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Everything posted by Psycho_zs
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Would you kindly consider this?
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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)
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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.
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[1.6] Davon Throttle Control systems mod [v088]
Psycho_zs replied to PrivateFlip's topic in KSP1 Mod Releases
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. -
Modded. Like by this kind of patch. You missed the point.
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Have you looked into my "Isp gap" method?
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PartVariant Guide
Psycho_zs replied to Electrocutor's topic in KSP1 Modelling and Texturing Discussion
Is it possible to enable/disable attachment node? -
PartVariant Guide
Psycho_zs replied to Electrocutor's topic in KSP1 Modelling and Texturing Discussion
To apply a theme you have to click on a tiny icon inside a theme item. -
PartVariant Guide
Psycho_zs replied to Electrocutor's topic in KSP1 Modelling and Texturing Discussion
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?) -
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.
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@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.
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[1.6] Davon Throttle Control systems mod [v088]
Psycho_zs replied to PrivateFlip's topic in KSP1 Mod Releases
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. -
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.
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Kerbal Space Program update 1.4 Grand Discussion thread.
Psycho_zs replied to UomoCapra's topic in KSP1 Discussion
Is there / will there be a full documentation on ModulePartVariants? -
Kerbal Space Program update 1.4 Grand Discussion thread.
Psycho_zs replied to UomoCapra's topic in KSP1 Discussion
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? -
Kerbal Space Program update 1.4 Grand Discussion thread.
Psycho_zs replied to UomoCapra's topic in KSP1 Discussion
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. -
Kerbal Space Program update 1.4 Grand Discussion thread.
Psycho_zs replied to UomoCapra's topic in KSP1 Discussion
Re: engine sounds This should be stock