jrodriguez Posted March 25, 2017 Author Share Posted March 25, 2017 2 minutes ago, Murican_Jeb said: Just to tell you guys, DFX works fine on 1.2.9 pre release Thanks for the feedback! Quote Link to comment Share on other sites More sharing options...
Guest Posted March 25, 2017 Share Posted March 25, 2017 @jrodriguez Aye, no problem! Btw, sorry for not relasing the new textures, I had to reinstall the game alot Will get to work on textures and I'll test it on 1.2.9. then I'll try to release. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted April 6, 2017 Author Share Posted April 6, 2017 Hi all, I have published a new release of DestructionEffects mod. I've finally manage to fix the particle systems with the fix provided by @sarbian some time ago. (This is very good news because I have tried the fix with BDArmory and it works as expected!) Also I made the decision of setting by default the legacy effect (I think it is less consuming that the new one) Here is the new release, BTW It has been recompiled for KSP 1.2.9 but it is still compatible with KSP 1.2.2 https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.4.0 Quote Link to comment Share on other sites More sharing options...
AntarcticKitten Posted April 11, 2017 Share Posted April 11, 2017 Sorry if this has been asked previously, but I've been having a problem where sometimes the destruction effects show up in the VAB or the SPH, may I please receive help? Thank you. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted April 11, 2017 Author Share Posted April 11, 2017 17 minutes ago, AntarcticKitten said: Sorry if this has been asked previously, but I've been having a problem where sometimes the destruction effects show up in the VAB or the SPH, may I please receive help? Thank you. Hi, Are you using the latest version of BDArmory v0.2? This usually happen when you have explosive parts attached to your vessel like the small explosive warhead or the new explosive procedural parts from the BD Modular Missiles pack and you revert to the hangar, then you can experience this explosion effect. I have added some checks in the latest BDArmory version to mitigate "a bit" this bug. Quote Link to comment Share on other sites More sharing options...
AntarcticKitten Posted April 11, 2017 Share Posted April 11, 2017 (edited) 1 hour ago, jrodriguez said: Hi, Are you using the latest version of BDArmory v0.2? This usually happen when you have explosive parts attached to your vessel like the small explosive warhead or the new explosive procedural parts from the BD Modular Missiles pack and you revert to the hangar, then you can experience this explosion effect. I have added some checks in the latest BDArmory version to mitigate "a bit" this bug. No, I don't but I did install it(and removed it) a few days ago, so there might be some remnants of the mod in my files. I'll check. Edited April 11, 2017 by AntarcticKitten Quote Link to comment Share on other sites More sharing options...
Guest Posted April 12, 2017 Share Posted April 12, 2017 I got some new textures to test, if you want them. They are edited legacy FX. So the smoke is now smaller so it actually fits the fire effect. I might be able to give the fire an orange-ish glow. Quote Link to comment Share on other sites More sharing options...
Guest Posted April 14, 2017 Share Posted April 14, 2017 Hey @jrodriguez, remeber my idea where when a part is 50% or 70% overheated, the FX would show? Are you still looking into that. Oh and btw, I'm cooking up some new textures for the FX. I keep having to change it (it's not as easy as it looks!) I might be able to just completely redo the textures and add my own Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted July 9, 2017 Author Share Posted July 9, 2017 Hi all, I have published a new release of this mod. It fixes some unwanted FX effects for some BDArmory parts and SM parts. It has been also recompiled for KSP 1.3 You can download it from here: https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.5.0 Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted July 11, 2017 Share Posted July 11, 2017 (edited) The hotfix a day ago https://github.com/jrodrigv/DestructionEffects/blob/master/Distribution/GameData/DestructionEffects/Plugins/DestructionEffects.dll - what is fixed? Edit: ah I see, originally the file is from 2016-10-14 - but why does GitHub say it's from yesterday? -- And btw the release of launch clamps should have the effects disabled. When the vessel is ascending, the effect is still active where the launch clamps were attached to when it's several hundred meters in altitude... Edit: see Edited July 17, 2017 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted July 11, 2017 Author Share Posted July 11, 2017 12 minutes ago, Gordon Dry said: The hotfix a day ago https://github.com/jrodrigv/DestructionEffects/blob/master/Distribution/GameData/DestructionEffects/Plugins/DestructionEffects.dll - what is fixed? Edit: ah I see, originally the file is from 2016-10-14 - but why does GitHub say it's from yesterday? -- And btw the release of launch clamps should have the effects disabled. When the vessel is ascending, the effect is still active where the launch clamps were attached to when it's several hundred meters in altitude... Hi! I found a problem with the last release. I was triggering unwantex fx effects due a change I did. I have updated the release binaries Would you mind to open a issue here, explaining the problem and how to reproduce it. https://github.com/jrodrigv/DestructionEffects/issues Thanks! Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted July 12, 2017 Share Posted July 12, 2017 I changed the settings.cfg - btw it should be inside Plugins/PluginData. DESettings { LegacyEffect = True PartIgnoreList = tube,mortar,hedg,clamp,tower } And what does "LegacyEffect" mean? Quote Link to comment Share on other sites More sharing options...
ZobrAA Posted July 14, 2017 Share Posted July 14, 2017 (edited) On 09.07.2017 at 9:37 PM, jrodriguez said: Hi all, I have published a new release of this mod. It fixes some unwanted FX effects for some BDArmory parts and SM parts. It has been also recompiled for KSP 1.3 You can download it from here: https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.5.0 So cool you are back! Thx for updating the mod! But seems DE mod didnt likes autostruts and ignites it! Even in hangar when activating autostruts... Album a/MukSH will appear when post is submitted Edited July 14, 2017 by ZobrAA Quote Link to comment Share on other sites More sharing options...
Mark Kerbin Posted July 21, 2017 Share Posted July 21, 2017 Lol So Now I Can Set Stuff On Fire In The Hanger! YES Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted August 4, 2017 Share Posted August 4, 2017 It's very Ghost Rider -- when launching a rover that starts out on fire... Is it possible to add more stuff to the PartIgnoreList in settings.cfg? Antennas, winglets, solar panels, etc. come to mind, since they wouldn't exactly cause giant fireballs. Do auto struts have a part name that could be included? Quote Link to comment Share on other sites More sharing options...
Guest Posted August 7, 2017 Share Posted August 7, 2017 (edited) You know, I think you might need to update that OP title... Edit: Thanks Edited August 7, 2017 by Murican_Jeb Quote Link to comment Share on other sites More sharing options...
Not Sure Posted August 22, 2017 Share Posted August 22, 2017 This is a great mod! but I use auto strut a lot and so whenever I launch a craft it immediately ignites and isn't very fun, is there a fix for this? if so I'll definitely give it another try. Also, the problem with rover wheels igniting is also because rover wheels have a built in form of auto strut I'm pretty sure. Quote Link to comment Share on other sites More sharing options...
Greystripe3 Posted September 1, 2017 Share Posted September 1, 2017 As many have mentioned, this mod seriously disagrees with Autostruts. Quote Link to comment Share on other sites More sharing options...
RaptorTech-Incorporated Posted September 2, 2017 Share Posted September 2, 2017 Erm, it smokes when I load the craft in. help? here is pic btw>>> Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted September 19, 2017 Author Share Posted September 19, 2017 (edited) Hi all, I have released a new version of Destruction Effects. Changelog v1.6 Fixes Autostrut issue. Issue #12 and #16 You can download it here https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.6.0 Edited September 19, 2017 by jrodriguez Quote Link to comment Share on other sites More sharing options...
Notsure_jr Posted October 5, 2017 Share Posted October 5, 2017 Hi all, I have released a new version of Destruction Effects. Changelog v1.6 Fixes Autostrut issue. Issue #12 and #16 You can download it here https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.6.0 It doesn't seem this fixes the problem. I still can't autostut without being a burning flame on the launch pad. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted October 5, 2017 Author Share Posted October 5, 2017 4 hours ago, Notsure_jr said: It doesn't seem this fixes the problem. I still can't autostut without being a burning flame on the launch pad. I would need an stock craft file to tested it Quote Link to comment Share on other sites More sharing options...
Notsure_jr Posted October 7, 2017 Share Posted October 7, 2017 On 10/5/2017 at 4:06 AM, jrodriguez said: I would need an stock craft file to tested it you mean a stock install? or a stock craft? or both? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted October 7, 2017 Author Share Posted October 7, 2017 3 minutes ago, Notsure_jr said: you mean a stock install? or a stock craft? or both? Would you mind to send me a stock craft file were you can reproduce the autostrut issue ? I would like to reproduce exactly the problem. Maybe I missed some situations. Quote Link to comment Share on other sites More sharing options...
Notsure_jr Posted October 7, 2017 Share Posted October 7, 2017 11 minutes ago, jrodriguez said: Would you mind to send me a stock craft file were you can reproduce the autostrut issue ? I would like to reproduce exactly the problem. Maybe I missed some situations. Here's an Areis 4A I used Editor Extensions Redux I'm used the version you linked above 1.6.0 Quote Link to comment Share on other sites More sharing options...
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