toadicus

[1.2] TweakableEverything 1.16-beta - For all your part tweaking needs

963 posts in this topic

Please see the continuation of this addon here.

 

TweakableEverything0.png

TweakableEverything2.png

TweakableEverything3.png

Ever wanted to open a shielded docking port in the editor, or start your ship with crossfeed disabled across your docking ports? Maybe adjust the ejection force of your decouplers, or open a solar panel? The poorly-named TweakableEverything exists to provide exactly such features. Shielded and lateral docking ports can be opened in the editor and fitted with other stackable parts. Decoupler ejection force can be tweaked, and solar panels can be opened in the editor. These options and more leverage the new Tweakables system for your fun and profit¹.

Featured Tweakables:

  • Docking Port Decouple Staging Toggle
  • Docking Port Ejection Force Slider
  • Docking Port "Magnet" Force Slider
  • Docking Port "Magnet" Torque Slider
  • Docking Port Re-engage Distance Slider
  • Docking Port Shield Toggle
  • EVA Thruster Pack
  • Gimbal Range Slider
  • Gimbal Reverse Control Toggle
  • Intake Enable/Disable in Editor
  • Parachute Deployment Time Factor Sliders
  • Reaction Wheel Torque Sliders (Yaw, Pitch, Roll)
  • SAS Autopilot Upgrade Slider (Career mode only)
  • Solar Panel/Radiator Deployment Toggle
  • Solar Panel/Radiator Sun Tracking Toggle

Bonus Features:

  • Docking port "Control from here" now available for use in action groups.
  • Resource flow enable/disable/toggle now available for use in action groups.
  • Gimbal "reverse control" available for use in action groups.

 

TweakableEverything is so named not because it makes everything tweakable (that would be ludicrous), but because it is Everything that I have made Tweakable. But, since you might not want all of it, I have broken things out into separate libraries. If, for example, you don't want TweakableSolarPanels, just delete TweakableSolarPanels.dll and TweakableSolarPanels.cfg from your TweakableEverything folder. I won't be offended -- promise!

COMPATIBILITY:

The TweakableGimbals module is known to be generally incompatible with HoneyFox's TweakableGimbal, which provides a more advanced set of tweakables for gimballed engines. If you are interested in using HoneyFox's TweakableGimbal alongside TweakableEverything's other functionality, just remove or don't install TweakableGimbals.dll and TweakableGimbals.cfg from the archives below.

DOWNLOADS:

GitHub for 1.16-beta: [zip]

SpaceDock: [zip]
Not SpaceDock: [zip] [tar.gz] [tar.xz]

CHARITY:

Do you like what you see here so much that you can't imagine downloading it without first parting with your hard-earned money? If so, this specially-crafted PayPal donation button will help you to take the currency of your choice and make it my money instead of your money. More seriously though: donations are 100% optional and entirely at your own discretion. If you do choose to donate, I'll appreciate it!

btn_donate_LG.gif

INSTALL:

1. Unpack archive into /path/to/KSP_folder/.
2. ???
3. Profit¹!

 

USAGE:

* Add Squad's docking ports to your vessels and tweak to your heart's content.

 

CHANGELOG:

Spoiler

v.1.15 [2016-04-20]
* KSP 1.1 Compatibility
* Retired TweakableControlSurfaces: it's stock now.
* Retired TweakableDecouplers: it's stock now.
* Retired TweakableRCS: it's stock now.
v.1.14 [2015-11-10]
* Retired module TweakableAnimateGeneric: it's stock now.
* Retired module TweakableCrossFeed: it's stock now.
* TweakableDecoupler: Staging toggle now handled by stock module.
* TweakableDecoupler: Plugin removed; stock tweakable now used with ModuleManager patch to retain previous functionality.
* TweakableDockingNode: Staging toggle now handled by stock module.
* TweakableDockingNode: Crossfeed toggle now handled by stock module.
* TweakableDockingNode: Decoupling via staging is now only available once.
* Retired module TweakableEngineFairings: it's stock now.
* Retired module TweakableLadders: it's stock now.
* Retired module TweakableRCS: it's stock now.
* TweakableReactionWheels: Enable/disable toggle now handled by stock module.
* TweakablePanels: Extend/retract now handled by stock module.
* Retired module TweakableStaging: it's stock now.
v.1.13.1 [2015-10-17]
* TweakableSolarPanels is now TweakablePanels!  This module now supports common tweakables for both solar panels and deployable radiators.
* TweakableDecouplers: Disable Squad's ejection force throttle in favor of our tweakable.
* TweakableAnimateGeneric: Move the open/close response code back to LateUpdate to improve responsiveness.
v.1.13 [2015-10-02]
* New module!  TweakableControlSurfaces lets you limit stock control surfaces.
* TweakableFuelPumps: Pump actions should no longer be named "True Pump", but should correctly get their resource's name.
* Updated for ToadicusTools refactor.
v.1.12 [2015-06-27]
* TweakableEngineFairings: No longer tries to run on parts with malformed ModuleJettison definitions, preventing some Exceptional behavior.
* TweakableLadders: No longer appears reversed in the editor.
* TweakableStaging: Big rewrite; no longer alters a part's stage position except following very specific user inputs.
* TweakableDockingNode: Fixed a bug that caused save-rupturing world breakage when two pre-attached docking ports with staging enabled were staged simultaneously.
* TweakableEngineFairings: Now supports parts with multiple (valid) ModuleJettison definitions.
* TweakableDecouplers: Temporarily distributing a patch to prevent zero-force decouplers from existing, to avoid what seems like a rounding error in KSPAPIExtensions.
v.1.11.6 [2015-06-06]
* EXTRAS: Now bundling two extra .cfg files, which may be copied in to GameData for people who want them.
* TweakableStaging: No longer trying to reposition decouplers based on their part's offset, because it was causing unexpected behavior.
* TweakableDecouplers: Fixed an issue where parts with staging disabled would spontaneously decouple when loaded.
* TweakableEngineFairings: Fixed to more accurately track whether or not fairings/shrouds should be present, especially when loading jettisoned parts.
* TweakableDockingNode: Fixed to avoid upsetting the universe when starting up a docking node that had previously been used as a decoupler.
v.1.11.5 [2015-05-27]
* TweakableStaging: Still more aggressive checking to avoid and/or suppress errors when adding/sorting stages.
v.1.11.4 [2015-05-22]
* TweakableRCS: Fixed the throttle slider for saved craft to no longer increase RCS strength to laughable proportions.
* TweakableReactionWheels: Fixed the throttle slider for saved craft to no longer increase reaction wheel strength to laughable proportions.
* TweakableParachutes: Added FerramAerospaceResearch to the exclusions list in the .cfg so we don't load up when we don't need to.
v.1.11.3 [2015-05-21]
* Changed the way KSPAPIExtensions is packaged to make it play more nicely with others.
* TweakableParachutes: Fixed the tweakables to be easier to use and not appear to be on "0" all the time.
v.1.11.2 [2015-05-20]
* TweakableReactionWheels: Fixed the torque gain application.
v.1.11.1 [2015-05-19]
* TweakableSolarPanels: Fixed an issue that caused non-animated solar panels to unhinge reality.
v.1.11 [2015-05-18]
* Fixed all modules using animations (TweakableAnimateGeneric, TweakableLadders, TweakableSolarPanels, TweakableDockingNode) to avoid falsely appearing to have changed from frame to frame as observed by mods like FAR.
* Behind-the-scenes code changes to improve performance.
* Added new dependency on KSPAPIEL, a stripped-down version of KSPAPIExtensions, to work around a Squad bug involving tweakable slider.
* TweakableStaging: Removed a bug discovered during testing wherein the staging list would not sort properly during startup when normally-staged parts had staging disabled.
* TweakableStaging: Major revisions to improve performance.
* TweakableReactionWheels: Added a torque limiter to help alleviate twitch in flight.
v.1.10 [Unreleased]
* Found a bug during packaging and kept working instead.
v.1.9.1 [2015-05-01]
* TweakableDockingNode: Removed now-unnecessary fixes for the inline docking port that were broken in 1.0.
* TweakableParachutes: Changed the default values for deployment factors to provide a better experience with not crashing your parts.
* TweakableReactionWheels: Patched the OKTO core's reaction wheel values to default to a value that won't suffer floating point errors and slow down the tweakable.
* Minor code cleanup.
v.1.9 [2015-04-27]
* Official Support for KSP 1.0!
* TweakableStaging should now be less of a burden on very large vessels.
* TweakableParachutes: Removed our repack wrapper, because Squad's should be fixed now.
* TweakableGimbals: Optionally (but by default) disabling Squad's GimbalLimiter, because it's a subset of ours and ours is cooler.
v.1.8.1 [2015-03-15]
* Old module!  TweakableLadders is back, because broken tweakables that play long animations in the editor make us sad.
* TweakableParachutes: Added logic to re-enable deployment via the staging list after chutes have been repacked.
v.1.8 [2015-02-05]
* New module!  TweakableFuelPumps provides Enable, Disable, and Toggle action group items for stock and predictably-stock-alike fuel tank resources.
* TweakableRCS: Fixed for proper 0.90 compatibility.
* TweakableEngineFairings: Added protection against certain Exception circumstances previously caused by interactions with ProceduralFairings.
v.1.7 [2014-12-27]
* New module! TweakableParachutes allows configuration of parachute deployment times.
* New module! TweakableSAS allows upgrading of 'old' probe cores to use newer autopilot programming.
v.1.6 [2014-12-15]
* Updated for KSP 0.90.
* TweakableDecouplers: Added ModuleTweakableCrossFeed and defaulted to "false" to prevent potentially-undesirable crossfeed behavior.
* Changed the way TweakableEVA is applied to make the process more configurable.
v.1.5 [2014-10-19]
* TweakableLadders IS NOW DEPRECATED.  Squad's tweakable has finally and completely caught up.  You should delete TweakableLadders.dll and TweakableLadders.cfg.
* TweakableAnimateGeneric: Now disables the default ModuleAnimateGeneric tweakable in the editor, because ours is sexier.
* TweakableDockingNode: Removed special animation handling; now using TweakableAnimateGeneric instead.
* Minor code changes throughout.
v.1.4.1 [2014-10-07]
* Updated for KSP 0.25.0.
* TweakableEngineFairings: Probably fixed an issue that caused the LV-N fairings not to do as they're told.
v.1.4 [2014-08-13]
* NEW MODULE TweakableIntakes allows for the closing and opening of intakes in the editor, and adds action group items for open and close intake.
* TweakableEVA: Cleaned up the exception reporting a bit so hopefully fewer people will think it's a bug.
* Various: Improved/added null checking to cause problems in even fewer unanticipated scenarios.
v.1.3.1 [2014-07-17]
* TweakableEVA: Fixed to no longer add Debug functionality when not building for Debug targets.
v.1.3 [2014-07-17]
* Updated for KSP 0.24 Compatibility
* NEW MODULE TweakableEVA allows for throttling of Kerbals' EVA thruster packs.
* TweakableGimbal: Actually now checking the right field for null when the underlying ModuleGimbal has disappeared.
* TweakableRCS: Now does thrust limiter assignments in the editor for improved synergy with RCS Build Aid.
v.1.2 [2014-05-30]
* TweakableSolarPanels: Improved fault detection.
* TweakableAnimateGeneric: Improved fault detection.
* TweakableStaging: Improved behavior when attaching parts in certain conditions.  Fixed a bug that cropped up when TweakableStaging was used without any classes subscribing to it.
* TweakableLadders: Disabled Squad's ladder tweakables, because ours is just so much cooler.  Improved fault detection.
* TweakableReactionWheels: Improved fault detection.
v.1.1 [2014-05-03]
* TweakableDockingNode & TweakableDecouplers refit to use new TweakableStaging.
* TweakableStaging: New module!  Now you can add staging toggles to any part you like, with your own MM patches.
* Updated to ModuleManager 2.0 patch format.
* Improved failure detection in some modules to improve compatibility with other mods, notable RealismOverhaul.
v.1.0 [2014-04-19]
* Relicensed under a Modified BSD license.
* TweakableDecouplers: New logic around the staging toggle to improve the behavior of engineering calculators (Kerbal Engineer Redux, MechJeb, VOID) when staging is disabled.
* TweakableAnimateGeneric no longer adds itself to Tʜᴇ Cʟᴀᴡ, which already features such a tweakable.
* TweakableRCS: Added some logic to fail gracefully if the ModuleRCS has been removed from the part.  This should improve compatibility with certain RSS configs for certain mods.
* TweakableEngineFairings: Added some logic to avoid breaking older versions of FAR.  Issue also worked around in the latest version of FAR.
* TweakableDockingNode: Config change to correct the issues with placing the inline docking port.
* TweakableDockingNode: Minor adjustments to the behavior of the decoupler staging toggle to hopefully make the feature more intuitive and useful.
v.0.6.6 [2014-04-04]
* Added TweakableEngineFarings!  Now you can disable autoshrouds for engines as you see fit.
* TweakableDockingNode: Added Decoupler Staging toggle.  This tweak allows you to active the "Decouple Node" action of a docking node via staging, which should be useful in disengaging LES towers during a successful ascent.
v.0.6.5 [2014-03-17]
* TweakableRCS: Added enable/disable action group items.
* TweakableDecouplers: Added a new tweak to remove decouplers from the staging list.
* TweakableDockingNode: Improved the behavior of the exposable attach nodes.
* Added handling for negative default values to tweakable initialization (fixes KW Fairing Cone bug).
* Fixed a warning message to do with the gimbal flip action item.
v.0.6.4 [2014-02-27]
* Fixed an exploit around slider tweaks getting infinitely larger (or smaller) upper limits as parts were duplicated in the editor.
* Built a new generic animation wrapper backend for all of the tweaks that deal with animations.
* TweakableDockingNodes: Hopefully fixed a bug that involved animated ports sometimes being unable to undock from things.
* NEW MODULE TweakableAnimationGeneric: Adds a toggle for all parts that use Squad's ModuleAnimateGeneric, such as antennae, allowing them to be extended and retracted, etc., in the editor.
* Added configurable bounds to all modules with slider tweaks.  After loading a part featuring such a tweak, a plugin config .xml file will appear that will allow blanket caps to the slider range multipliers.  Certain modules also allow per-part config multiplier adjustments.
v.0.6.3 [SUPER SECRET INTERNAL BUILD]
v.0.6.2 [2014-01-26]
* TweakableGimbals: Added a "reverse control" toggle, available in the editor and in flight.
v.0.6.1 [2014-01-11]
* TweakableDecouplers: Fixed a compile error that resulted in its being totally broken.
v.0.6.0 [2014-01-10]
* TweakableSolarPanels: Animations no longer play; states switch instantaneously.
* TweakableSolarPanels: Sun Tracking toggle should now produce results more inline with actually enabling and disabling sun tracking.
* Fixed TweakableDecouplers to work with radial decouplers.
* Added TweakableReactionWheels: Toggle reaction wheels on and off and adjust all three torque values in the editor.
* Added TweakableLadders: Ladders now default to retracted and may be tweaked extended or retracted in the editor.
* Added TweakableGimbals: Adjust your gimbal range in the editor.
* Added TweakableRCS: Disable RCS ports in the editor, and add a thrust limiter to RCS parts similar to that provided for engines.
v.0.5.3 [2014-01-06]
* Added Track Sun tweakable to TweakableSolarPanels.  This behaves oddly at day/night changes because of the way Squad's code handles things, so panels may look wrong during night phases.
v.0.5.2 [2014-01-05]
* Changed the name to TweakableEverything, because I'm terrible at names.
* Added TweakableSolarPanels
* Added TweakableDecouplers
* TweakableDockingNode: Provided "Control from here" for use in action groups.
* TweakableDockingNode: Added acquire range slider.
v.0.5.1 [2014-01-03]
* Added acquisition force and torque, ejection torque, and re-engage distance to the editor tweakables.
v.0.5.0 [2014-01-03]
* Initial Release

 

LICENSE:

Spoiler

TweakableEverything

Copyright © 2014-2015, toadicus

All rights reserved.

Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:

1.  Redistributions of source code must retain the above copyright notice,
    this list of conditions and the following disclaimer.

2.  Redistributions in binary form must reproduce the above copyright notice,
    this list of conditions and the following disclaimer in the documentation and/or other
    materials provided with the distribution.

3.  Neither the name of the copyright holder nor the names of its contributors may be used
    to endorse or promote products derived from this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

This software uses the ModuleManager library © 2013-2014 sarbian & ialdabaoth, used under a Creative Commons Attribution-ShareAlike 3.0 Unported License, with props to ialdabaoth (who is awesome).

This software uses KSPAPIExtensions © 2013-2015 swamp-ig & taniwha. Used by permission.

¹Profit not guaranteed.

 

 

24 people like this

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I know you just said Absolutely no other features but being able to change settings like the

* Ejection Force.

* Aquire Distance/Force.

* ReEngage Distance

would be pretty neat too.

Really cool change, thanks!

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I just wanted to ask the above. Add it and you acquire cookies.

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It would be neat if we could control the magnet strength. I hate docking at .1m/s and then the docking node pulls itself together at 10x that speed and causes the ship to spin.

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Like this?

TweakableEverything1.png

TweakableDockingNode has been updated to version 0.5.1! This adds tweakables for acquisition force and torque, ejection force, and re-engage distance. Note that if you zero out your re-engage distance, you probably won't be able to undock your ports. The range on each of the tweakables is twice the default value; the step is 1/10th. These options are only available in the editor.

Edited by toadicus

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Thank you! I have been wondering why this wasn't in the .23 tweakables at least for crossfeed. This will be a huge benefit!

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Absolutely no reason for this not to be stock. Good job.

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Reminds me of my old home-made DockingNodeController plugin. :D

Glad to see this. Are these values tweakable during flight or only in editor mode?

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Wow! This is great. I was surprised when saw that not all toggleable parts now have tweak function in stock game. Maybe, you will go further and add these function to other parts. Like solar panels. It particularly helps when you want to see how much space they cover when deployed.

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Yes! Thank you!

Would it be possible to add the ability to assign 'control from here' to an action group?

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What do all the values mean, exactly?

I don't know specifically how the values are applied, but from the names, they should be:

  • Acquire Force - How hard one port will "pull" on another port to facilitate docking. This is the "magnet" or "magic" docking pull.
  • Acquire Torque - How hard one port will "turn" another port to straight out an incoming vessel. This is what corrects minor misalignments and causes the "wobble" when one docks from an angle.
  • Ejection Force - How hard one port will "push" on another port after undocking. This is what causes the ships to move apart (sometimes very slightly) after undocking.
  • Re-enegage Distance - How far a port must move from another before it is allowed to redock. This is why ships need to back away before docking on the same port again.

I am planning to add acquireRange, which is how close you must be before the acquireForce and acquireTorque will be applied. I'm also considering hiding these "advanced options" behind a toggle, since they are a bit esoteric and average players would probably do best to leave them alone. Thoughts, anyone?

Reminds me of my old home-made DockingNodeController plugin. :D

Glad to see this. Are these values tweakable during flight or only in editor mode?

Yes, at this time these are only available in editor mode. Since the notion behind tweakable values is often intended to represent "customization", I felt that limiting the advanced options to the editor seemed reasonable in service of balance, as did the fairly limited ranges I put on the values. I'm open to hearing dissenting opinions on this, though.

Yes! Thank you!

Would it be possible to add the ability to assign 'control from here' to an action group?

Probably. I'll investigate that this morning.

Wow! This is great. I was surprised when saw that not all toggleable parts now have tweak function in stock game. Maybe, you will go further and add these function to other parts. Like solar panels. It particularly helps when you want to see how much space they cover when deployed.

I'll consider releasing a separate but related mod that handles solar panel starting states.

To all: thanks for the great response!

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TweakableDockingNode has been updated to version 0.5.1! This adds tweakables for acquisition force and torque, ejection force, and re-engage distance. Note that if you zero out your re-engage distance, you probably won't be able to undock your ports. The range on each of the tweakables is twice the default value; the step is 1/10th. These options are only available in the editor.

If you add these things (well not acquire, but ejection force) to decouplers, I'll have your babies. You don't even need to be involved.

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On my wishlist for a while now: docking ports that accept connection only in one angle because what I envision in the VAB takes a lot of time to correctly align once in space. Using multiple ports is a waste of resources (mass and part count).

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Fantastic! This mod makes my manned "rowboat" style pod look super good!

MiniPod01.png

It even works with my existing saved vessel designs! Excellent work!

On my wishlist for a while now: docking ports that accept connection only in one angle because what I envision in the VAB takes a lot of time to correctly align once in space. Using multiple ports is a waste of resources (mass and part count).
Ooh, clocking docking ports? That would, indeed, be very handy... Kind of seems outside the scope of this mod though, as it involves adding a new part instead of simply modifying existing ones.

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Took a closer look at it...

The node position numbers are some kind of placeholders, right?

I consider you using these ones instead, they are figured by me to the third digid, so far more precise :)


node_stack_tdn = 0, 0.333, 0, 0, 1, 0, 1//for stack
node_stack_tdn = 0, 0, -0.671, 0, 0, 1, 1//for lateral

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TweakableDockingNode is now TweakableEverything! This poorly-named mod has been updated to version 0.5.2 and adds docking port control action groupage, decoupler force tweakage, and solar panel toggle-age.

I will happily consider requests for additional tweakables, and will investigate those that I consider to be reasonable and valuable additions to the stock playstyle. I won't be adding a "stop using fuel" tweakable or a "make my ISP over 9000" tweakable or anything like that; my intent is not to change game balance, but to add quality-of-life improvements, especially for ship building.

Squad's tooltip code doesn't automatically update when you "unhide" a value, so I've left the "advanced options" toggle alone for now. If you think it would be a fantastic idea for me to have it, you might back up my suggestion to Squad over here.

CHANGELOG:


v.0.5.2 [2014-01-05]
* Changed the name to TweakableEverything, because I'm terrible at names.
* Added TweakableSolarPanels
* Added TweakableDecouplers
* TweakableDockingNode: Provided "Control from here" for use in action groups.
* TweakableDockingNode: Added acquire range slider.

Wow! This is great. I was surprised when saw that not all toggleable parts now have tweak function in stock game. Maybe, you will go further and add these function to other parts. Like solar panels. It particularly helps when you want to see how much space they cover when deployed.

Done.

Yes! Thank you!

Would it be possible to add the ability to assign 'control from here' to an action group?

Done.

If you add these things (well not acquire, but ejection force) to decouplers, I'll have your babies. You don't even need to be involved.

Done, but I'm not sure I could handle any more babies than the ones I already have.

On my wishlist for a while now: docking ports that accept connection only in one angle because what I envision in the VAB takes a lot of time to correctly align once in space. Using multiple ports is a waste of resources (mass and part count).

I... might be able to do that. There is a "maximum roll" field, which is compared to the dot product of some "up" vectors. I'll mess around with it and see if it does what you want.

A more robust and currently-existing solution would be the docking washers from Infernal Robotics.

EDIT: After some quick experimentation, this at least won't be easy. I'll take another pass at it when I've got more time, but the Infernal Robotics parts are probably the better solution.

Took a closer look at it...

The node position numbers are some kind of placeholders, right?

I consider you using these ones instead, they are figured by me to the third digid, so far more precise :)


node_stack_tdn = 0, 0.333, 0, 0, 1, 0, 1//for stack
node_stack_tdn = 0, 0, -0.671, 0, 0, 1, 1//for lateral

The numbers I used were actually harvested from the docking node transforms, and so ought to have reflected the exact location against which the docking ports compare the location of incoming ports. But these look prettier, so I have incorporated them. Thanks!

Edited by toadicus

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TweakableDockingNode is now TweakableEverything! This poorly-named mod has been updated to version 0.5.2 and adds docking port control action groupage, decoupler force tweakage, and solar panel toggle-age.

Yay! Thanks tons. Can't wait to play with this.

I'm not sure I could handle any more babies than the ones I already have.

It's probably for the best. Not only am I male, but I'm "fixed" so there'd have to be quite a number of shenanigans to get that working.

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It might sound stupid but is there a way to disable solarpanel rotation with this plugin?

Because when i want to recreate the Soyuz spacecraft or Dragon, they don't have rotating solarpanels.

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It might sound stupid but is there a way to disable solarpanel rotation with this plugin?

Because when i want to recreate the Soyuz spacecraft or Dragon, they don't have rotating solarpanels.

Assuming that's what "sunTracking" means and that it's actually implemented in the solar panel code, almost certainly. I'll look in to it.

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Assuming that's what "sunTracking" means and that it's actually implemented in the solar panel code, almost certainly. I'll look in to it.

Cool! thanks.

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Oh god, this is awesome!

Thank you a lot, I always... well, not "hated", but disliked that one couldn't use the shielded ports while building, because you couldn't open them >.<

Is there any chance you'd be willing to add the B9 shielded docking port, too?

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Is there any chance you'd be willing to add the B9 shielded docking port, too?

The B9 pack uses a custom animation module from the Firespitter library, which to my quick observation is not API-compatible with the stock animation module. I'd need to rewrite a bunch of code and probably depend on parts of the Firespitter code to do that. I'll look in to the feasibility, but now I'm back to work so it won't be as quick a turn around as we've enjoyed these past few days. ;)

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Well, if you say you'll look into it and keep us posted (like "took a look into it, not really feasible/will take a while"), that's all I can hope for :3

This is really, really awesome btw - said it already, I know :D

@ b9 docking port

Mhm... Well, the other B9 parts all have the possibility to be "changed" in the VAB (like the cargo bay doors), so.. maybe there is a way :D

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