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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05


EnzoMeertens

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On 16/01/2016 at 0:23 AM, Rocket In My Pocket said:

Don't lose any sleep over it, doesn't seem to be affecting anyone but me lol!

Even with this bug I still like your mod, the cloned Kerbals seem harmless enough really, they tend to disappear when loading another vessel/recovering the craft/reverting.

I gotta admit though...I do get this pang of guilt every time I watch one float off into the void... 

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.

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Hello,

I'm also seeing the cloned kerbal issue when doing EVA and then re-boarding. It seems mostly harmless... except they can become orphaned, potentially blocking the command module hatch or preventing certain actions by the original kerbal.

I ran a test on a fresh installation, with no mods other than KKS and ModuleManager. Platform is Windows 7 x64, no 64bit file replacements or command line options, etc. There are exceptions in the log, as in Matt77's post. Mostly a giant pile of these...

FileNotFoundException: Could not load file or assembly 'KIS, Version=1.2.3.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

I can link to the full copy of the log if needed.

 

Enjoying the mod, looks really promising. Thanks :)

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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! 

 

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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)).

Edited by EnzoMeertens
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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...)

Edited by Crzyrndm
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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!

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1 hour ago, MK3424 said:

 

You could use the standard zip function in windows (if you use windows...).

7zip has multiple compression methods available when creating a 'zip' archive. DEFLATE should be compatible with Windows7's native library, but it's been a while since I've checked. I've had similar problems releasing mods for other games and simply switched to 7zip native so there would be no confusion. I suppose you could go the other way and compress with the OS... personally I have the native handling turned off because it's quite dated.

Earlier, I had no trouble extracting Enzo's original update, likely because we both used 7zip. So no actual corruption, just mismatched compression methods, despite the common file extension. Blame the industry for never standardizing...bleh :huh:

As for the latest update, it seems to fix the clone trouble when run sans KIS, though I think I'll be keeping KIS in my lineup :).

Edited by Heinous Hat
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17 hours ago, MK3424 said:

The latest release version of KKS, the zip file is corrupted.. again..

8 hours ago, Heinous Hat said:

Earlier, I had no trouble extracting Enzo's original update, likely because we both used 7zip. So no actual corruption, just mismatched compression methods, despite the common file extension. Blame the industry for never standardizing...bleh

One more. Windows say "zip is corrupted", but 7zip not.

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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.

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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.

 

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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

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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. 

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33 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%,...

What about this:

Non-engineer can repair to ~85-90% (sort by damage type, engine only to 85, cocpit to 90%, ets)

Engineer can repair to 100%, only with scrDr (screwdriver), otherwise to 90-95%

Fuel tanks leaking can be fully fixable with any kerbal with (new item) (because non-engineer can't equip scrDr...)

Spoiler

0a46_2.jpg

.Engineer not need this, but can use also too. In this case, tape is equal to scrDr.

ScrDr mustn't broke. Seriously, how many ScrDr-s you already broke? It's unneeded feature, isn't it?

Tape MAY broke, if you want this. Usually, it's long enought, so it can be 'infinity' too.

 

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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 instantanous 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)

 

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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).

Edited by EnzoMeertens
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3 minutes ago, EnzoMeertens said:

Uploading a new version tomorrow.
 

Version 0.027, which will contain:

Bug fixes (KIS support and such),
Configurable variables (malleability, toleranceScaling, overheatScaling, flowScaling (leak)),
Temporary 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).

I sent you a message for a full fix for odd deformations. You should be able to merge it to your master from the commit. https://github.com/rbray89/KerbalKrashSystem/commit/52cc3a549d29b2bec108bed58e6112888e7c36d2

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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)

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