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[DEV HALTED][0.90] ChopIt! Detach parts in flight! [v2.6.0; 2015-01-03]


marce

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Little confused about how to add the module to parts. Just copy/paste? Trying to add it to a malfunctioning part for Tarsier Science so I can remove it from a vessel.

The included MM patch should add it to every part.

If you deleted it you have to write your own adding ModuleChopIt it to the parts in question.

If the MM patch is still there but it still does not work please report back (with an output log if possible) and I'll try to hunt the bug down.

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The included MM patch should add it to every part.

If you deleted it you have to write your own adding ModuleChopIt it to the parts in question.

If the MM patch is still there but it still does not work please report back (with an output log if possible) and I'll try to hunt the bug down.

Still an issue, but I don't think it's your MM patch, I think it's a problem with the part itself- issues with KAS as well.

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Still an issue, but I don't think it's your MM patch, I think it's a problem with the part itself- issues with KAS as well.

I see. I realized that if one module of a part throws an Exception [during startup] the whole part functionality can go south partially or completely. Especially the action/tweakable/right click menu won't open then.

Sorry that I can't help you further. Hope you can figure it out.

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I see. I realized that if one module of a part throws an Exception [during startup] the whole part functionality can go south partially or completely. Especially the action/tweakable/right click menu won't open then.

Sorry that I can't help you further. Hope you can figure it out.

Thanks for trying.

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  • 2 weeks later...

Version 2.0 released!

While waiting for the final stage of the Kerbal Polar Expedition 2* to start I felt like exploding things and quickly added a self destruct/bomb feature to this mod.

As usual with my mods the config file allows the user to change many things. If you don't like the feature just flip the SelfDestructionActive flag to False and you won't see anything of it.

The feature itself should be really self explenatory, but if you have any questions feel free to ask.

If you find any bugs please tell me and send me the full log.

Enjoy :)

EDIT: if you want to use the new features properly please delete the old config file, a new one will be created upon first start.

*HOCgaming's KPE2 is (while posting this) still running and a great way of supporting charity. If you can, please consider donating :)

Edited by marce
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  • 2 weeks later...

Triple post? Really?

Version 2.1 released

  • tweaked performance
  • bigger explosions
  • even more options

OP download link has been updated.

Still: if you don't like the explosions you can totally deactivate and hide them.

If you find bugs report them.

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Posting so you don't feel lonely :)

Still use this, still love it. Really pretty useful with KAS being a bit buggy sometimes.

Oh good! Was starting to wonder if I had boarded RedDwarf by accident… :D

Thanks! Glad it’s still useful. Do you think I should disable kaboom by default?

Anyway, I have to admit I’m doing this for my own pleasure [as well]. Scaring Kerbals (Not Jeb of course, he’s having a blast with fuel tanks exploding on his command. Obviously.) is so much fun.

Look at his face on the second to last picture:

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No, I like it on by default. If I detach something, it's usually because I don't want it, it's debris. Clogs up my savefile, requires a visit to the TS to remove it, another parts to load in the scene etc... having it go kaboom is pretty useful and I want it gone a lot more often than not so yeah.. keep kaboom on by default :)

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No, I like it on by default. If I detach something, it's usually because I don't want it, it's debris. Clogs up my savefile, requires a visit to the TS to remove it, another parts to load in the scene etc... having it go kaboom is pretty useful and I want it gone a lot more often than not so yeah.. keep kaboom on by default :)

Alright, I always felt there can't be enough explosions in KSP :cool:

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OMG i cant believe I just found this:confused:

Looks awesome downloading now.

Nice! :wink:

Version 2.1.1 released

This is mostly a maintenance release, you don't have to update.

I always was ware that I'm adding a module to every part and that the OnUpdate method is called for every single part in load range on every single frame. So I knew from the beginning that I would have to think about the performance hit.

Sure, the module is dormant 99.9% of the time and only acts in a few cases on a few parts. But it's still called by the system.

So in this new build I tried my very best to reduce the performance impact of the mod while it is in dormant stage (so no timer active, you aren't chopping at the moment) as much as possible [my gut tells me I squeezed up to 25% out of it again compared to the last version, but it's hard to tell without a profiler].

And I also refactored the code in case I'm hit by RoverDude's metaphoric bus and someone wants to take over.

As usual: if you see bugs, please report them.

Have fun!

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I'm definitely going to try this out tonight.

There's a mod I want to remove for now because it's causing problems in my game, but if I do that then I loose an important interplanetary ship that was painstakingly assembled in orbit and sent on it's way - all because there are a couple of surface parts attached which belong to the mod... certainly nothing a Kerbal with a hammer (and a small amount of explosives) couldn't sort out! :sticktongue:

This might be a life-saver.

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I'm definitely going to try this out tonight.

There's a mod I want to remove for now because it's causing problems in my game, but if I do that then I loose an important interplanetary ship that was painstakingly assembled in orbit and sent on it's way - all because there are a couple of surface parts attached which belong to the mod... certainly nothing a Kerbal with a hammer (and a small amount of explosives) couldn't sort out! :sticktongue:

This might be a life-saver.

Good!

Take the saw, activate the bomb, see it drift away and kaboom and hear Jeb's hysterical laughter :wink:

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This will prove to be helpful--I'm building a space station and plan on replacing my initial monoprop tanks and solar panels, but didn't put radial decouplers between them and the stack before launching. Being able to remove them after replacement is awesome. Plus--EXPLOSIONS.

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This will prove to be helpful--I'm building a space station and plan on replacing my initial monoprop tanks and solar panels, but didn't put radial decouplers between them and the stack before launching. Being able to remove them after replacement is awesome. Plus--EXPLOSIONS.

That was the idea, yeah! :D

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Good!

Take the saw, activate the bomb, see it drift away and kaboom and hear Jeb's hysterical laughter :wink:

It worked perfectly!

Plus, the explosions were so pretty that it was very hard to convince my Kerbal to return to the capsule without hacking off any more vital components....

The temptation to "do just one more" was terribly hard to resist!

Thanks, you rescued my savegame. :)

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It worked perfectly!

Plus, the explosions were so pretty that it was very hard to convince my Kerbal to return to the capsule without hacking off any more vital components....

The temptation to "do just one more" was terribly hard to resist!

Thanks, you rescued my savegame. :)

Excellent! :)

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Do you have to manually add ChopIt! to ships already in flight? I added ChopIt! after launching my space station core and I can't seem to remove any of the parts I wanted to--whether in EVA or not, there's no option for detaching.

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Do you have to manually add ChopIt! to ships already in flight? I added ChopIt! after launching my space station core and I can't seem to remove any of the parts I wanted to--whether in EVA or not, there's no option for detaching.

If you have MM installed and followed the install instructions and it still doesn't work I need full logs as usual.

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  • 2 weeks later...
If you have MM installed and followed the install instructions and it still doesn't work I need full logs as usual.

I'm not sure which exact logs you want, but I found this in my KSP_Data/output_log.txt:

Failed to load assembly C:\Program Files\Steam\SteamApps\common\Kerbal Space Program\GameData\ChopIt\Plugins\ChopIt.dll:System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid.


at Mono.Cecil.PE.ImageReader.ReadImage () [0x00000] in <filename unknown>:0


at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00000] in <filename unknown>:0


at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0


at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0


at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00000] in <filename unknown>:0


at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0


at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0

Corrupted download/extract, maybe?

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I'm not sure which exact logs you want, but I found this in my KSP_Data/output_log.txt:

Failed to load assembly C:\Program Files\Steam\SteamApps\common\Kerbal Space Program\GameData\ChopIt\Plugins\ChopIt.dll:System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid.


at Mono.Cecil.PE.ImageReader.ReadImage () [0x00000] in <filename unknown>:0


at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00000] in <filename unknown>:0


at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0


at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0


at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00000] in <filename unknown>:0


at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0


at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0

Corrupted download/extract, maybe?

I'm talking about output_log.txt, but yes, that seems to be the relevant part.

Please try to re-download!

And I want to announce some changes I'm planning (based on K3|Chris lovely complaints :P):

  • It should take some time to cut through the part’s attachment. So depending on the part size it will take the Kerbal some time to cut through it (0.625 fast, 3.75 slow, 5m very slow, etc.). I’ll have to do some research to get this going, but would like to hear if you would like this change at all?
  • I’m planning to remove the massive MM patch and inject the module on the fly as required. Since I don’t need persistence, you’ll get a massively lower module count when not using the stack-detach option and the same as now if you do, but without a cluttered persistence file and MM doing more stuff than it already has to in any case. Sounds good?

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And I want to announce some changes I'm planning (based on K3|Chris lovely complaints :P):

  • It should take some time to cut through the part’s attachment. So depending on the part size it will take the Kerbal some time to cut through it (0.625 fast, 3.75 slow, 5m very slow, etc.). I’ll have to do some research to get this going, but would like to hear if you would like this change at all?
  • I’m planning to remove the massive MM patch and inject the module on the fly as required. Since I don’t need persistence, you’ll get a massively lower module count when not using the stack-detach option and the same as now if you do, but without a cluttered persistence file and MM doing more stuff than it already has to in any case. Sounds good?

I'm OK with it taking time to cut off, and yes, module injection on the fly sounds like a great plan!

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