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Dominiquini

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Posts posted by Dominiquini

  1. I'm trying to write a MM patch for TAC-LS, merging all the containers in one single model, using B9PartSwitch to change the resource type. It worked for the cylindrical containers, but with the radial containers, the texture don't change!

    What I'm doing wrong?

    This is my patch:

    Spoiler
    @PART[HexCanLifeSupport]:NEEDS[B9PartSwitch]
    {
    	refVolume = 0
    	@refVolume += #$RESOURCE[Food]/maxAmount$
    	@refVolume += #$RESOURCE[Water]/maxAmount$
    	@refVolume += #$RESOURCE[Oxygen]/maxAmount$
    	
    	MODULE
    	{
    		name = ModuleB9PartSwitch
    		moduleID = Supply Type
    		switcherDescription = Supply Type
    		affectDragCubes = false
    		affectFARVoxels = false
    		switchInFlight = false
    		baseVolume = #$../refVolume$
    
    		SUBTYPE
    		{
    			name = Supplies
    			title = Supplies
    			primaryColor = #39826b
    			defaultSubtypePriority  = 90
    			tankType = TAC_Supplies
    			
    			TEXTURE
    			{
    				currentTexture = HexCan000
    				texture = ThunderAerospace/TacLifeSupportHexCans/HexCanLifeSupport/Texture
    			}
    		}
    		SUBTYPE
    		{
    			name = Food
    			title = #autoLOC_TACLS_00016 // Food
    			primaryColor = #b29368
    			defaultSubtypePriority  = 60
    			tankType = TAC_Food
    			
    			TEXTURE
    			{
    				currentTexture = HexCan000
    				texture = ThunderAerospace/TacLifeSupportHexCans/HexCanFood/Texture
    			}
    		}
    		SUBTYPE
    		{
    			name = Water
    			title = #autoLOC_TACLS_00017 // Water
    			primaryColor = #316178
    			defaultSubtypePriority  = 50
    			tankType = TAC_Water
    			
    			TEXTURE
    			{
    				currentTexture = HexCan000
    				texture = ThunderAerospace/TacLifeSupportHexCans/HexCanDrinkingWater/Texture
    			}
    		}
    		SUBTYPE
    		{
    			name = Oxygen
    			title = #autoLOC_TACLS_00018 // Oxygen
    			primaryColor = #94aebd
    			defaultSubtypePriority  = 40
    			tankType = TAC_Oxygen
    			
    			TEXTURE
    			{
    				currentTexture = HexCan000
    				texture = ThunderAerospace/TacLifeSupportHexCans/HexCanBreathingOxygen/Texture
    			}
    		}
    		SUBTYPE
    		{
    			name = Waste
    			title = #autoLOC_TACLS_00020 // Waste
    			primaryColor = #1d1d1d
    			defaultSubtypePriority  = 10
    			tankType = TAC_Waste
    			
    			TEXTURE
    			{
    				currentTexture = HexCan000
    				texture = ThunderAerospace/TacLifeSupportHexCans/HexCanWaste/WasteTexture
    			}
    		}
    	}
    
    	-RESOURCE[Food] {}
    	-RESOURCE[Water] {}
    	-RESOURCE[Oxygen] {}
    }
    
    // Hide obsolete parts
    @PART[HexCanFood|HexCanDrinkingWater|HexCanOxygen|HexCanLifeSupportWaste]:NEEDS[B9PartSwitch]
    {
    	%TechHidden = True
    	@category = none
    	@tags ^= :\s*cck-lifesupport::
    }

    This is the original parts:

        MODEL
        {
            model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan
            position = 0.0, 0.0, 0.0
            scale     = 1.0, 1.0, 1.0
            rotation = 0.0, 0.0, 0.0
            texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanLifeSupport/Texture
        }
        MODEL
        {
            model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan
            position = 0.0, 0.0, 0.0
            scale     = 1.0, 1.0, 1.0
            rotation = 0.0, 0.0, 0.0
            texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanFood/Texture
        }
        MODEL
        {
            model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan
            position = 0.0, 0.0, 0.0
            scale     = 1.0, 1.0, 1.0
            rotation = 0.0, 0.0, 0.0
            texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanDrinkingWater/Texture
        }
        MODEL
        {
            model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan
            position = 0.0, 0.0, 0.0
            scale     = 1.0, 1.0, 1.0
            rotation = 0.0, 0.0, 0.0
            texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanBreathingOxygen/Texture
        }
        MODEL
        {
            model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan
            position = 0.0, 0.0, 0.0
            scale     = 1.0, 1.0, 1.0
            rotation = 0.0, 0.0, 0.0
            texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanWaste/WasteTexture
        }

    *  Only showing here the definition of the 'MODEL'!

    The resources are changing correctly. Only the texture don't change! It keeps the texture of the original part that I'm editing!

    I was able to do the same thing with the stackable (cylindrical) container, changing the resources and texture!

     

    Thanks.

  2. I found this in my log file:

    ...
    [LOG 20:59:15.612] [AddonLoader]: Instantiating addon 'AtmosphereFixer' from assembly 'Kopernicus'
    [LOG 20:59:15.612] [AddonLoader]: Instantiating addon 'RuntimeUtility' from assembly 'Kopernicus'
    [WRN 20:59:15.613] OnLevelWasLoaded was found on RuntimeUtility
    This message has been deprecated and will be removed in a later version of Unity.
    Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed
    [ERR 20:59:15.613] Script error: OnLevelWasLoaded
    This message parameter has to be of type: int
    The message will be ignored.
    ...

    Thanks.

  3. Other day I was trying to dock my vessel using the 'Docking Autopilot' and it not worked well. My ship has 2 docking ports, one in the front of the ship, and other on the side! I was able to dock with the front docking port, but if I try to dock using the side docking port, MechJeb fail! It not throws any error or nothing. It keep trying, spending monopropellant, but don't getting anywhere. One moment I gave up and docked myself!

    * I disable the build-in MechJeb on command pods. I use the MJ2_AR202 attached on my vessel!

    I don't have any log, video or screenshot, but I can provide the craft file, if it helps!

    Thanks.

  4. 14 minutes ago, OhioBob said:

    If you want the Stomper back, delete the this file...  GameData/BetterSRBs/Configs/MissingHistory.cfg

    I hide it because I didn't want it, and I made this mod to suit my own personal needs and desires.

    But this will not left an unbalanced engine? All other mods have specific customizations in the thrust, thrustCurve, cost, mass, etc...

    Thanks for responding!

  5. On 7/19/2021 at 9:46 PM, Zeggpold said:

    Yes, I see that as well.  The volumetric clouds appear (around 2500m) and disappear (around 10000m) abruptly.  I found this so immersion-breaking I stopped using AVP.  (But did re-install with CKAN to test with 1.12.1.)  I'm on Linux, not other visual mods installed.

    I'm trying to find out if this is my own problem or is it a bug in this mod!

    Thanks.

  6. 2 hours ago, peridoot said:

    no problemo!

    im always happy to help anyone in anyway i can

    snd looking through the modlist i cant find anything that i think would cause it so i mae have been a one ff glitch in the focus code.

    I even thought it might be caused by the 'EVAEnhancementsContinued' I had recently installed and removed it. But then the problem happened again and I concluded that he was not the culprit and installed it again...

    Anyway, thanks for taking a look.

  7. 46 minutes ago, peridoot said:

    screenshots?

    mod list?

    logs?

    Mod List:

    13/07/2021  11:43    <DIR>          000_ClickThroughBlocker
    01/07/2021  15:09    <DIR>          000_UICore
    13/07/2021  12:59    <DIR>          001_ToolbarControl
    07/07/2021  23:19    <DIR>          002_CommunityPartsTitles
    16/07/2021  18:28    <DIR>          ABCORS
    19/06/2021  09:53    <DIR>          Ablative-Airbrake
    13/07/2021  13:38    <DIR>          AdjustableModPanel
    15/07/2021  18:17    <DIR>          AntennaSleep
    15/07/2021  20:39    <DIR>          AstronomersVisualPack
    18/07/2021  13:50    <DIR>          AtmosphereAutopilot
    15/07/2021  18:17    <DIR>          AttitudeAdjuster
    17/12/2020  21:53    <DIR>          AutoAGL
    15/07/2021  18:24    <DIR>          B9PartSwitch
    19/07/2021  12:41    <DIR>          BAM
    01/07/2021  15:34    <DIR>          Benjee10_X-37B
    04/07/2021  20:45    <DIR>          BetterBurnTime
    01/07/2021  01:22    <DIR>          BetterSRBs
    19/07/2021  16:36    <DIR>          BetterTimeWarp
    08/07/2021  17:14    <DIR>          BonVoyage
    14/07/2021  03:07    <DIR>          Chatterer
    14/06/2021  20:58    <DIR>          CModuleLinkedMeshFix
    30/06/2021  21:37    <DIR>          CommNetAntennasConsumptor
    30/06/2021  03:09    <DIR>          CommNetAntennasExtension
    22/06/2021  11:26    <DIR>          CommNetAntennasInfo
    16/06/2021  14:49    <DIR>          CommunityCategoryKit
    16/06/2021  14:49    <DIR>          CommunityResourcePack
    03/07/2021  13:18    <DIR>          CommunityTechTree
    09/07/2021  04:44    <DIR>          ContractConfigurator
    09/07/2021  01:48    <DIR>          CTTP
    27/06/2021  14:22    <DIR>          CustomBulkheadProfiles
    11/07/2021  23:35    <DIR>          DecouplerShroud
    26/06/2021  21:44    <DIR>          DefaultActionGroups
    13/07/2021  03:26    <DIR>          DeployableBatteries
    17/06/2021  03:18    <DIR>          DistantObject
    20/07/2021  22:44    <DIR>          DockingCamKURS
    16/06/2021  23:02    <DIR>          DraggableAltimeter
    16/06/2021  23:02    <DIR>          DraggableNavball
    02/07/2021  03:37    <DIR>          EasyVesselSwitch
    12/07/2021  13:27    <DIR>          EditorExtensionsRedux
    08/07/2021  17:58    <DIR>          EngineLightRelit
    08/07/2021  17:14    <DIR>          EnvironmentalVisualEnhancements
    20/07/2021  20:30    <DIR>          EVAEnhancementsContinued
    23/06/2021  23:04    <DIR>          FlightPlan
    21/07/2021  00:13    <DIR>          HaystackContinued
    16/06/2021  14:51    <DIR>          HideEmptyTechTreeNodes
    01/07/2021  15:09    <DIR>          ImprovedChaseCamera
    21/07/2021  00:14    <DIR>          JanitorsCloset
    18/12/2020  16:58    <DIR>          JX2Antenna
    03/07/2021  14:01    <DIR>          KAS
    23/06/2021  21:59    <DIR>          KeepItStraight
    21/07/2021  21:29    <DIR>          KerbalEngineer
    02/07/2021  04:04    <DIR>          Kerbaltek
    09/07/2021  02:02    <DIR>          Kopernicus
    17/06/2021  23:24    <DIR>          KRASH
    13/07/2021  14:05    <DIR>          ksp-advanced-flybywire
    20/03/2021  04:14    <DIR>          KSPRescueContractFix
    11/07/2021  12:09    <DIR>          KSP_PartVolume
    01/07/2021  15:09    <DIR>          LightsOut
    12/07/2021  13:48    <DIR>          ManeuverNodeEvolved
    05/07/2021  09:37    <DIR>          masTerTorch
    11/07/2021  18:53    <DIR>          MechJeb2
    20/07/2021  21:05    <DIR>          MissingHistory
    19/06/2021  09:53    <DIR>          MK1CabinHatch
    21/07/2021  02:28    <DIR>          ModRocketSys
    09/07/2021  01:48    <DIR>          ModularFlightIntegrator
    25/06/2021  05:04    <DIR>          MouseAimFlight
    17/06/2021  21:17    <DIR>          MSP3000-A
    20/06/2021  14:33    <DIR>          NavBallDockingAlignmentIndicatorCE
    06/07/2021  09:13    <DIR>          NavHud
    10/07/2021  19:08    <DIR>          NavyFish
    06/07/2021  00:12    <DIR>          NCRC
    09/07/2021  02:02    <DIR>          OPM
    10/07/2021  12:59    <DIR>          Parallax
    10/07/2021  12:59    <DIR>          Parallax_StockTextures
    17/06/2021  20:37    <DIR>          PartCommanderContinued
    19/07/2021  02:27    <DIR>          PartWizard
    26/06/2021  04:54    <DIR>          PAWRangeBuff
    23/06/2021  04:37    <DIR>          PersistentRotation
    14/06/2021  02:35    <DIR>          PreciseEditor
    26/06/2021  14:26    <DIR>          PreciseManeuver
    07/07/2021  02:44    <DIR>          RCSBuildAid
    30/12/2020  13:47    <DIR>          ReCoupler
    30/06/2021  01:44    <DIR>          RemoteTechRedev
    16/06/2021  23:10    <DIR>          REPOSoftTech
    21/07/2021  17:56    <DIR>          ReStock
    21/07/2021  17:56    <DIR>          ReStockPlus
    21/07/2021  17:57    <DIR>          RestockRigidLegs
    21/07/2021  03:52    <DIR>          RLA_Reborn
    07/07/2021  13:26    <DIR>          scatterer
    21/07/2021  00:09    <DIR>          ScienceAlert
    20/07/2021  02:00    <DIR>          ScienceLabInfo
    20/06/2021  18:44    <DIR>          ShowFPS
    14/06/2021  17:54    <DIR>          SimpleFuelSwitch
    06/07/2021  09:13    <DIR>          SituationModuleInfo
    20/06/2021  15:07    <DIR>          SmartDockingAid
    17/06/2021  23:37    <DIR>          SmartParts
    26/06/2021  02:08    <DIR>          SmartStage
    17/06/2021  20:37    <DIR>          SpaceTuxLibrary
    10/07/2021  15:29    <DIR>          SpeedUnitAnnex
    24/06/2021  14:11    <DIR>          Squad
    02/06/2019  20:35    <DIR>          SquadExpansion
    12/07/2021  15:58    <DIR>          StageRecovery
    15/07/2021  18:17    <DIR>          SteeringTweaker
    03/07/2021  12:40    <DIR>          SurfaceLights
    09/07/2021  01:48    <DIR>          TextureReplacer
    06/07/2021  09:14    <DIR>          ThroughTheEyes
    08/07/2021  16:31    <DIR>          ThunderAerospace
    30/06/2021  16:14    <DIR>          TooManyOrbits
    14/06/2021  20:09    <DIR>          TrackingLights
    12/07/2021  13:48    <DIR>          TrackingStationEvolved
    27/06/2021  13:53    <DIR>          Trajectories
    25/06/2021  12:33    <DIR>          TrimIndicators
    16/06/2021  21:27    <DIR>          UtilityWeight
    17/12/2020  21:53    <DIR>          VABReorienter
    17/12/2020  21:53    <DIR>          VariantPersist
    23/06/2021  13:03    <DIR>          VentralDrill
    25/06/2021  04:24    <DIR>          WasdEditorCamera
    21/07/2021  20:00    <DIR>          Waterfall
    21/07/2021  20:00    <DIR>          WaterfallRestock
    01/07/2021  13:23    <DIR>          WaypointManager
    08/07/2021  17:14    <DIR>          WhoAmI
    24/06/2021  12:21    <DIR>          WorldStabilizer
    21/06/2021  15:03    <DIR>          XyphosAerospace
    18/07/2021  19:40    <DIR>          ZeroMiniAVC
    21/07/2021  18:19    <DIR>          ZZZ_CustomMMPatches
    13/07/2021  21:56    <DIR>          [x]_Science!

    Unfortunately I didn't get any screenshots or logs.
    I remember I solved the problem by switching focus back to the ship and disabling RCS and SAS! But maybe I didn't have to do that and just changing focus would have solved the problem...

    Thanks.

  8. I don't know if it's bug caused by some mod or not, it happens intermittently....
    Sometimes I've done EVA, when I'm in control of my kerbal, the vessel it came out of starts to respond to the same controls that I pass to the Kerbal I'm controlling... This make the ship start spinning weirdly! Both times it happened I was in EVA construction mode!

    Has anyone had this problem?

    Thanks.

  9. 3 hours ago, RyanRising said:

    @linuxgurugamer I've been playing with this mod, and I noticed a consistency issue that wasn't present in the original version as far as I can tell. The Prograde and Retrograde tracking in warp appear to function differently than the earlier-implemented "Stability Assist" SAS mode. That one will track to your set body, as do the others as far as I can tell, but only if your rotation speed is low enough. If you're spinning quite quickly, the attempt to hold attitude will fail and you'll continue to spin. This appears to be consistent with the mod's goal of making momentum and rotation more realistic, as stopping that rotation would require significant resources*. However, the Prograde and Retrograde hold do not conform to this standard - they instantly fix your craft to that vector upon entering warp, killing rotation for free in the same way stock timewarp does. This will persist upon exiting timewarp if you do so still set to that vector. Is there a way to make these modes more consistent with the premise of the mod?

    I disabled this feature because of this!

  10. 30 minutes ago, rmaine said:

    And me, well with KSP 1.12.1 and the dev version of the mod. BTW, I always use bi-impulsive xfer for low Kerbin orbit to the Mun. (From Kerbin itself, I start with something else to get into orbit, but I presume you mean from Kerbin orbit instead of from Kerbin itself. As a retired engineer, I'm trained to state things more precisely because sometimes a sloppy statement actually gets misinterpreted. There's a lesson about that in a "musical road" near me. There are grooves in a segment of the road that result in your tires playing a tune when you drive over them. But the tune is a little "off". Turns out that sloppy wording of the construction specs was the reason. The specs described the distance "between the grooves". What was intended was the distance center to center. As the grooves have finite width, that's not the same thing. It's close enough that the tune is recognizable - just a bit sour, particularly on the higher notes. :-))

    From Kerbin orbit to Mun encounter!

  11. 2 hours ago, Morse said:

    I never launched 1.12, so no idea how this works there. Also, I'm not sure I'll have time for an update in the next ~couple of months. But I can look into logs, maybe there is something simple there.

    @Morse If you have the time and will, I have some suggestions:

    * Integrate this mod with the stock alarm clock. Or at least remove the 'Alarm' button if the user don't have the KAC installed

    * Add shortcuts to the feature 'snap maneuver node to the previous/next orbit'

    Thanks.

  12. I prefer this mod too, for almost the same reasons!

    But I think that Precise Node let you snap the maneuver node on Ap/Pe. I think is hidden and need to be activate in the options! And it also have keyboard shortcuts that helps a lot! But for all I know, it don't have the circularize button, the change inclination button, the ability to use the big gizmo on a separate window, or keep changing the values while I was holding the +/- buttons (I don't need to keep clicking!)...

  13. 4 hours ago, Lisias said:

    There's two years since I looked on that code, but you may be right - looking on it again, it appears to be only applied when the craft is made before or on 1.8.0, when then the 1.8.0 upgrade script would be kicked in.

    That hack of yours (editing the craft file to appears to be made on 1.8.0) throwed some light on this equation!

    Nice!
    Are you working on this mod?

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