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[0.24.2] Dyn-O-Mite! vers 1.0 [18 Sep 14]


Apollo13

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hOpk3rK.jpg

Do you have a lot of space junk orbiting Kerbin and you want to get rid of it? Sure, you could just go to the tracking station and terminate them. But, that's kinda cheating. And, what's the fun of that?

Well, now you can rid yourself of that junk legally...with Dyn-O-Mite! Simply attach the Dyn-O-Mite to the offending part, back-off, and...BOOM!!!!

And, someday, KSP may have multi-player. Dyn-O-Mite! will come in real handy when seeking revenge,...I mean..., finding justice. Rendezvous with your "friend" in orbit. Then, quietly, ever so carefully, attach the Dyn-O-Mite! to his vessel. EVA back to yours. Then, watch the sparks fly. Blow-up his engine, and he can't return. If he's on an EVA, you can blow-up his command pod to leave him EVAing forever. A truly great way to make new friends.

DISCLAIMER: I do not advocate seeking revenge nor blowing up other player's vessels. But, it is an option...

KerbalStuff download GPLv 3 license

Yeah, it is a silly mod. Just something to do while learning the modding business.

Edited by Apollo13
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Just the part it's attached to. I'm still trying to make it blow-up an entire vessel. I've not tried on an asteroid. i assume no effect.

Just a thought: that would be a perfect tool to deal with stuck docking ports in true Kerbal way :D

And yes, you should add a license in OP (just a link to GPL v3 that you're using will suffice)

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License is in the download.

Yeah, new rules says it has to be here and in the download... unless it's on curse or Kerbal Stuff or someplace that displays the license for you.

It's kinda weird but it's the rules. Good job on the mod, looks like a lot of fun.

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Yeah, new rules says it has to be here and in the download... unless it's on curse or Kerbal Stuff or someplace that displays the license for you.
Thanks for that info. Didn't know that. I'll put this on one or both. Gave you a forum Rep point as well.
Good job on the mod, looks like a lot of fun.
thank you
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Just the part it's attached to. I'm still trying to make it blow-up an entire vessel. I've not tried on an asteroid. i assume no effect.

Easiest way to blow up a whole vessel (aka what I did in ChopIt): instead of calling explode on the module's part loop through all parts of the vessel and call explode on all of them. Simple but very effective :wink:

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Easiest way to blow up a whole vessel (aka what I did in ChopIt): instead of calling explode on the module's part loop through all parts of the vessel and call explode on all of them. Simple but very effective :wink:

I tried that without success. As soon as the first part exploded, it severed the relationship to the rest of the vessel.

Finally, I tried simply copying the list of vessel parts so that there was not a connection to the vessel itself. All to no avail.

List <Part> partList = vessel.parts;

partList.ForEach(myExplode);

private void myExplode(Part part)

{

part.explode();

}

Edited by Apollo13
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I tried that without success. As soon as the first part exploded, it severed the relationship to the rest of the vessel.

Finally, I tried simply copying the list of vessel parts so that there was not a connection to the vessel itself. All to no avail.

List <Part> partList = vessel.parts;

partList.ForEach(myExplode);

private void myExplode(Part part)

{

part.explode();

}

Probably need to do a depth-first walk of the part tree and explode() all of the descendants before you explode() the ancestor, or at least explode() all parts other than the root and the Dyn-O-Mite part before explode()ing either of them.

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  • 2 weeks later...

This is very similar to my TAC Self Destruct mod, with a much prettier part.

I tried that without success. As soon as the first part exploded, it severed the relationship to the rest of the vessel.

Finally, I tried simply copying the list of vessel parts so that there was not a connection to the vessel itself. All to no avail.

List <Part> partList = vessel.parts;

partList.ForEach(myExplode);

private void myExplode(Part part)

{

part.explode();

}

Probably need to do a depth-first walk of the part tree and explode() all of the descendants before you explode() the ancestor, or at least explode() all parts other than the root and the Dyn-O-Mite part before explode()ing either of them.

I used a co-routine and a small delay between exploding each part, and started from the leafs of the part tree inward. The root part is the last to explode. See https://github.com/taraniselsu/TacSelfDestruct/blob/master/Source/TacSelfDestruct.cs#L214.

Making stuff explode on command is fun! :cool:

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  • 8 months later...
  • 6 years later...

I just sent this to @Apollo13

Greetings!

  • Dynamite (a.k.a. Dyn-O-Mite!)
  • Mk3 KIS Cargo Containers

I am asking for your permission to update / continue / adopt / release the above named wonderful mod(s).

I absolutely love these mods and really want others to enjoy them as well.

Hopefully I hear back from you with an answer, but in case I don't hear back from you I intend to respectfully proceed as soon as the end of Sep 2021, as permitted by the individual licenses of these mod(s).

I will provide recognition of original authors/maintainers; and I will gladly step aside should you ever want to continue these mod(s) yourself.

It would be great to use the source code for Dynamite, however I haven't been able to locate the source code. Would you kindly provide it?

I have looked for these mods on Curseforge, Spacedock, CKAN, and Github.

A posting on the related Forum thread would be swell along with a public posting in the mod's thread tagging and telling @HebaruSan about this adoption so CKAN will be smoothly updated.


Dynamite (a.k.a. Dyn-O-Mite!) gplV3

Forums

Mk3 KIS Cargo Containers gplV3

CKAN

Internet Archive


Thank you kindly in advance!

Authors: Apollo13link

Edited by zer0Kerbal
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