canisin

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About canisin

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  1. Hey! What magic is in that picture?
  2. Hello All, It is usually very useful to collect and tabulate information about parts or experiments or other entities. For example, tabulating ISP's of engines or maybe masses of fuel tanks, or science values of experiments, etc. How does everyone collect this information? I do so by manually searching through config files or inspecting tooltips in the VAB. Is there a better way to do this? For example by typing some commands in the in game debug window or maybe some helper method that I can run in ModuleManager.dll? Can I maybe run a tiny executable to run ModuleManager.dll in the game folder and then write out a csv containing the values that I need? Edit: Actually what I am looking for is probably a way to parse the module manager cache. All the information that I want is probably in there but I would need it to be more easily queryable via linq in memory or csv/excel or something else.
  3. Oh is it? I had always thought the Kerbal's would be meant to set them up and then leave them there
  4. I am setting up the instruments with a Kerbal, leaving them on the planet, returning to Kerbin, and then once the experiments are completing I am switching to the central station and sending back the results. But when I do, it just starts transmitting and I never get to see the results So that's why I added the science container and use the method that I have described earlier.
  5. canisin

    [1.6.1] Rocket Emporium 1.8.4 (2019-03-02)

    Hello you might want to mention this in the OP for non-CKAN users. For all others wondering here is the Animated Attachment mod by the same user:
  6. Hello @Snark, thanks for the lovely explanation and actually I quite agree with it. When adding mods to my game I go through a similar thought process and usually decide not to add "heavy" part packs for the same reason. Or sometimes I add a pack and then trim out parts from it. As for the .625 engine plate, I for one wouldn't be bothered by it, because even though it might not be that useful, I would allow it in my game base on precedent. That is, there already is a line up of engine plates and this would be a part of it and as such the scrutiny for its guilt, as you have put it, would be waived. ---- Why the hell does new line sometimes does not work in the post editor??!!? ---- Now, as for my silly sentence in my quoted post: It reads as: "the ant does not have a shroud" and "the .625 engine plate could also be useful for attaching parts above a mk1 parachute" Chalk it up to me not being a native speaker and failing at constructing a complicated sentence.
  7. Hello all, I have previously reported a problem about not being able to see the results of the experiments when i transmit science from a central station. So far I have been able to find a solution by adding a science container to the central station and collecting all experiment results into it so that I can review them and transmit them. For me this has been a good solution so I wanted to share it. Here is the patch that adds a science container to the central station. @PART[SEP_CentralStation]:FINAL { MODULE { name = ModuleScienceContainer canBeTransferredToInVessel = True canTransferInVessel = True showStatus = True } }
  8. canisin

    [1.4.X] KS3P

    Hey all, I don't wanna barge into an ongoing discussion but I just wanted to share my config. It is somewhat subdued, but you can notice most of the effects. It uses the neutral preset for color grading. It also uses the lens flares that were shared by Galileo in this thread. KS3P { Name = bud_neutral SETUP { Scene = MainMenu Anti_Aliasing { Mode = FXAA Quality = 4 } Color_Grading { Preset = Neutral } Bloom { Anti_Flicker = true Intensity = 0.89 Radius = 1.7 Soft_Knee = 0.78 Threshold = 1.13 Dirt_Enabled = true Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt01 Dirt_Intensity = 5 } } SETUP { Scene = KSC Anti_Aliasing { Mode = FXAA Quality = 4 } Color_Grading { Preset = Neutral } Vignette { Center = 0.5,0.5 Color = 0,0,0,1 Intensity = 0.2 Opacity = 1 Roundness = 1 Smoothness = 0.8 Rounded = False Mask = KS3P/Textures/Null Mode = 0 } Bloom { Anti_Flicker = true Intensity = 0.89 Radius = 1.7 Soft_Knee = 0.78 Threshold = 1.13 Dirt_Enabled = true Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt04 Dirt_Intensity = 5 } } SETUP { Scene = VAB Anti_Aliasing { Mode = FXAA Quality = 4 } Color_Grading { Preset = Neutral } Bloom { Anti_Flicker = true Intensity = 0.35 Radius = 1.7 Soft_Knee = 0.78 Threshold = 1.13 Dirt_Enabled = false } } SETUP { Scene = SPH Anti_Aliasing { Mode = FXAA Quality = 4 } Color_Grading { Preset = Neutral } Bloom { Anti_Flicker = true Intensity = 0.35 Radius = 1.7 Soft_Knee = 0.78 Threshold = 1.13 Dirt_Enabled = false } } SETUP { Scene = Scaled Anti_Aliasing { Mode = FXAA Quality = 4 } Color_Grading { Preset = Neutral } Bloom { Anti_Flicker = true Intensity = 0.35 Radius = 1.7 Soft_Knee = 0.78 Threshold = 1.13 Dirt_Enabled = false } } SETUP { Scene = Flight Anti_Aliasing { Mode = FXAA Quality = 4 } Color_Grading { Preset = Neutral } Depth_Of_Field { Focus_Distance = 10 Aperture = 25.7 Use_Camera_FOV = False Focal_Length = 150 Kernel_Size = 3 } Eye_Adaptation { Luminosity_Minimum = -6 Luminosity_Maximum = 14 Maximum_EV = -5 Minimum_EV = 1 Dynamic_Key_Value = False Type = 0 Speed_Up = 2 Speed_Down = 1 Range = 0.5,1 Key_Value = 0.3 } Vignette { Center = 0.5,0.5 Color = 0,0,0,1 Intensity = 0.2 Opacity = 1 Roundness = 1 Smoothness = 0.8 Rounded = False Mask = KS3P/Textures/Null Mode = 0 } Bloom { Anti_Flicker = true Intensity = 0.89 Radius = 1.7 Soft_Knee = 0.78 Threshold = 1.13 Dirt_Enabled = true Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt01 Dirt_Intensity = 5 } } SETUP { Scene = EVA Anti_Aliasing { Mode = FXAA Quality = 4 } Color_Grading { Preset = Neutral } Depth_Of_Field { Focus_Distance = 10 Aperture = 30 Use_Camera_FOV = False Focal_Length = 150 Kernel_Size = 3 } Eye_Adaptation { Luminosity_Minimum = -6 Luminosity_Maximum = 14 Maximum_EV = -5 Minimum_EV = 1 Dynamic_Key_Value = False Type = 0 Speed_Up = 2 Speed_Down = 1 Range = 0.5,1 Key_Value = 0.3 } Vignette { Center = 0.5,0.5 Color = 0,0,0,1 Intensity = 0.2 Opacity = 1 Roundness = 1 Smoothness = 0.8 Rounded = False Mask = KS3P/Textures/Null Mode = 0 } Bloom { Anti_Flicker = true Intensity = 1.73 Radius = 2.1 Soft_Knee = 0.78 Threshold = 1.13 Dirt_Enabled = true Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt04 Dirt_Intensity = 5 } } SETUP { Scene = IVA Anti_Aliasing { Mode = FXAA Quality = 4 } Color_Grading { Preset = Neutral } Eye_Adaptation { Luminosity_Minimum = -6 Luminosity_Maximum = 14 Maximum_EV = -5 Minimum_EV = 1 Dynamic_Key_Value = False Type = 0 Speed_Up = 2 Speed_Down = 1 Range = 0.5,1 Key_Value = 0.3 } Vignette { Center = 0.5,0.5 Color = 0,0,0,1 Intensity = 0.2 Opacity = 1 Roundness = 1 Smoothness = 0.8 Rounded = False Mask = KS3P/Textures/Null Mode = 0 } Bloom { Anti_Flicker = true Intensity = 1.73 Radius = 2.1 Soft_Knee = 0.78 Threshold = 1.13 Dirt_Enabled = true Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt04 Dirt_Intensity = 5 } } }
  9. canisin

    [1.4.x] Stock Antenna Balance - July-29-2018

    Hey @WuphonsReach, you might remember that i was a user of your mod. In your absence, afaik, i tweaked your antenna configurations a little bit, and here is what i have been using in my own career game. I planned to share these with you and when i did, i had a spread sheet to go along with, but it seems that i have lost it. I am not sure how useful the patch will be for you, but here it goes anyways. @CUSTOMBARNKIT:FINAL { @TRACKING { // Stock DSN1: 2,000,000,000 (2G) // Stock DSN2: 50,000,000,000 (50G) -> 10G // Stock DSN3: 250,000,000,000 (250G) -> 20G @DSNRange = 2000000000, 10000000000, 20000000000 } } @PART[SurfAntenna]:FINAL { //@title = Communotron 16-S //@mass = 0.015 //@TechRequired = engineering101 //@entryCost = 750 //@cost = 300 @MODULE[ModuleDataTransmitter] { //antennaType = DIRECT //@packetInterval = 0.6 //@packetSize = 2 //@packetResourceCost = 12 //@antennaPower = 500000 } } @PART[longAntenna]:FINAL { //@title = Communotron 16 //@mass = 0.005 //@TechRequired = engineering101 //@entryCost = 750 //@cost = 300 @MODULE[ModuleDataTransmitter] { //antennaType = DIRECT //@packetInterval = 0.6 //@packetSize = 2 //@packetResourceCost = 12 @antennaPower = 2000000 } } @PART[mediumDishAntenna]:FINAL { //@title = Communotron DTS-M1 //@mass = 0.05 //@TechRequired = precisionEngineering //@entryCost = 4900 //@cost = 900 @MODULE[ModuleDataTransmitter] { //antennaType = DIRECT //@packetInterval = 0.35 //@packetSize = 2 //@packetResourceCost = 12 @antennaPower = 100000000 } } //copy of HighGainAntenna5, equivalent of HighGainAntenna +PART[HighGainAntenna5]:FINAL { @name = HighGainAntenna5.Direct @title = Communotron HG-5D @mass = 0.075 @TechRequired = electronics @entryCost = 7500 @cost = 1200 @MODULE[ModuleDataTransmitter] { @antennaType = DIRECT @packetInterval = 0.3 @packetSize = 2 @packetResourceCost = 16 @antennaPower = 500000000 } } @PART[commDish]:FINAL { //@title = Communotron 88-88 //@mass = 0.1 //@TechRequired = automation //@entryCost = 20000 //@cost = 1500 @MODULE[ModuleDataTransmitter] { //antennaType = DIRECT @packetInterval = 0.2 @packetSize = 2 @packetResourceCost = 20 @antennaPower = 5000000000 } } @PART[jw1MDA]:FINAL { //@title = JW1 Medium Deployable Antenna //@mass = 0.35 //@TechRequired = largeUnmanned //@entryCost = 100000 //@cost = 9000 @MODULE[ModuleDataTransmitter] { //antennaType = DIRECT @packetInterval = 0.15 @packetSize = 2 @packetResourceCost = 24 @antennaPower = 20000000000 } } //copy of HighGainAntenna, equivalent of HighGainAntenna5 +PART[HighGainAntenna]:FINAL { @name = HighGainAntenna.Relay @title = HG-55R Antenna Relay @mass = 0.2 @TechRequired = basicScience @entryCost = 16000 @cost = 4500 @MODULE[ModuleDataTransmitter] { @antennaType = RELAY @packetInterval = 0.5 @packetSize = 1 @packetResourceCost = 250 @antennaPower = 10000000000 } MODULE { name = ModuleGenerator isAlwaysActive = true INPUT_RESOURCE { name = ElectricCharge rate = 0.4 } } } @PART[RelayAntenna5]:FINAL { //@title = RA-2 Relay Antenna @mass = 0.45 //@TechRequired = precisionEngineering @entryCost = 45000 @cost = 18000 @MODULE[ModuleDataTransmitter] { //antennaType = RELAY @packetInterval = 0.5 @packetSize = 1 @packetResourceCost = 250 @antennaPower = 75000000000 } MODULE { name = ModuleGenerator isAlwaysActive = true INPUT_RESOURCE { name = ElectricCharge rate = 2.5 } } } @PART[RelayAntenna50]:FINAL { //@title = RA-15 Relay Antenna @mass = 0.8 //@TechRequired = electronics @entryCost = 90000 @cost = 30000 @MODULE[ModuleDataTransmitter] { //antennaType = RELAY @packetInterval = 0.5 @packetSize = 1 @packetResourceCost = 250 @antennaPower = 250000000000 } MODULE { name = ModuleGenerator isAlwaysActive = true INPUT_RESOURCE { name = ElectricCharge rate = 5 } } } @PART[RelayAntenna100]:FINAL { //@title = RA-100 Relay Antenna @mass = 1.1 //@TechRequired = automation @entryCost = 125000 @cost = 48000 @MODULE[ModuleDataTransmitter] { //antennaType = RELAY @packetInterval = 0.5 @packetSize = 1 @packetResourceCost = 250 @antennaPower = 500000000000 } MODULE { name = ModuleGenerator isAlwaysActive = true INPUT_RESOURCE { name = ElectricCharge rate = 10 } } } @PART[ju1MDA]:FINAL { //@title = JU1 Medium Deployable Antenna @mass = 1.8 //@TechRequired = largeUnmanned @entryCost = 200000 @cost = 65000 @MODULE[ModuleDataTransmitter] { //antennaType = RELAY @packetInterval = 0.5 @packetSize = 1 @packetResourceCost = 250 @antennaPower = 1000000000000 } MODULE { name = ModuleGenerator isAlwaysActive = true INPUT_RESOURCE { name = ElectricCharge rate = 15 } } } @PART[jx2LDA]:FINAL { //@title = JX2 Large Deployable Antenna @mass = 3.5 @TechRequired = artificialIntelligence @entryCost = 300000 @cost = 75000 @MODULE[ModuleDataTransmitter] { //antennaType = RELAY @packetInterval = 0.5 @packetSize = 1 @packetResourceCost = 250 @antennaPower = 2200000000000 } MODULE { name = ModuleGenerator isAlwaysActive = true INPUT_RESOURCE { name = ElectricCharge rate = 20 } } } !PART[HighGainAntenna]:FINAL { } !PART[HighGainAntenna5]:FINAL { }
  10. The plate could be useful for an ant engine which doesn't have a shroud or a parachute
  11. canisin

    (Chatterer) Morse Kode

    This sounds great! (No pun intended as I have not yet downloaded it.) Quick question, in vanilla scatterer, whenever I transmit science I hear the same SSTV sound for transmission. If add this addon, are the science transmission sounds, KW, going to be randomized?
  12. canisin

    [1.4.x] Stock Antenna Balance - July-29-2018

    Hey there, welcome back.
  13. canisin

    PartVariant Color Tinting

    That's not the problem, the problem is i can't/don't want to create a new texture. I am not good at painting
  14. canisin

    PartVariant Color Tinting

    Yea, i could change the texture, but that would mean that i need a new texture, right? I was hoping that i would be able to get away with merely tinting the existing texture.
  15. canisin

    PartVariant Color Tinting

    Hello, sorry for being dense, i feel like i can use the information in the op to get at what i want, but i cannot wrap my head around it. I am writing a patch that clones the existing fuel cells to create monoprop fuel cells. I am simply writing a module manager patch that uses +PART to clone the fuel cell and then modifying the INPUT_RESOURCE nodes to use monoprop instead of lfo. Can I use the _COLOR variable to tint the existing texture so that my cloned part has a slightly different coloration? I feel like I can, but I am not sure if the syntax would be as simple as that. Would it work if i just added the following? TEXTURE { _COLOR = #FFD700 } Nope! Just tried it, didn't work. Edit2: Hm I have made a tiny bit of progress, but it does not seem to work still. I am thinking, judging by the screenshots on this thead, that the tinting works by tinting the white parts of the existing texture. The texture for the fuel cells have very little or no white in it, so the variant coloring just does not show up. Nope, that's not it. Looking closely, it does have some white parts and pieces, but they are not getting any tinting.