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Deimos Rast

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Posts posted by Deimos Rast

  1. 6 hours ago, Space Nerd said:

    What's the compatible version of ksp for the current version of fft?(The art looks fine to me, so I will add it with other NF mods when I do a more modded game.)

    Also, will NF aeronautics work in 1.8?(Probably not, but still want to be sure)

    If  you get the WildBlueIndustries Actuators dependency from another WBI mod, NF Aeronautics will probably work fine.

  2. On 2/13/2020 at 12:39 AM, zer0Kerbal said:

    suggest two things:

    add this to the thread community patches and

     

    @PART[kerbalEVAfemaleFuture,kerbalEVAFuture]:AFTER[SQUAD]
    {
    	@MODULE[ModuleColorChanger]
    	{
    		@greenColor = 1.0
    		@blueColor = 1.0
    	}
    }
    
    // MIT

    Shouldn't it be :AFTER[SquadExpansion] since they suits are from Serenity?

  3. @flart How's this?

     

    // Adjust SmartParts names to match Community Parts Title style
    // Author: Deimos Rast
    
    @PART[kb-fuel-breaker1]:NEEDS[SmartParts]       { @title = SMRT-12 Fuel Flow Breaker, 1.25m }  // Fuel Flow Breaker 1.25m 
    @PART[kb-fuel-breaker15]:NEEDS[SmartParts]    	{ @title = SMRT-18 Fuel Flow Breaker, 1.875m }  // Fuel Flow Breaker 1.875m  
    @PART[kb-fuel-breaker2]:NEEDS[SmartParts]  		{ @title = SMRT-25 Fuel Flow Breaker, 2.5m }  // Fuel Flow Breaker 2.75m
    @PART[kb-fuel-breaker3]:NEEDS[SmartParts]       { @title = SMRT-37 Fuel Flow Breaker, 3.75m }  // Fuel Flow Breaker 3.75m
    
    @PART[FuelController]:NEEDS[SmartParts]       { @title = SMRT-07 Fuel Controller }  // KM Fuel Controller
    
    @PART[km_valve]:NEEDS[SmartParts]       { @title = SMRT-08V Fuel Valve }  // V1 Valve
    @PART[km_valve2]:NEEDS[SmartParts]       { @title = SMRT-09V Fuel Valve (90°)}  // V2 Valve
    
    
    
    @PART[km_smart_alt_low]:NEEDS[SmartParts]       { @title = SMRT-01 Altimeter Action Group Trigger }  // ALT-Pro Altimeter and Action Group Trigger
    
    @PART[km_smart_time]:NEEDS[SmartParts]       { @title = SMRT-02 Chronometer Action Group Trigger }  // AGT-Timer Timed Action Group Trigger
    
    @PART[km_smart_speed]:NEEDS[SmartParts]       { @title = SMRT-03 Speedometer Action Group Trigger }  // Speed-Pro Speedometer and Action Group Trigger
    
    
    @PART[km_prox_sensor]:NEEDS[SmartParts]       { @title = SMRT-04 Proximity Action Group Trigger }  // PROX-Pro Proximity Sensor
    
    @PART[km_smart_radio]:NEEDS[SmartParts]       { @title = SMRT-05 Radio Action Group Trigger }  // Radio-GAGA - A Radio for Action Groups
    
    @PART[km_smart_DPLD]:NEEDS[SmartParts]       { @title = SMRT-06 CommNet Action Group Trigger }  // Comm-Pro Communication Net Action Group Trigger
    
    
     
    
    @PART[km_smart_ResourceFloorDetector]:NEEDS[SmartParts]       { @title = SMRT-01C Resource Level Action Group Trigger (craft) }  // Resource Level Detector
    @PART[km_smart_ResourceFloorDetector]:NEEDS[SmartParts]       { @description = Fires an event if the total specified resource for the entire craft has crossed a specific threshold. }  
    
    
    @PART[km_smart_ECFloorDetector]:NEEDS[SmartParts]       { @title = SMRT-02C ElectricCharge Level Action Group Trigger (craft) }  // EC Level Detector
    @PART[km_smart_ECFloorDetector]:NEEDS[SmartParts]       { @description = Fires an event if the total ElectricCharge resource for the entire craft has crossed a specific  threshold. }  
    
    @PART[km_smart_fuel]:NEEDS[SmartParts]       { @title = SMRT-03P Resource Level Action Group Trigger (part) }  // Drainex 1 - Fuel Sensor and Action Group Trigger
    @PART[km_smart_fuel]:NEEDS[SmartParts]       { @description = Fires an event if the total specified resource for the attached part has crossed a specific threshold. } 
    
    @PART[km_smart_srb]:NEEDS[SmartParts]       { @title = SMRT-04P SRB TWR Action Group Trigger (part) }  // SRB Monitor
    @PART[km_smart_srb]:NEEDS[SmartParts]       { @description = Fires an event when the attached SRB's thrust drops to less than or equal to its mass. } 

     

  4. @linuxgurugamer

     

    [LOG 23:32:38.355] Saving PreciseNode settings.
    [EXC 23:32:38.366] NullReferenceException: Object reference not set to an instance of an object
    	RegexKSP.IntuitiveNodeGizmoHandler.DeleteHandler () (at <02a072ff6cd84a48b6a46074446e9a4b>:0)
    	RegexKSP.IntuitiveNodeGizmosManager.OnDestroy () (at <02a072ff6cd84a48b6a46074446e9a4b>:0)
    	RegexKSP.PreciseNode.OnDestroy () (at <02a072ff6cd84a48b6a46074446e9a4b>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

    Log

     

    Came across it while trying to track down a CTD - I don't think it's that serious though.

  5. [LOG 00:58:58.187] -INFO- Tac.LifeSupportController[FFCAC534][3662.91]: Vessel situation change
    [EXC 00:59:09.904] ArgumentException: Getting control 0's position in a group with only 0 controls when doing repaint
    Aborting
    	UnityEngine.GUILayoutGroup.GetNext () (at <fa6f9762ac624af092525d37c9d516c4>:0)
    	UnityEngine.GUILayoutUtility.DoGetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at <fa6f9762ac624af092525d37c9d516c4>:0)
    	UnityEngine.GUILayoutUtility.GetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at <fa6f9762ac624af092525d37c9d516c4>:0)
    	UnityEngine.GUILayout.DoToggle (System.Boolean value, UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at <fa6f9762ac624af092525d37c9d516c4>:0)
    	UnityEngine.GUILayout.Toggle (System.Boolean value, System.String text, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at <fa6f9762ac624af092525d37c9d516c4>:0)
    	Tac.MainWindow.DrawWindowContents (System.Int32 windowID) (at <d6bc66b7e25b4ec8b1b87be6f40cf781>:0)
    	Tac.Window`1[T].PreDrawWindowContents (System.Int32 windowId) (at <d6bc66b7e25b4ec8b1b87be6f40cf781>:0)
    	UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <fa6f9762ac624af092525d37c9d516c4>:0)
    	UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0)
    [ERR 00:59:09.904] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.
    
    [LOG 00:59:09.906] -INFO- Tac.FuelBalanceController[FFCAC60C][3674.95]: Rebuilding resource lists.

    Getting this a lot, on vessel situation change, followed by a CTD.

    Full log here.

    Thanks

  6. @steedcrugeon

     

    Should be Pico_000 not SHED_000 ???

        title = #autoLOC_Pico_003
        manufacturer = #autoLOC_SHED_000
        description = #autoLOC_Pico_004
    
      #autoLOC_Pico_000 = PicoPort Docking Ports

    CmpaOq6.png

     

     

    --EDIT--

    @linuxgurugamer

    With regards to Picoport4AllSizes - the TechRequired is too early in the tree, unless intentional? 

    Clamp-O-Tron Docking Port (TechRequired = specializedConstruction)

    Clamp-O-Tron Docking Port 'Basic' (TechRequired = advConstruction)

    Clamp-O-Tron Docking Port Sr.  (TechRequired = metaMaterials)

    Clamp-O-Tron Docking Port Sr. 'Basic' (TechRequired = composites)

  7. I just liked the idea of having a more generic module that the user could add via MM to specific parts that might be more tailored to their individual play style or to unique parts (e.g. all drogue chutes, but not all chutes), without having to create a whole new module for each new case. Or I guess that's what actions groups are for lol.  This whole thing may have been one of those ideas that sounds better when you're half asleep than not.

    Keep in mind ModuleAnimateGeneric can also be used for Antenna, Lights, Cargobays. Closing all my cargo bays and turning off all my RemoteTech antenna at the same time sounds like a quick way to end a mission fast :P

    Probably better to go for less modules included than more - more people probably need this for the 50+ solar panels than the handful of ISRU/Drills.

    And keeping it included in non-deployable solar panels is probably a good idea, since they're probably the most readily accessible to click.

    @5thHorseman @linuxgurugamer

     

     

     

    --EDIT--

    I checked the ScienceLab patch. Results

    Adding "AYA_Science" to the ScienceLab let me "Perform All" the science experiments.

    Adding "AYA_ScienceBox" to the ScienceLab allowed me to "Reset All Science" but not "Collect All Science" (it's the whole "canBeTransferredToInVessel" which the ScienceLab's ModuleScienceContainer lacks").

    Still, since the ScienceLab has "canResetConnectedModules" & "canResetNearbyModules" the "Reset All Science" is a nice addition.

     

     

  8. 3 hours ago, micha said:

    Great stuff, thank you! But why do you remove the Kemini experiments from the Mk1 pod if Making History is installed?

     

    EDIT: Also, what about the other MakingHistory pods?

    Oh, I assumed that the Mk1 pod was supposed to be a stock stand in if there wasn't an Mk2 analog. Feel free to ignore it.

    The MakingHistory pods are (their part names anyway):

    - kv1Pod (aka KV-1 'Onion' Reentry Module)

    - kv2Pod (aka KV-2 'Pea' Reentry Module)

    - kv3Pod(aka KV-3 'Pomegranate' Reentry Module)

    - Mk2Pod (aka Mk2 Command Pod)

    - MEMLander (aka Munar Excursion Module (M.E.M.))

     

    Three on the left don't have RX wheels, but have Abalator, an integrated decoupler and seat 1, 2, 3 kerbals respectively. The Mk2 and MEM both seat 2.

     

    Eepk0WU.png

  9. @micha

    Support for Mk2 Pod from StockExpansion?

     

    // Mk2 Command Pod
    @PART[Mk2Pod]:NEEDS[SquadExpansion]:FOR[OrbitalMaterialScience]
    {
    	MODULE
    	{
    		name = Kemini_Module
    		abbreviation = Kemini Science Experiment
    		minimumCrew = 1
    		NE_LabEquipmentSlot
    		{
    			type = KEMINI
    		}
    	}
    
    	MODULE
    	{
    		name = ExperimentStorage
    		identifier = Kemini 1
    		chanceTexture = false
    		type = KEMINI
    	}
    
    	MODULE
    	{
    		name = ExperimentStorage
    		identifier = Kemini 2
    		chanceTexture = false
    		type = KEMINI
    	}
    }
    
    @PART[mk1pod]:HAS[@MODULE[Kemini_Module]]:NEEDS[SquadExpansion]:AFTER[OrbitalMaterialScience]
    {
    
    	!MODULE[Kemini_Module] {}
    	!MODULE[ExperimentStorage],* {}
    }
    
    // -------------------------------
    
    // -------------------------------
    // Mk1 Command Pod
    @PART[mk1pod]:NEEDS[!SquadExpansion]:FOR[OrbitalMaterialScience]
    {
    	MODULE
    	{
    		name = Kemini_Module
    		abbreviation = Kemini Science Experiment
    		minimumCrew = 1
    		NE_LabEquipmentSlot
    		{
    			type = KEMINI
    		}
    	}
    
    	MODULE
    	{
    		name = ExperimentStorage
    		identifier = Kemini 1
    		chanceTexture = false
    		type = KEMINI
    	}
    
    	MODULE
    	{
    		name = ExperimentStorage
    		identifier = Kemini 2
    		chanceTexture = false
    		type = KEMINI
    	}
    }

     

  10. 16 hours ago, linuxgurugamer said:

    New release, 0.11.15.1:

    • Fixed issue on 1.4.5 with the ANY_Engine, where it wasn't seeing engines in the current stage to activate, due to change in the way the current stage was calculated

    It works, thanks.

    I submitted a PR with a few suggestions, patches, mod support, etc.

    Stuff here

     

     

     

     

    RCS? DockingPorts? ISRU
    
    Multiple AYA modules per part?
    Deployable radiators have both ModuleDeployableRadiator and ModuleActiveRadiator
    
    
    Cargobay?
    ModuleAnimateGeneric vs ModuleCargoBay vs ModuleProceduralFairing
    
    RemoteTech uses ModuleAnimateGeneric instead of ModuleDeployableAntenna
    Do I make a patch assigning it AYA_CargoBay instead of AYA_Antenna?
    
    CommandModules have a ModuleScienceExperiment and a ModuleScienceContainer
    maybe use !MODULE[ModuleCommand] instead of :HAS[#canBeTransferredToInVessel[True]]
    Currently doesn't cover the ScienceLab
    
    
    AYA_Generic - a blank module that just deploys whatever it's attatched to
    ScienceLabs
    DockingPorts
    RCS
    ISRU
    
    @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]:HAS[#animationName[*]],!MODULE[AYA_Solar]]:FOR[AllYAll]
    {
    	MODULE
    	{
    		name = AYA_Solar
    	}
    }
    
    How does the titling work?
    If I change AYA_SAS to AYA_RW will it say "Activate all RW" instead of "Activate all SAS" or is there more to this module?
    
    @PART[*]:HAS[@MODULE[ModuleAnimateGeneric],!MODULE[AYA_*]]:FOR[zzzAllYAll]
    {
    	MODULE
    	{
    		name = AYA_Generic
    	}
    }
    
    @PART[*]:HAS[@MODULE[*]:HAS[#actionGUIName[*]],!MODULE[AYA_*]]:FOR[zzzAllYAll]
    {
    	MODULE
    	{
    		name = AYA_Generic
    	}
    }

     

  11. On 9/19/2018 at 2:53 PM, Apaseall said:

    Hello, here is something familiar: https://www.dropbox.com/s/5sdzcbltobydaoj/saves for LoadingScreenManager.1.output_log.rar?dl=0

    Inside there is this:

      Hide contents

    PartLoader: Compiling Part 'KWRocketry/Parts/Fuel/KWSidetank/KW2Sidetank/KW2Sidetank'
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Cannot find a PartModule of typename 'ModuleTankManager'

    In fact there is some of that, with the part name changing for each one.

    As an effort to clean up the log a bit, would you take at look at this for me please.

    Or maybe it is worth taking a look at for other reasons.

    There is a bit of this too:

      Hide contents

    PartLoader: Compiling Part 'KWRocketry/Parts/Fuel/KW_Universal_Tanks/KW2mtankL1/KW2mtankL1B'
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    PartLoader Warning: Variable LF not found in Part
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    PartLoader Warning: Variable OX not found in Part
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    PartLoader Warning: Variable massOffset not found in Part
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    PartLoader Warning: Variable costOffset not found in Part

     

    @linuxgurugamer

    @Apaseall

     

    It's a patch from CryoTanks (by Nertea).

     

    Found in:

    Kerbal Space Program\GameData\CryoTanks\Patches\

    CryoTanksFuelTankSwitcher.cfg

    It requires that you have B9PartSwitch, as well as likely the SimpleBoilOff plugin that comes with the CryoTanks install (as does B9PartSwitch).

  12. A few things:

    1) I don't think that this mod respects/recognizes "command/control" lock outs (i.e. RemoteTech)...

    2) You can hide "unactionable parts" which usually means fuel tanks (I think), but I have TankLock installed, so thus, no long unactionable (as I can set that to an action group). Also, setting FuelFlow priority isn't recognized either (maybe that's an "advanced tweakable" ?)

    Cheers.

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