULE[ engine,command,fuelTank,or other], !MODULE[ModuleKerbalKrashSystem_*]]:FOR[KerbalKrashSystem]

     

    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.

     

    21 hours ago, Astrain said:

    Not to be too selfish, but when are we gonna get fuel leaking effects? :P

    2 hours ago, Rocket In My Pocket said:

    Ok...wait a second. Are you two talking about damage causing fuel leaks (which the mod does in fact have) or a visual/graphical effect to indicate the leaking? (which to my knowledge it doesn't)

    I sorta feel like you guys are having two entirely different conversations maybe?

    That said, an actual visual/graphical effect of fuel pouring out of the tank would be really cool, but I think it's a lot to ask.

    ASAP! I've been working on this the past few weeks. It's a lot of work finetuning the effects.

     

    20 hours ago, Kerbal808 said:

    BUG REPORT

    Hello Everyone,

    This is my first post in this forum after lurking around for a couple of years. I just installed this mod and I love it! Except for one thing: Kerbals duplicating when reboarding after EVA. I was able to recreate it on the Mun, in a space station over Kerbin, and on the launch pad (see pictures). The resulting copy is fully controllable and targetable but cannot be accessed or cleared from the tracking station. They remain even after the game is reloaded. All the copies (I had about 6 running around) were automatically deleted when I deleted this mod. Please take note of the empty seat in the capsule. The in-game fix for a similar problem a few years back no longer fixes the issue here.

     

    There is also another bug which I have not yet been able to test out but I think may also be attributed to this mod (it began occurring in the same session as the above bug). Smaller docking ports (Clampotrons) connect but do not disconnect. You can select disconnect docking port and (in the case of the shielded port I was using) you can close the shielding. But the two ships are very much connected in every other way (except the disconnect option is now gone and the ships are forever fused together). 3.75m docking ports are unaffected (as I attempted to disassemble my space station and succeeded except for the smaller docking ports).

    I'll reconfirm the docking port situation the next time I play.

    { I have confirmed that the docking port issue was also caused by this mod. I have been able to dock and undock multiple times with no issues since removing the mod. }

    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?

     

    14 hours ago, politas said:

    Just fixed up the Kerbalstuffbot submission to CKAN, and looking at the versioning scheme you've been using, there's going to be some problems going forward.

    Could you increment lower levels with a "." separator?  If all the versions on Kerbalstuff were in CKAN, this is the order they'd be in:

     

    0.01
    0.1                  
    0.02
    0.011
    0.012
    0.017
    0.021
    0.022
    0.025b
    0.026
    0.026a
    0.027
    0.0121

    I'm not absolutely certain about the 0.025b and 0.026a, but 0.0121 would be the latest version, since 121 is larger than 27. Leading zeros after a "." are ignored. Your first two versions fall to alpha-sorting, since they are otherwise identical.

    What would make things much easier for CKAN, causing less headaches for you and us due to users complaining about not seeing the latest version, is something like this:

    0.01
    0.011
    0.012
    0.012.1  (instead of 0.0121)
    0.017
    0.020  (instead of 0.02)
    0.021
    0.022
    0.025
    0.025.b
    0.026
    0.026.a
    0.027

    The CKAN scraper only grabs the latest version, so it'll start with 0.027. Don't worry about renaming the old versions, but if you could use this more standard <major>.<minor>.<patch> versioning system, there'll be less hassles all round.

    My apologies! I will use your version naming from now on!

     

    1 hour ago, supersonicflyingdutchman said:

    Have you already found any incompatible mods? When I installed this mod and opened a save, everything was fine, but after switching to a ship the entire universe dissappeared. Starting a new save didn't solve it, but uninstalling the mod did.

    I have not had any time to find out what other mod causes the problem, so here is a list of installed mods: (Warning: It's long. I've included all parts packs...)

    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.

  3. 2 hours ago, linuxgurugamer said:

    Not sure if you are aware, but even though Kerbalstuff says it was sent to CKAN, but there was an error

    Looks like a license issue.  If you like, let me know (or anyone on the CKAN list), and I could fix it by resubmitting it manually.

    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!

     

    1 hour ago, Rocket In My Pocket said:

    Just checked out the new version, liking all the changes!

    I can confirm that for me at least, the "spawning cloned Kerbals on EVA" bug is gone.

    Keep up the great work man, I don't use many mods due to having a low end comp but yours is just too good to pass up and only getting better.

    Thanks! :)

    Are you missing the clones? I can put them back in if you want. :P

    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! 

  4. 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.

  5. 1 hour ago, mysteriosmind said:

    From a gameplay perspective, I would argue against making repairs too easy. If you add a new feature (damage) but make it possible to overcome it simply by sending any Kerbel on EVA and clicking a few buttons, why have that new feature in the first place? The harder you make it to overcome the damage the more meaningful it will feel to do so. If you let only engineers do repairs, it will lead to people pondering before every mission if they want to risk starting a mission without one. It could also lead to people launching rescue missions for damaged crafts which would make for interesting stories. You could even go so far, that you need an engineer of a certain level to repair a certain part class, say only lvl 3 engineers can fix engines, which could lead to flying in specialists if you really want to repair a broken craft.

    Coming from that consideration I am not sure if I am a fan of the screwdriver/wrench right now, as it is too small to have a real impact on a mission -> it is basically a non-decision because you will always bring one. To create a meaningful choice gameplay wise, there would have to be a bigger tradeoff to add repair capabilities. If you use a ressource that gets consumed on a repair it will add the consideration of how much of that said ressource is enough for a planned mission. Playing it safe or risky? (The ressource would have to be a lot heavier than a screwdriver though or people would just end up bringing a "gazillion" anyway)

    But as being too difficult would turn away a lot of people too, you could consider some kind of difficulty presets (maybe ranging from: any kerbal can repair any part instantaneous without any prerequisite to something like: only engineers of a certain experience are able to repair a certain part class and repairs take time and also consume ressources)

    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)

  6. 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).

  7. 14 minutes ago, Falco01 said:

    An idea I had for the repair system, you could for eg say that a normal kerbal can repair 25 damages at a time and an engeneer 50 for eg, because you can't repair completely an engine in space without a whole team of engeneers behind and a crap lot of materials

    Or you could set a maximum limit to the repair like for the first repair, you can go up to 90%, the second 75%,...

     

    and also, does ksp supprot concave colliders ? 'Cause I remember that when I had to make one, I had to make it convex or use multiple colliders nad I think it's how hollow part and cargo bays are made; would be worth to check if it work seing the deformations we can have with your mod

    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. 

  8. 16 hours ago, Kartoffelkuchen said:

    Heh, where's the damage gone? I used a previous version (don't know which one exactly) and just upgraded, and now I don't get visual damage anymore. Did I overread something here or is it disabled?

    I'll add config-file support today, so everyone can experiment using malleability/crash tolerance scaling! :3

     

    11 hours ago, CommanderCoye said:

    I've got an idea for dynamic hitboxes: you could have it like how tweakscale shrinks or enlarges it's hit boxes, however, more complex, because each dent would further alter the part's hitbox. Another thing, I don't think reinforced space metal can stretch if it's dragged on terrain.

    Looking into this.

    The stretching is indeed a problem.

     

  9. 2 hours ago, Crzyrndm said:

    Just a guess (had a similar issue with PWings and FAR), those with the issue may have previously installed KIS through CKAN and CKAN often doesn't remove folders in Gamedata. Those folders then trip the MM needs statements

    Since it's a plugin that's causing the issues, you can make the check in C# instead using something like this or the [KSPAssemblyDependency(...)] attribute (probably a better way to do it, but I don't know of any examples...)

    Thanks, I'll try that!

  10. 10 hours ago, Heinous Hat said:

    Regarding the clone bug mentioned above, adding KIS (to my barebones test setup) fixes the problem. At least, in my case.

    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. 22 hours ago, Fr8monkey said:

    Fantastic mod.  You modders are making my hard drive very cranky... but I love it.

     

    Don't know if mentioned; but when I EVA on Mun or Minmus, I can't jump or use the suit thrusters.  Also when I EVA in space, I spin uncontrollably.  This was the only mod I installed in a week.

     

    *update:  Removed the mod and now everything works.  Now Bill won't have a crater named after him!

     

    2 hours ago, Matt77 said:

    It's affecting me too, log file here.

    I don't use USI Life Support, but I do use TAC Life Support and a lot of other mods.  The logs keep getting spammed with an file not found error, referring to KIS.  I don't use KIS, but I noticed KKS contains some KIS-specific files.

    As soon as I deleted KKS the boarding went as expected so...  I'll keep an eye on this amazing mod, and reinstall when it's more mature.

    Thank you for reporting this. Added to my to-do list! 

     

  12. 2 hours ago, Rocket In My Pocket said:

     

    I don't have USI-LS or KIS, but I do have Snacks! which is similar to USI-LS I suppose? (They are both life support mods.)

    Never saw this bug before using KKS but I'm certainly not ruling out any of my other mods lol.

    Full list of mods in spoiler:

      Reveal hidden contents
    • Chatterer
    • HullCameraVDS
    • RasterPropMonitor
    • VesselView
    • KER
    • MechJeb
    • PartCommander
    • RCSBuildAid
    • ScienceAlert
    • SlingShotter
    • Snacks/SnacksParts
    • ClawsStockBugFixes
    • StockClamshellFairings
    • TakeCommand
    • AlternateResourcePanel
    • WASDEditorCamera
    • WaypointManager

    Most of them are UI mods so I'm pretty sure it's got to be either the Raster Prop Monitors or Snacks Life Support that is either causing the bug or conflicting with KKS and causing the bug. I'll try to reproduce the bug by adding KKS back in and seeing what happens.

    Update:

    I can confirm that the bug reliably appears/disappears when adding/removing KKS from my "gamedata" folder. I'm thinking it might have something to do with Raster Prop Monitors since they change all the command pod IVA's?

    Picture under spoiler...be warned, it's a little...creepy lol.

      Reveal hidden contents

    M4U8JzR.png

    One of us...

    One of us...

    One of us...

    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.

  13. 52 minutes ago, Rocket In My Pocket said:

    Ran into a really odd and slightly amusing bug while testing the newest version of this mod out.

    Every time I EVA a Kerbal and then re-enter the command pod it leaves a duplicate Kerbal holding onto the outside of the pod despite the original one being inside it now, this can be repeated over and over to make dozens of Kerbal clones, not only that but they can be controlled be switching to them! Has anyone else experienced this while using KKS? Would someone mind trying to reproduce it?

    Can't be 100% sure what's causing it as I use other mods, but it started directly after installing KKS and stopped after removing it so I suspect it's playing a part. Could be a conflict between mods, not sure...I can provide a list of mods I'm using if that'll help?

    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.

  14. 1 hour ago, rbray89 said:

    This should provide the best deformations yet: https://github.com/rbray89/KerbalKrashSystem/blob/master/Source/KerbalKrashSystem/KerbalKrashGlobal.cs
    It should be a lot faster (transforms contact points and distances rather than vertex) and uses distance from contact point to determine how much to deform, so it looks a lot better too. I gave up on grouping the vertices. The procedural deformations made the grouping pretty much irrelevant. 

    Very satisfying. I will add this to the next update.

  15. 18 minutes ago, rbray89 said:

    This should provide the best deformations yet: https://github.com/rbray89/KerbalKrashSystem/blob/master/Source/KerbalKrashSystem/KerbalKrashGlobal.cs
    It should be a lot faster (transforms contact points and distances rather than vertex) and uses distance from contact point to determine how much to deform, so it looks a lot better too. I gave up on grouping the vertices. The procedural deformations made the grouping pretty much irrelevant. 

    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! :lol:

    KKS-mods will allow others to use Damage to influence gameplay (e.g. Command pod doors getting stuck).

  16. On 13-1-2016 at 8:10 PM, mysteriosmind said:

    By reading through the last posts I take it that repairing parts only takes some tool to be equiped and happens instantly. How do you feel about needing some ressource (spare parts?) for repairs as well that an engineer could salvage from other parts by breaking them (besides it coming in containers) and repairs (and salvaging) taking time? Together with some other mods (live support) this could turn a crash landing into an interesting fight for survival with decisions like "do I first fix the oxygen leak or the fuel leak?" or "do I try to get back in time with a broken air scrubber or do I salvage spare part from the engine to repair it?"

    I like this idea a lot. Making hard decisions in space sounds amazing. 

     

    On 13-1-2016 at 10:48 PM, Errol said:

    I think that damaged engine bells should also be given a slightly off-center thrust vector.

    14 hours ago, jojojona said:

    For damaged reaction wheels, you could lower the torque they produce, as well as for wheels, so they get less powerful.

     

    (If possible, Kerbal Foundries support would awesome for that, somewhere in the distant future...)

    8 hours ago, damerell said:

    Interesting point: this mod does create the possibility of some but not all of the kerbals in a pod being killed.

    7 hours ago, Rocket In My Pocket said:

    I like this idea, would make command pod damage more of a danger!

    Perhaps in addition to possibly being killed a Kerbal could be "Injured" and thus unable to perform EVA's due ton a broken leg/arm/whatever.

    A pilot could even lose his ability to use SAS and other advanced pilot abilities due to a concussion! (Basically reverting him to level 1 until you return him to Kerbin for medical treatment.)

    3 hours ago, FungusForge said:

    Or Scientists could double as medical officers, using the science lab or something as a field hospital.

    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:

    1. Loosely coupled KIS-support (using wrenches/screwdrivers to repair damage in EVA),
    2. Disable repair from non-EVA.
    3. Refactored some parts of my code to allow for easier KKS-mods.
  17. 33 minutes ago, rbray89 said:

    Yeah I saw this in your recent upload. I was going to mention that it wouldn't quite work... the easiest way would be to iterate over the part.partInfo.partPrefab and reset all the vertices.

    This is brilliant.

     

    Quote

    Right, but what I'm saying is if nodes shifted, that would both be nice (ie, annoying) in a non-FAR world and cause craft to fly oddly in a FAR world without having to understand FAR at all.

    By nodes, do you mean attachment nodes?

  18. 17 minutes ago, damerell said:

    Second the motion. This would also provide some change to flight characteristics in a FAR world - it might still think each wing part is the shape it always was, but it can certainly tell they're not in the same orientation. It would also provide a way for purely structural parts to degrade.

    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:

    1. Loosely coupled KIS-support (using wrenches/screwdrivers to repair damage in EVA),
    2. Disable repair from non-EVA.
    3. Refactored some parts of my code to allow for easier KKS-mods.
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