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DesertCookie

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Posts posted by DesertCookie

  1. On 2.2.2014 at 5:26 PM, sal_vager said:

    Okay pick another and send it to me via PM please.

    1

    Hey, I didn't know whether to create a new thread or use this one; but is it still you I have to ask if I want to change my username?

    (I know it says at the bottom that this is an old thread and I should consider creating a new one, but just to do that for what I want to achieve seems like spaming to me...)

  2. On 27.11.2017 at 1:07 AM, CaribeanSoul said:

    In the update just posted to spacedock there is a mistake in PartTweaks\KSP stock\Aero\wings\wingConnector2.cfg:

     

    Thank you! It took me a while but this issue is now fixed with PartTweaks 1.0.2 for KSP 1.3.1.

    Also, there soon will be the long promised update 1.1!

  3. On 3.10.2016 at 1:04 AM, JeffreyCor said:

    I noticed the optional folder for the parts ends in _105 while the standard has a parts folder ends in _113. This give two parts folders if one doesn't delete the ones from standard install, but this isn't mentioned in the instructions. Don't want people to get confused :)

    Thanks for the note. I fixed it after you wrote it!

     

    Here is V1.0.0:  SpaceDock

    Spoiler
    • all .dll components got updated
    • stock parts(edited by PaTwe) have slightly less fuel capacity; HRP parts have less fuel capacity (10% less)
    • parts weight more when filled (only with IFS)

     

  4. :rep: The KSP Fuel Calculator is a tiny tool to improve modders workflow. You can enter a fuel amount (lq. fuel or oxidizer) and the program calculates the missing propellant amount. You easily can do this by yourself with a calculator but this saves you some time if you are working on multiple fuel tanks or often have to chance it's values. The statistics may help you to not having to chance values for ballancing purposes too often. It currently just displays some vital informations about fuel cost and weight.

    This tool isn't in active development any more! But please feel free to share ideas, I might have some time for it.

    JqF5FF7.png?1CCi3uhW.png?1 (watch out, outdated photos!)


    :prograde: Download: Alpha 0.3.1 (MEGA)
    :prograde: Download: Alpha 0.3.1 (SpaceDock)
    :prograde: Installation: Simply unzip the content of the downloaded file and place it where you need it. Create a shortcut if you want (.exe file for Windows, .jar file for Mac and Linux)

    :retrograde: Source code: Alpha 0.3.1 (GitHub)

     

    :maneuver: Version history:

    Spoiler

    0.2.2

    • initial release (screenshots)

    0.2.4

    • fixed bug that program crashes when number fields are empty ("")
    • added ENTER to quickly do calculation

    0.2.5

    • now only numbers (no letters) can get inserted

    0.3.1

    • added experimental dropdown-list to choose different resources from
    • button no longer reacts if number fields are empty ("0")
    • tiny bug-fixes and code re-structoring

     

    :normal: Known issues:

    Spoiler
    1. currently no decimals can be inserted   ->   working on that!
    2. program doesn't react when "Lf + Ox" is chosen after startup   ->   just select another entry and then "Lf + Ox" again
    3. calculating Xeon gas and electric charge currently doesn't work yet

     

  5. :rep: The KSP Fuel Calculator is a tiny tool to improve modders workflow. You can enter a fuel amount (lq. fuel or oxidizer) and the program calculates the missing propellant amount. You easily can do this by yourself with a calculator but this saves you some time if you are working on multiple fuel tanks or often have to chance it's values. The statistics may help you to not having to chance values for ballancing purposes too often. It currently just displays some vital informations about fuel cost and weight.

    JqF5FF7.png?1CCi3uhW.png?1

     

    :prograde: Download: Alpha 0.2.5 (MEGA)
    :prograde: Download: Alpha 0.3.3 (SpaceDock)

    :retrograde: Source code: Alpha 0.3.3 (GitHub)

     

    :science: This tool is currently in developement. The alpha release gives me a chance to listen to your ideas on how to improve the design and functionality. I want to create a tool that makes modding easier and less time consuming. So please feel free to share any ideas you got.

    Please look up the official thread fo more detailed information!

     

     

    Spoiler
    • Spoiler
      Spoiler

       

       

       

  6. @Beetlecat @JeffreyCor @Nansuchao

    Update 0.9 is out! The full version :P

    I set down after a long while and thought about what I can do and came up with some tiny things:

    • I added KSP's internal fuelflow-system and removed the outdated crossfeedEnabler (since KSP 1.0.5)  ->  be shure to delete the old folder
    • I also made myself a plan on working out some minor things for release 1.0 (comming with KSP1.2). I will work a lot on the fuel amounts and weights. For example if the part is fueled they get heavier to keep stock ballance; also HRP's parts will get a litle less fuel capacity ('cause there must be some weak spot if they already are heat resistent!)
    • I'm looking toward your ideas. Maybe you can find some problems in the 1.2 pre-release that I can work on if they are appearing in KSP 1.2 final.

    0.9 might be a tiny update, but since it's just the step from a beta to the release it is fine. Update 1.0 will be a bigger update tho and I'm not shure yet if a .1 jump in version is enough. I'm happy to be back and want to thank @NathanKell for his awesome mod CrossFeedEnabler that made a big part of this possible in the first place!

  7. Update 0.9 (beta) is out!

    Changes:

    • added optional version without InterstellarFuelSwitch
    • tiny changes to CrossFeedEnabler-cfg
    • cleaned up the installation folde

    Version 0.9 (non-beta) will be released soon. Look up the download-sites for more informations.

     

    @JeffreyCor I included your idea. Look up the Optional-folder and just install the non-InterstellarFuelSwitch version. (And delete the IStFs-folder :)

  8. On 7.4.2016 at 5:53 AM, Bit Fiddler said:

    Looking to do a bit of MM magic on some parts.  what I want is for MM to modify ANY part that has Liquid Fuel OR Oxidizer OR Mono propellant..

     

    @PART[*]:HAS[@RESOURCE[LiquidFuel]|@RESOURCE[Oxidizer]|@RESOURCE[MonoPropellant]]

     

    this will do the job?

    Not exactly sure, but I think you have to use commas instead of "|". Didn't understood yet why the @ but I saw others use them like you did so wait for a second opinion.

    But best way to figure this out is trying and learning from your mistakes... 

  9. 15 minutes ago, FreeThinker said:

    1.1 already? at this rate you get to version 10 in a matter of weeks.

    There's no big changes to KSP 1.1's config files so there is basically no need to change anything.

    But yes, it could come as you say when I get even more bored by my real life...  ^_^

  10. On 31.3.2016 at 11:50 AM, Streetwind said:

    As a quick tip: now that your mod is gaining features and traction, you might want to ask a moderator to move your thread into the "Add-On Releases" subforum. Quoting the KSP version number the mod is designed to run on in square brackets in the thread title is also recommended, so people will know that your mod is up to date (or not).

    Thanks. Already got informed from the moderators but it's too early in my eyes. Just some more days... 

  11. 2 hours ago, nli2work said:

    that should do the trick. !PART[partName]{} would prevent a part from showing up in Editor. though the model, textures, sound and FX if any, will still be in memory.

    Isn't really what I wanted because saving RAM and loading time mostly is my goal!

    2 hours ago, JedTech said:

    I wish there was a way to stop KSP from loading certain assets. I would love to save RAM and get rid of plane parts and IVA's.

    I too because I'm working on some tweak-mods and it would be great to do so...

    2 hours ago, Ixenzo said:

    The only way to reduce RAM consumption is to delete all assets: model, textures, everything in the part's folder. I've been deleting all wings, fuel tanks (except the toroidal one), heatshields, decouplers, batteries and so on and replacing them with procedural ones. It saves hundreds MB of RAM while also allowing full part customization. Now, just gotta wait for updated mods...

    Updates for 1.1?

  12. 22 hours ago, NathanKell said:

    You can stop KSP compiling a part with MM: use MM to delete the PART node for it. You cannot stop KSP loading the assets. Indeed, you cant' stop KSP from loading any aseets in GameData, unless those assets are inside a PluginData folder.

    Okay thanks. Is this it: !NODE[foo] {}

    If not, please give a clue where to find it in the post or quote it, please.

  13. 16 hours ago, nli2work said:

    I don't think you can "unload" assets via ModuleManager. MM does its thing during part compile phase, after all the game assets have been loaded. The "When" pertains to the order a part is compiled and with what MM patch applied, e.g. before/after some other mod's patch to the same part. Best you can do with MM is hide some parts in VAB/SPH.

    only way, for now, to prevent some asset from loading is not putting it in GameData folder.

    Thanks. Still don't undestand why he sayed something in this direction is possible.

  14. 4 hours ago, FreeThinker said:

    Although I have never actualy spoken with fractal about taking over KSPI, I try to remain in Fractals vision of creating a gradualy realisitc technological path to the stars, and I did exactly that. This is why a vision is so important, is gives some direction and limits your scope. Trying to improve everything will result into nothing, as people will not know what to expect. It's kind of like a political parties. Just understanding their core philosophy should be enough to be able to vote consiously

    I know (personal experience is best...or...bust!). Don't really know what to say more about it than... tanks :wink:

  15. 7 minutes ago, LitaAlto said:

    Isn't "Mechjeb and Engineer for all" just a ModuleManager script, itself? If so, wouldn't they have provided a variant that removed the parts, if it were an option?

    (I stress "variant" because some still want the parts, for the sake of adding details to their craft, so removing the parts by default wouldn't have been the best option.)

    @LitaAltoThaught the same but when asking the developer he just sayed there's all I have to know on the forum post but I found nothing! To the Mj&EnFA-thing: Don't know actually. There's this example on the forum post but the file you can download is written very laborious so I personally don't think it's from them...

    14 minutes ago, Nansuchao said:

    Just delete the part you don't need.

    @NansuchaoThats not an option because everybody installing this mod had to do the same and this isn acceptable!

    6 minutes ago, nli2work said:

    if the asset (Texture, Model, FX, Sound, etc) is in GameData, it gets loaded whether you see it in Editor or not. This might change with 1.1...

    for now you have to define what you mean by "not load". Not visible in VAB/SPH? or not in memory?

    @nli2workNot im memory. With MM you can define WHEN to load a part so why not prohibit the parts loading? As I sayed in another comment: Developer meant all I have to know is written in forum threa but I cant find anything!

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