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EnzoMeertens

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Everything posted by EnzoMeertens

  1. This is (or at least used to be) possible. In a buoyancy mod I made a few months ago (before Squad introduced their own buoyancy system), I didn't stop draining my tanks of water at 0.0. Which caused it to drain to a negative amount. It's probably not possible through the use of the config-files. Thank you! I've been working on KKS-mod for the past few hours. KKS + KIS (Kerbal Inventory System) seems to be very easy now: If I unequip the wrench, the repair-option will disappear. If I equip the wrench (or the screwdriver), the repair-option will appear. If anyone has any idea on how to reset a model/part in Unity/KSP, please let me know. Now I just invert my damage-calculation tot repair the models/parts, but this doesn't ensure the desired effect. Resetting would work 100% of the time.
  2. Yes. That's the idea behind KKS-mods. Thanks! Exactly.
  3. That sounds like a really fun feature! I'll definitely add that! "Point the leaking crack retrograde, captain!"
  4. That's awesome! I am speechless. To be mentioned by the creators of my favourite game of all time is absolutely amazing. I'll add water to my to-do list! Yes, I scale the crash tolerances of all parts depending on their type (command pods are already very crash tolerant, so I scale them by 2, engines are too weak, so I scaled them by 10, and such). I'll add a config (added to my to-do list)!
  5. I'll have to take a look at how damage works in your mod. KKS only calculates deformations OnCollisionEnter. This function is not called when it's just particles or a force impacting the parts.
  6. Thank you! These are some excellent examples of what's possible in KKS-mods! The repair option being available all the time isn't intentional. I forgot to turn that option off before uploading it. I'll turn it off and upload a new version later today. Wow! Those look amazing. And that water looks amazing, too! I may upload a mod for you, sometime. I've made buoyancy/sink mod for a video I made once. Sample of the mod: The orange tank fills up with water to counter-act the buoyancy of the airbags.
  7. Damage scales with crash tolerance, where impact velocity has to be greater than (crash tolerance / malleability). Maybe the MK2 parts are more crash tolerant? The two lines of damage is a familiar bug, I hope to get around to that tomorrow. This occurs when an engine has more than one "ModuleEngines" attached. Tweakable damage is now on the list! Damage already causes more heat production which causes your engines to overheat faster. I'll look into BD Armory sometime. Force doesn't mean collision, unfortunately. But maybe BD Armory uses actual projectiles (rigidbodies) or particles (which would mean I could use data from the OnParticleCollision function. Sounds good!
  8. Done and fixed! Uploaded a new version (0.022) which adds smoother deformations (less random) and repairing (no KIS, yet). Repairs can now be done all the way to 0% damage. This will change in the future, although I am not sure in what way. Repairs don't work PERFECTLY, right now. Sometimes damage is applied in such a way vertices move beyond my preset maximum range. If this happens, the undo-function will skip these vertices which doesn't undo the visual damage. This latest version also kind of displays what I want to do with KKS-mods. KerbalKrashSystem_Repair.dll is a mod that uses the damage data and functions in KKS to repair the part damage.
  9. WOOP1! Nice video! Thank you so much! :3 In other news: Worked on the deformations today, looks a lot better and a lot less spikey now. Worked on repairing, seems to work properly... Mostly. (Some dents are too big and are not easily recalculated to their repaired state, I'll fix that soon). Working on KIS (Kerbal Inventory System) integration as we speak. 1 "Woop": An expression designed to express approval, happiness, joy, and/or excitement.
  10. I don't know how FAR works. I doubt it (at least for the near future).
  11. I'm working on the landing gears right now. It's now the first on the list. (Quick fixed). Thank you for your feedback :3 There will be a "mod" for that. I'll explain in more detail in days to come. Let's call these "mods" "KKS-mods". My idea is that KKS-mods use data from KKS to trigger certain gameplay events based on damage, e.g. damaged unfired SRB exploding on ignition. These KKS-mods will be included in the KKS download and can be removed/modified by the user if so desired. Thank you! Sounds hard. I think stock solar panels already break when exposed to too much friction. Bending is different from crumpling, but it's definitely worth future investigation (be my guest)! Duct tape. Thank you for reporting this problem, fixed it.
  12. Wow! That's amazing! I didn't expect this to even get more than a handful of replies/downloads! I will definitely look into physicsless parts soon. Physicsless parts, like the landing gears, decouplers and solar panels behave differently when colliding with things (on collision KSP returns the part the physicsless part is attached to (solar panel attached to fuel tank: will always return the fuel tank as the colliding part)). The more-than-desired stretching is on my to-do list (now). The problem occurs especially when skidding over the surface and colliding at high speeds the entire time. Parts going over 100% is intended (for now), as I don't like the idea of just blowing up a "working" part when it's damaged. In my opinion an engine damaged at 250% would be functional enough to at least give me a bit of a boost before exploding due to overheating. Maybe "working" parts above 100% damage damage themselves when used, which cause more damage and therefore more overheating or some such. Much food for thought! The configuration files of parts certainly for allow differentiation in such a way. Putting it on my to-do list! 1. Everything can still support weight, just like vanilla. The only difference is impact velocity. :3 2. Repairing is definitely on the agenda. The only problem right now is a lack of free time to work on my mods!
  13. Thank you. Kind words like these motivate me! :3 First thing in the morning! Promise!
  14. Thank you so much! I'll play with it tomorrow. :3 Hopefully one day!
  15. It's probably possible, but hard to do. This is definitely strange. The landing gears don't have any KerbalKrash module attached, so they shouldn't deform. Debugging also shows that it's not the landing gear colliding into the runway, but the cockpit it's attached to. Okay, I've located the problem. Landing gears are physicsless parts (PhysicsSignifance = 1). Fixing right now. There seems to be a problem with saving/loading. Trying to fix that too. Fix'd
  16. After testing both implementations using 'Whack a Kerbal', I've decided to stick to my original implementation for now. Your implementation, while aesthetically more pleasing, doesn't seem to crumple the correct area in some cases, as can be seen in this video: I've encountered this same problem in one of my earlier versions, too. I will definitely look into your implementation more, to see if I can fix the problem.
  17. This won't be something I'll be adding to this mod. This mod is primarily based on aesthetics, not gameplay. I will however make a small tutorial on how the damage-variable can be accessed from other mods, so your gameplay related request could easily be done in another mod.
  18. I'll do that as soon as I update! :3 Right now I've added crash tolerance scaling to several part categories, e.g. Engines scale to 10x their crash tolerance (this will bring most engines to around 70-80m/s crash tolerance), Containers scale to 4x their crash tolerance, Command pods scale to 2x their crash tolerance (because they already are highly resistant to damage). I will try to make these variables public so users can experiment themselves. As I've mentioned before: destruction isn't balanced just yet. That's actually a really good idea. I'll definitely look into it! You don't. It's on GitHub and it's up to me to merge it with my current project, compile it and upload it so you can download it. I still have to look into it and review and test before uploading :3 Thanks for the support guys!
  19. Thanks for helping along! Appreciate it! I'll try to quantify actual performance impact as soon as possible. ModuleManager's config files allows you to do this yourself! If you want to do this: ModuleManager is an extremely useful mod-helper. Most developers add this to their GameData folder to make sure everyone has a compatible version of ModuleManager. New versions are backwards compatible, so old versions can be removed from your GameData folder. Thank you, I'll check this out right now! I absolutely love your bus! Doesn't look too safe after driving it off a cliff, though. I'm sure I updated it. My guess KerbalStuff didn't recognize it as a newer version. Trying to fix it right now.
  20. I hope I can fix the seams with coherent randomness instead of "true" randomness. Yes, there are still explosions. Tolerances are scaled by a (yet unbalanced) factor. If impact speeds are above original crash tolerance multiplied by scaling explosions still occur. Explosions also occur during overheating and in some cases ("other" parts like batteries, solar panels, etc.) due to a maximum damage being reached.
  21. I've pushed the new zip containing your suggestions to KerbalStuff. Thank you!
  22. My code "only runs during collisions". (I've put this between quotation marks because this isn't strictly true. Some parts of my code are executed during a scene switch (to flight mode) and some parts (leaking) are executed on a fixed update interval. The most performance-intensive parts of the code are executed when entering a collision. I have yet to quantify the performance impact. I will try to get around to this ASAP. Hey! I've added coherent randomness to my to-do list. Coherent randomness will likely fix the pointiness/triangliness of the deformations, as the randomness of one voxel deformation will be based on the previous one. Thank you! :3 I will try to get around to this sometime soon! That mod looks great and it would be great to visualize leaks on deformed parts. The main purpose of my mod is to add deformations, leaking and overheating were just added to demo the ease of using the damage of parts to influence gameplay.
  23. Hello and thank you! Added the MIT license to KerbalStuff and the zip.
  24. Kerbal Krash System DESCRIPTION: Kerbal Krash System rewrites collisions in Kerbal Space Program. KKS deforms your creations and reduces the efficiency of your crafts instead of just exploding on impact: Damage occur on impacting anything (oceans, buildings, parts, kerbals, ground, ...) at speeds exceeding the part's original crash tolerance limits: Crash tolerances are scaled by (configurable) factors, this allows parts to be damaged instead of exploding on exceeding the original crash tolerance. Parts impacting at speeds above the scaled crash tolerance explode as normal. Damaged engines overheat more quickly, Damaged containers leak, including leaking effects, Damaged command pods will have malfunctioning crew hatches, Science modules become inoperable when damaged and need both engineers as well as scientists to be fully restored, Damaged parts can be repaired using Engineers: Lower level engineers are able to repair once every 55 seconds (lowered by ten seconds per experience level), Higher level engineers are able to repair more often (up to once every five seconds). Future update: KIS support: use "attachment tools" like the screwdriver or wrench to repair, instead of bare hands (or whatever Kerbals have... 'kands'?). KKS scales crash tolerances such that parts don't explode on impact, but rather get damaged when they collide. This mod should be easy to incorporate into other mods, e.g. TAC Life Support can access the damage percentage of command pods to drain oxygen. DOWNLOAD: Download directly from GitHub INSTALLATION: Simply unpack into your Kerbal Space Program folder. KKS-mods: KKS-mods allow others to write their own plugins using Kerbal Krash System's damage events to influence gameplay. KKS-mods tutorial! PICTURES & VIDEOS: SOURCE: GitHub TO-DO: Priority: Task: 4.1 Try and add vertices to larger (simple) parts, so dents can occur in a more defined way. 4.4 Add textures based on non-deforming damages (scrapes, heat). 8 Physicsless parts deformation. 9 Update video to be more representative. 1 equals highest priority. FAQ: My damage goes above 100%, why? My idea about damage is equal to Nintendo's Super Smash Brothers: A high damage percentage only indicates you're about to get destroyed sooner. Is this mod compatible with DangIt, CollisionFX and such? It should be. DangIt can be easily modified to incorporate damage into random failure. Why don't you work on the highest priority first? Because I don't want to get stuck and bored. Has anyone really been far even as decided to use even go want to do look more like? Probably. THANKS: Ialdabaoth - Module Manager creator Sarbian - Module Manager maintainer rbray89 - Helping a lot LICENSE: MIT Note: This mod is a work in progress. I don't have a lot of time to work on this mod right now. Requests and updates will be applied as fast as I can.
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