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Psycho_zs

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Everything posted by Psycho_zs

  1. Would you kindly consider this?
  2. No escape from manual work... BTW, with this amount of repeated action it might be more optimal to mark modules with some variable first, and then assign actual configs based on that mark. like this: @PART[engine1|engine2|lots|of|other|engines|] { throttleProfile = shallow } @PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[@PROPELLANT[Oxidizer]],!MODULE[ThrottleLimiterModule],#tags[*land*]] { throttleProfile = deep } @PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[@PROPELLANT[Oxidizer]],!MODULE[ThrottleLimiterModule],#tags[*sustain*]] { throttleProfile = shallow } ... ... // lots of other markings ... ... @PART[*]:HAS[#throttleProfile[shallow]] { @description ^= :(.)$:$0 Shallow throttle; minThrust down to 80% of maxThrust.: MODULE { name = EngineAGThrottleModule } MODULE { name = ThrottleLimiterModule minThrottle = .80 // 0 to 100 } } @PART[*]:HAS[#throttleProfile[deep]] { @description ^= :(.)$:$0 Deep throttle; minThrust down to 20% of maxThrust.: MODULE { name = EngineAGThrottleModule } MODULE { name = ThrottleLimiterModule minThrottle = .20 // 0 to 100 } } // remove markers @PART[*]:HAS[#throttleProfile] { !throttleProfile } Or even mark with throttle coefficient right away and match :HAS[#throttleDepth[>.35],#throttleDepth[<.65]] as medium (for different descriptions)
  3. That mod is irrelevant. The point is not to set minThrust to 0 (like by not applying the patch). The point is to shut down engines that have minThrust > 0. One way to do it is to dynamically set minThrust to 0 when ship's throttle is 0 and revert the value when throttle is not 0. This can not be done by MM patch.
  4. How much hassle would it be to account for possibility of minThrust changing at runtime? There is a plugin that uses this trick to allow shutting down engines with non-zero minThrust: https://forum.kerbalspaceprogram.com/index.php?/topic/173478-minthrust-handling-request/ But it does not work while DTC is in control.
  5. Modded. Like by this kind of patch. You missed the point.
  6. Is it possible to enable/disable attachment node?
  7. To apply a theme you have to click on a tiny icon inside a theme item.
  8. Variants can be associated with common themes. A theme can then be selected in VAB's advanced categories and applied to all parts that have variants marked with such theme. Also, multiple ModulePartVariants instances per part give multiple selectors (or has something changed in 1.4.2?)
  9. Hello everyone! Since Squad hasn't yet addressed the problem with minThrust handling (engines with minThrust > 0 can not be shut down by throttle, complex bug report is here) , I would like to request the simplest possible mod solution that does just that without affecting anything else. A good starting point would be ThrottleControlledShutdown plugin by @NotTheRealRMS which dynamically sets engine's minThrust to 0 when ship's throttle is 0. Maybe someone would be kind enough to refurbish and clean this thing up, (i.e. 'foreach' are bad as far as I heard). Or maybe there is a better way to solve the problem altogether. Edit: this plugin works in 1.4.2. Although it sometimes lags behind throttle and other ships coming into physics bubble may have their engines unaffected and therefore ignited.
  10. @Kerbas_ad_astra Are you sure that tag selection works? I recently found out the hard way that OR operator ("|") does not work in HAS blocks.
  11. Cool! I haven't tested anything yet, but is there any progress on resolving conflict with SmokeScreen/RealPlume? Edit: on first glance I do not see throttle lock problem anymore with SS/RP installed.
  12. nodeType is inside ModuleDockingNode. With this selector it would probe for it in root.
  13. Whoa, how is that supposed to work? nodeType is a value, so it should be #nodeType. Anyway, I've checked your syntax with both #nodeType and @nodeType. I've also used "size1|size2" selector, but nodes with size0 were also affected, so something is wrong here.
  14. Yes it is, this syntax is correct from the hierarchal standpoint. I want to select only stock-compatible docking ports.
  15. Hi! I'm trying to use this selector: @PART[*]:HAS[@MODULE[ModuleDockingNode]:HAS[#nodeType[size0|size1|size2]]] It does not work. The problem seems to be in "size0|size1|size2" part. Is this a bug, or OR is not supported in HAS values by design?
  16. An update for angled docking patch: instead of targeting specific parts, target ModuleDockingNode's nodeType (by stock values): // Add angle snapping to Docking ports with stock nodeType values (12 increments as on textures) // Author: Psycho_zs @PART[*]:HAS[@MODULE[ModuleDockingNode]] { @MODULE[ModuleDockingNode]:HAS[#nodeType[size0]],* { // If you want X degrees wide margin, use cos(0.5*X) as captureMinRollDot // 0.5 degrees = 0.99999048 // 1 degree = 0.99996192 // 2 degrees = 0.9998477 // 3 degrees = 0.99965732 // 5 degrees = 0.99904822 %captureMinRollDot:NEEDS[!DockRotate] = 0.99996192 // more relaxed version to use with DockRotate %captureMinRollDot:NEEDS[DockRotate] = 0.99904822 %snapRotation = true %snapOffset = 30 } @MODULE[ModuleDockingNode]:HAS[#nodeType[size1]],* { %captureMinRollDot:NEEDS[!DockRotate] = 0.99996192 %captureMinRollDot:NEEDS[DockRotate] = 0.99904822 %snapRotation = true %snapOffset = 30 } @MODULE[ModuleDockingNode]:HAS[#nodeType[size2]],* { %captureMinRollDot:NEEDS[!DockRotate] = 0.99996192 %captureMinRollDot:NEEDS[DockRotate] = 0.99904822 %snapRotation = true %snapOffset = 30 } } First, It is logical to target nodeType since it kinda represents a mechanical standard . Second, this patch will also affect any mod stock-compatible docking port, so compatibility is preserved. Also added a version to go with the great DockRotate mod (It adds ability to rotate docking ports in-flight and auto-straightens angle-locked ports): Edit: There seems to be a problem with selector "size0|size1|size2" inside HAS, so I've expanded it into multiple node statements. ",*" should help with "universal" docking ports that have multiple nodes of different types.
  17. Is there / will there be a full documentation on ModulePartVariants?
  18. Jumbo tank has 'sideTubes = true' object in orange variant, but I do not see any geometry changes when switching themes on this tank. Is this a bug?
  19. Sadly, not even close. Not enough of those sharp cracks and low pitched rumble that shadows them with amplitude pulses. BTW it is also used in RealPlume.
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