jrodriguez Posted April 1, 2018 Author Share Posted April 1, 2018 Hi all, I have released a new version recompiled for KSP 1.4.2 https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.8%2C0 Quote Link to comment Share on other sites More sharing options...
ZobrAA Posted April 12, 2018 Share Posted April 12, 2018 Hallelujah! Quote Link to comment Share on other sites More sharing options...
ZobrAA Posted April 13, 2018 Share Posted April 13, 2018 Update after testing. Mod is still bugged, after redocking and reinitializing autostrust it sets the perts on fire... Quote Link to comment Share on other sites More sharing options...
ryan5251tgp Posted May 27, 2018 Share Posted May 27, 2018 i found a small issue so I got this mod and I flew my bomber but as I dropped my bombs the plane caught fire and nothing blew up inside this happened using no decouplers with them and using the rotary bomb rack from bd armory Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 23, 2018 Share Posted July 23, 2018 I finally traced an issue down to this mod. No logs right now I was in the middle of stream when it happened. I had a fairly long vessel as part of a space station I'm building. When I launched it, it would start smoking from all the joints. Same thing happened which I jettisoned the fairing on the launch pad as a test. Then, later in the evening, I had to go to the space center for some reason, and it started generating an endless series of NullRefs in the Update function Sadly, I've had to remove this mod. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 23, 2018 Share Posted July 23, 2018 I did a little work on this. Looks like the OnPartJointBreak is being called at times even when the joint isn't breaking. No idea why Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted July 23, 2018 Author Share Posted July 23, 2018 1 hour ago, linuxgurugamer said: I did a little work on this. Looks like the OnPartJointBreak is being called at times even when the joint isn't breaking. No idea why Hi @linuxgurugamer I have seen that behaviour in the past with some mods. If know the parts that are triggering the OnPartJointBreak event you can try to add them to this list PartIgnoreList :https://github.com/jrodrigv/DestructionEffects/blob/master/Distribution/GameData/DestructionEffects/settings.cfg Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 23, 2018 Share Posted July 23, 2018 6 minutes ago, jrodriguez said: Hi @linuxgurugamer I have seen that behaviour in the past with some mods. If know the parts that are triggering the OnPartJointBreak event you can try to add them to this list PartIgnoreList :https://github.com/jrodrigv/DestructionEffects/blob/master/Distribution/GameData/DestructionEffects/settings.cfg I'll see, but for now, I don't really have the time. Might be worthwhile to do some investigation to see if it's possible to detect a non-breaking OnPartJointBreak event. Since I've run into this behaviour in other events, I'm not even going to begin to think about how to do that 11 minutes ago, jrodriguez said: Hi @linuxgurugamer I have seen that behaviour in the past with some mods. If know the parts that are triggering the OnPartJointBreak event you can try to add them to this list PartIgnoreList :https://github.com/jrodrigv/DestructionEffects/blob/master/Distribution/GameData/DestructionEffects/settings.cfg What is the format of that PartIgnoreList? I looked (since I know which part is the issue), but don't want to include parts which have similar names. I'd also suggest a debug mode, to make it easier to id which parts are having the events Quote Link to comment Share on other sites More sharing options...
sackdude85 Posted July 31, 2018 Share Posted July 31, 2018 works for 1.4.3? Quote Link to comment Share on other sites More sharing options...
Galahir950 Posted September 6, 2018 Share Posted September 6, 2018 (edited) Any idea why I am getting this visual bug, I only noticed it when I upgraded from a 970 at 1920x1080 to a 1070ti at 3840x2160. Let me know what other information you need. It happens at any resolution. EDIT: I apologize, even though I reinstalled it, I must have left my config, which had legacy effects turned on for some odd reason. It is fixed now. I am leaving this for anyone else who has my issue. Edited September 6, 2018 by Galahir950 Quote Link to comment Share on other sites More sharing options...
ZobrAA Posted September 15, 2018 Share Posted September 15, 2018 On 9/6/2018 at 7:36 AM, Galahir950 said: Any idea why I am getting this visual bug, I only noticed it when I upgraded from a 970 at 1920x1080 to a 1070ti at 3840x2160. Let me know what other information you need. It happens at any resolution. This mod still dont love autostruts... Quote Link to comment Share on other sites More sharing options...
TheDrakness Posted November 1, 2018 Share Posted November 1, 2018 I think i have a problem. I have the ksp 1.3.1 and when I run the game my bd armory, aoa tech and some other mods stoped working. Is this a bug or im doing something wrong? Sorry for my bad english though im not american. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted November 1, 2018 Author Share Posted November 1, 2018 2 hours ago, TheDrakness said: I think i have a problem. I have the ksp 1.3.1 and when I run the game my bd armory, aoa tech and some other mods stoped working. Is this a bug or im doing something wrong? Sorry for my bad english though im not american. Your English is ok. But not sure if you have a problem with mod or not Quote Link to comment Share on other sites More sharing options...
TheDrakness Posted November 1, 2018 Share Posted November 1, 2018 (edited) I just saw that i didn't said what was the error. When I run the game with the destruction effects in it other mods just don't work, like the bd armory and a few others. Edited November 1, 2018 by TheDrakness Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted November 1, 2018 Author Share Posted November 1, 2018 49 minutes ago, TheDrakness said: I just saw that i didn't said what was the error. When I run the game with the destruction effects in it other mods just don't work, like the bd armory and a few others. I would need the KSP.log file that is inside the KSP folder for troubleshooting Quote Link to comment Share on other sites More sharing options...
TheDrakness Posted November 1, 2018 Share Posted November 1, 2018 (edited) 37 minutes ago, jrodriguez said: I would need the KSP.log file that is inside the KSP folder for troubleshooting How can I pass to you this file? Edited November 1, 2018 by TheDrakness Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted November 11, 2018 Author Share Posted November 11, 2018 Hi all, I just published a new version recompiled for KSP 1.5.1. Destroy safe! https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.9.0 Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted November 11, 2018 Share Posted November 11, 2018 4 hours ago, jrodriguez said: Destroy safe! sounds like a fun challenge Quote Link to comment Share on other sites More sharing options...
IronDuke Posted December 9, 2018 Share Posted December 9, 2018 I've noticed two slight other-mod compatibility issues. When using Ferram Aerospace Research, it is possible to rip parts off of your craft through aerodynamic stress. When that happens, this mod doesn't add the flame/smoke effects to parts that it should, i.e. fuel tanks that get torn off. I'd guess that your mod only adds the effects when a specific "part break" function is called and FAR likely uses its own. I've never seen the code for either mod but I imagine it's not too hard to chuck in that extra call. There are some specialized launch clamps in the Bluedog Design Bureau mod which pipe fuel into the vessel, primarily to counter hydrogen boiloff. However, when those launch clamps are detached, Destruction Effects thinks that it's a part break and adds smoke/flame to the rocket where the clamps were. XD It's very funny, but also makes it really hard to see when I'm trying to clear the pad, and it's also massively unrealistic. Possibly this could be taken care of by excluding launch clamps from the mod's part-check code? In other news though, I really love this mod! Just wanted to bring these issues to your attention. Take care! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 12, 2019 Share Posted January 12, 2019 @jrodriguez I've submitted a PR which seems to fix the unnecessary effects. Not sure if it fixes all of @IronDuke's problems, but it should at least fix the second Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted January 12, 2019 Author Share Posted January 12, 2019 10 minutes ago, linuxgurugamer said: @jrodriguez I've submitted a PR which seems to fix the unnecessary effects. Not sure if it fixes all of @IronDuke's problems, but it should at least fix the second Thanks @linuxgurugamer . I will review it and do a new release Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted January 12, 2019 Share Posted January 12, 2019 Between this, collision FX, and Kerbal Krash System, I never had as much fun failing at KSP. One can hope for the other two, but I'm glad this one is still working! Quote Link to comment Share on other sites More sharing options...
skygunner58203 Posted February 16, 2019 Share Posted February 16, 2019 Is this working in 1.6.1? Just wondering as playing with BDArmory is not nearly as much fun with smoke and boom Quote Link to comment Share on other sites More sharing options...
Errol Posted March 5, 2019 Share Posted March 5, 2019 On 2/16/2019 at 11:28 AM, skygunner58203 said: Is this working in 1.6.1? Just wondering as playing with BDArmory is not nearly as much fun with smoke and boom Seems to be working for me, but it looks like the auto-strut issue that was supposed to be fixed in v1.6 of this mod is back. Quote Link to comment Share on other sites More sharing options...
gap Posted April 8, 2019 Share Posted April 8, 2019 On 2/16/2019 at 5:28 PM, skygunner58203 said: Is this working in 1.6.1? I have the same question. @jrodriguez do you have an answer, please? Quote Link to comment Share on other sites More sharing options...
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