Kerbal Krash System
Donate for free love:
DESCRIPTION:
Kerbal Krash System rewrites collisions in Kerbal Space Program. KKS deforms your creations and reduces the efficiency of your crafts instead of just exploding on impact:
- Damage occur on impacting anything (oceans, buildings, parts, kerbals, ground, ...) at speeds exceeding the part's original crash tolerance limits:
- Crash tolerances are scaled by (configurable) factors, this allows parts to be damaged instead of exploding on exceeding the original crash tolerance.
- Parts impacting at speeds above the scaled crash tolerance explode as normal.
- Damaged engines overheat more quickly,
- Damaged containers leak, including leaking effects,
- Damaged command pods will have malfunctioning crew hatches (not yet working: future update),
- Science modules become inoperable when damaged and need both engineers as well as scientists to be fully restored,
- Damaged parts can be repaired using Engineers:
- Future update:
- Lower level engineers are able to repair once every few minutes/seconds,
- Higher level engineers are able to repair more often.
- Future update:
- KIS support: use "attachment tools" like the screwdriver or wrench to repair, instead of bare hands (or whatever Kerbals have... 'kands'?).
KKS scales crash tolerances such that parts don't explode on impact, but rather get damaged when they collide.
This mod should be easy to incorporate into other mods, e.g. TAC Life Support can access the damage percentage of command pods to drain oxygen.
INSTALLATION:
Simply unpack into your Kerbal Space Program folder.
KKS-mods:
KKS-mods allow others to write their own plugins using Kerbal Krash System's damage events to influence gameplay.
PICTURES & VIDEOS:
SOURCE:
TO-DO:
Priority: Task:
4.1 Try and add vertices to larger (simple) parts, so dents can occur in a more defined way
4.2 Add reentry damage? G-Forces, heat.
4.3 Parachute effect not alligned with parachute part(?)
4.4 Add textures based on non-deforming damages (scrapes, heat).
5 Repairing of parts: Gameplay influence: how many repairs can be done?
<s> 6 Balance overheating and leaking intensity</s>
8 Physicsless parts deformation
9 Update video to be more representative.
1 equals highest priority.
FAQ:
- My damage goes above 100%, why?
- My idea about damage is equal to Nintendo's Super Smash Brothers: A high damage percentage only indicates you're about to get destroyed sooner.
- Is this mod compatible with DangIt, CollisionFX and such?
- It should be.
- DangIt can be easily modified to incorporate damage into random failure.
- Why don't you work on the highest priority first?
- Because I don't want to get stuck and bored.
- Has anyone really been far even as decided to use even go want to do look more like?
- Probably.
THANKS:
Ialdabaoth - Module Manager creator
Sarbian - Module Manager maintainer
rbray89 - Helping a lot
LICENSE:
Note: This mod is a work in progress.
I don't have a lot of time to work on this mod right now. Requests and updates will be applied as fast as I can.