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LabRats

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Everything posted by LabRats

  1. During play, I noticed spawning without Life Support resources has an annoying side effect. When a kerbal with empty life support (Water, Oxygen, Food, Electricity in the case of TAC-LS) boards a vessel, they siphon away resources from the vessel. When they leave the vessel, they don't return the resources. Therefor, leaving a vessel loaded between missions causes the EC and Life Support to be siphoned away with each mission. @Antipodes, I have another code contribution. In the file KspAccess\WalkAboutKspAccess.cs, in the function PlaceKerbal, at the top of the function I added: // Start LabRats Edit // TODO: Read list from config file string[] resourcesToFill = new string[] {"Food","Water","Oxygen","ElectricCharge"}; // End LabRats Edit And further down in that function, before ""adjusted vesselNode".Debug();": // Start LabRats Edits try { ConfigNode[] pNodes = vesselNode.GetNodes("PART"); if ((pNodes != null) && (pNodes[0] != null)) { ConfigNode[] resNodes = pNodes[0].GetNodes("RESOURCE"); for (int rIdx = 0; rIdx < resNodes.Length; rIdx++) { try { string resName = resNodes[rIdx].GetValue("name"); for (int chkIdx = 0; chkIdx < resourcesToFill.Length; chkIdx++) { if (resName.Equals(resourcesToFill[chkIdx])) { resNodes[rIdx].SetValue("amount",resNodes[rIdx].GetValue("maxAmount"),true); chkIdx = 999999; } } } catch (Exception e) { $"Exception checking resource. {e}".Debug(); } } } } catch (Exception e) { $"Exception while adding EVA resources. {e}".Debug(); } // End LabRats Edits Oh, and I had to add a "Using System;" directive at the top of the file for the Exception type. EDIT: Oh. Have you considered adding the inventory items directly to the ConfigNode before loading the Kerbal, instead of waiting for the Kerbal to enter a flight scene?
  2. Ok. I edited the code to check if a volumeOverride is specified in a ModuleKISItem for each part. Hopefully the code isn't too bad. I'm new to c# (but not programming in general) and this is my first edit of KSP mod code. In the file "Entities\InventoryItems.cs", in the function "internal void Refreexcrementsems()" Change this: var boundsSize = PartGeometryUtil.MergeBounds(part.partPrefab.GetRendererBounds(), part.partPrefab.transform).size; var volume = boundsSize.x * boundsSize.y * boundsSize.z * 1000f; To this: // Start LabRats Edit Single volume = 0.0f; try { if ((part.partPrefab.Modules != null) && (part.partPrefab.Modules.Count > 0)) { for (int i = 0; i < part.partPrefab.Modules.Count; i++) { if (part.partPrefab.Modules[i].moduleName == "ModuleKISItem") { try { volume = Single.Parse(part.partPrefab.Modules["ModuleKISItem"].Fields["volumeOverride"].originalValue.ToString()); } catch (Exception e) { $"WalkAbout: Exception: Part[{part.name}] {e.Message}".Debug(); } } } } } catch (Exception e) { $"Exception checking for volumeOverride: {e.Message}".Debug(); } if (volume == 0.0f) { var boundsSize = PartGeometryUtil.MergeBounds(part.partPrefab.GetRendererBounds(), part.partPrefab.transform).size; volume = boundsSize.x * boundsSize.y * boundsSize.z * 1000f; } else { $"{part.name} has defined volume {volume}".Debug(); } // End LabRats Edit If @Antipodes doesn't make any response/comment on this (rejecting it, accepting it, what ever) I will share my compiled version. As a side, does anyone want filled lifesupport bars on spawn? At first, I got annoyed about TAC-LS being empty after spawning, but then I realized it kinda fits as them just stepping out without supplies. I personally don't want to "fix" that after all. If I receive some private messages asking for it, I might try to make an optional edit for topping off some resources specified in the settings.
  3. First. Thank you @Antipodes for this mod. It is very handy with KCT, allowing a vehicle to stay parked, but the kerbals load and unload for different missions. Im not familiar with Unity coding, but I was looking at the code and it seems like the volume of items are only calculated by their dimensions. Some parts have a ModuleKISItem module that includes a volumeOverride. I think this is why the S.E.P. (Surface Experiment Package) central station isn't showing up in the list. The model is non-small, but the volumeOverride is set to only 100. This mod doesn't read the overrides, so objects that should be seen as small enough are not. <clueless suggestions> It looks like in Refreexcrementsems in InventoryItems.cs, the part should be checked for a ModuleKISItem module containing a volumeOverride, and only if it doesn't exist, to calculate volume by the model bounds. </clueless suggestions> I have to look up how to set up Unity/VStudio for modding so I can just fix and pull request in situations like this. EDIT: I set up a development enviroment finally, and I think I fixed it. Testing it in my heavily modded career game first.
  4. Maybe locked resources shouldn't count toward the stage resources? I didn't check if that is the case or not.
  5. Im in a 1.1.3 career, so I haven't tried it yet, but some suggestions for the future. (Not demands. Respect to the modders.) A nice future feature, would be auto-shutdown attempts (random delay so they won't always be in time), but in career, the function is unlocked in the tech-tree (like throttle controlled avionics and mechjeb). Early career, all failures are explosive. As you progress, you get auto-abort, auto-shutdowns, alarms that sound when a problem _might_ happen. Another nice feature, would be that failures aren't always explosive, but maybe an engine or SRB fails to start, or there is an over/under thrust. An idea for lots of randomness: check how long since the last failure check if there will be a failure this time What is going to fail (rocket engine, jet engine, SRB, control surface) Maybe only jet and controls if a rocket engine is also present. How bad? (outright explosion, overheat, over/under thrust, reduced control authority or stuck, maybe a radial decoupler comes loose) How fast? A gradual overheat, over/under thrust, loss of control? If it isn't an instant failure, each second there is a chance it will be detected (alarm, auto-shutdown, auto-abort, etc) Then to make things interesting, there is a small chance everything is ok, or mostly ok (only a mild version of the failure) So an alarm doesnt always require an abort. A small chance that something else can go wrong during the ascent. Maybe you ignored the auto-shutdown of an engine in a cluster and pushed on, but several seconds later another fails. I was thinking of trying my hand at KSP coding (hobbyist, not professional), maybe I will help out in the future. No promises.
  6. @DMagic Thanks. I can deal with floating parts. I cant deal with exploding parts. I also changed the y component for the Surface magnetometer, since that was exploding too. I just used -0.02
  7. Yes. They are rerunnable. I just recently landed a scientist and engineer on the moon. They set up the SEP experiments and ran them all (including a mystery goo). They then assembled USI's Packrat Rover, and loaded all the SEP equipment into a KAS container on the back of the buggy. They then drove to a nearby crater (from Highlands to highland craters) and set up and did their science. They packed up, drove back to the lander, and transferred all the science to the lander and some hard drives from Tarsier Science (the lander couldn't hold it all). They then drove off to another crater (Farside crater) and repeated the process. Each time I ran the experiments, I transmitted the results and then reran them to collect the data for my orbital science lab. By the time my Snowball lander made it back to the Lunatic station, it had transmitted over 400 science and brought over 800 data to the science lab. It was a lot of work, but also a lot of payoff.
  8. An exception is preventing all types of saves (persistent, quicksave, and autosave). I've had it happen in multiple scenes, each NOT having the rover science part. In one scene there were not any wheels of any kind loaded in physics range. I have not even used the part yet. The only unloaded rover I have was made long before installing the mod. Unfortunately, I restarted the game already and do not have the full log. I just have the related section I google'd. If I try loading the mod again, I will try to get a full log. [LOG 19:22:33.354] Attempting to save anomalies analyzed [EXC 19:22:33.357] NullReferenceException: Object reference not set to an instance of an object RoverScience.RoverScienceScenario.saveAnomaliesAnalyzed (.ConfigNode node) RoverScience.RoverScienceScenario.OnSave (.ConfigNode node) ScenarioModule.Save (.ConfigNode node) ProtoScenarioModule..ctor (.ScenarioModule module) ScenarioRunner.GetUpdatedProtoModules () Game.Updated () QuickSaveLoad.doSave (System.String filename) QuickSaveLoad.quickSave (Boolean saveAs) QuickSaveLoad.Update () Also posted as an "Issue" on Github. Love the idea of the mod.
  9. I found a temporary solution. Place/attach the 3 troublesome parts on top of other parts. Im using the central computer station and 2 KAS containers. Still looking forward to using them the intended way. A great mod! Edit: Sorry. That should have been an edit of the previous post. Maybe a mod can combine them.
  10. @DMagic, any chance you can share the surface attach lines that you edited, please? Im in the middle of a career mode Mun landing (using life support) that was supposed to use a buggy to do SEP science in 3 biomes. Right now my choices are not play KSP at all, or liftoff without finishing the mission. Im going to try to attach the bugged experiments on top of the central computer in the mean time... probably wont work.
  11. Does anyone have a compiled version of Ippo's recent 1.1 branch? I haven't learned how to build projects for KSP yet. Mzoworka's compile doesn't seem to work in 1.1.3. If no one does, thats ok too.
  12. I started the conversion of @TriggerAu's tips, to save him time if he wants to allow them. I can't finish them right now, so maybe somone else can do a few more, then the next person does a few more, etc. Here is the file from his mod: TIP { Question = Missing future orbits in Map view? Answer = Upgrade your Tracking Station to Level 2 to see the orbits including SOI changes Image = Gene GameMode = Career ModAssembly = } TIP { Question = Want to see some advanced paths? Answer = Upgrade the Tracking Station and Mission control to unlock Maneuver Nodes Image = Gene GameMode = Career ModAssembly = } TIP { Question = Can't find any Asteroids? Answer = Is your Tracking Station at Level 3 Image = Gene GameMode = Career ModAssembly = } TIP { Question = Want to increase how many contracts you can take on? Answer = Upgrade your Mission Control Image = Mortimer GameMode = Career ModAssembly = } TIP { Question = Unable to research higher level Technologies? Answer = Have you upgraded your R&D Complex lately Image = Wernher GameMode = Career ModAssembly = } TIP { Question = Need some more slots to hire more crew? Answer = Look to upgrade your Astronaut Complex Image = Kerbal GameMode = Career ModAssembly = } TIP { Question = Want to get out of your vessel in space (EVA)? Answer = Upgrade your Astronaut Complex to Level 2 Image = Jebediah GameMode = Career ModAssembly = } TIP { Question = Want to make your mark by planting a flag? Answer = Make sure your Astronaut Complex is Level 2 or better Image = Wernher GameMode = Career ModAssembly = } TIP { Question = Is your Rocket Overweight? Answer = Put it on a diet or upgrade your Launchpad to take heavier rockets Image = Gus GameMode = Career ModAssembly = } TIP { Question = Is your rocket crushing the Launchpad? Answer = Add Launch clamps to spread the weight and survive Image = Gus GameMode = Career ModAssembly = } TIP { Question = Want to get more science from your experiments? Answer = Take along a scientist to increase the return Image = Wernher GameMode = Career ModAssembly = } TIP { Question = Need to repair Parachutes,Landing Legs or Wheels? Answer = Level up and take along an Engineer Image = Gus GameMode = Career ModAssembly = } TIP { Question = Need some fancy pilot assistance? Answer = Level up a pilot so he can help you with more SAS modes Image = Linus GameMode = Career ModAssembly = } TIP { Question = Try the new rotation Gizmo in the Editor ("2") Answer = You can really make things twist Image = Linus GameMode = Career ModAssembly = } TIP { Question = Having trouble finding that survey location? Answer = Click it in the map and select Activate Navigation for a navball helper Image = GroundCrew GameMode = Career ModAssembly = } TIP { Question = Looking to boost your Reputation? Answer = Find my PR Strategies in the Administration Building Image = Walt GameMode = Career ModAssembly = } TIP { Question = Looking to make Funds faster? Answer = Maybe my financial strategies in the Administration Building can help Image = Mortimer GameMode = Career ModAssembly = } TIP { Question = Looks like your trying to write a letter... Answer = Oh... no you're not... Image = Walt GameMode = ModAssembly = } TIP { Question = Can't steer your plane? Answer = Try putting control surfaces far from the center of mass for greatest effect Image = GroundCrew GameMode = ModAssembly = } TIP { Question = Can't steer your rocket? Answer = Reaction wheels, control surfaces, gimballing engines and high-level pilots can all help Image = Jebediah GameMode = ModAssembly = } TIP { Question = Trying to choose what engine to use? Answer = Surface ISP shows how well an engine performs in atmosphere, and Vacuum ISP shows it for space Image = Wernher GameMode = ModAssembly = } TIP { Question = Engines too powerful? Answer = Use the thrust limiter in the VAB to tune engines to the right strength Image = Linus GameMode = ModAssembly = } TIP { Question = Did you know it is possible to go too fast? Answer = You'll waste lots of fuel pushing against the air in the lower atmosphere Image = Gus GameMode = ModAssembly = } TIP { Question = Unsure how to cancel out speed when docking? Answer = Use target mode on the navball and burn retrograde Image = Jebediah GameMode = ModAssembly = } TIP { Question = Have you visited the Island Runway? Answer = Its a great view from the top of the tower Image = Walt GameMode = ModAssembly = } TIP { Question = Feeling like some Chocolate? Answer = Did you know there are Easter Eggs hidden throughout the Kerbol system Image = Kerbal GameMode = ModAssembly = } TIP { Question = Need to make sure you dont lose that Asteroid Answer = Make sure you "Track" it in the Tracking Station Image = Gene GameMode = ModAssembly = } TIP { Question = Run out of Money? Answer = You can accept contracts for their advances to get a short term boost, but be careful... Image = Mortimer GameMode = ModAssembly = } TIP { Question = Having trouble testing parts? Answer = Make sure you are using the right actvation method. Some Part tests require you to "Stage" the part Image = GroundCrew GameMode = ModAssembly = } TIP { Question = Planning a longer journey? Answer = Dont forget batteries and solar panels in your design Image = Linus GameMode = ModAssembly = } TIP { Question = Need to monitor your Ap or Pe? Answer = If unlocked you can left-click on the markers to get them to stay visible Image = Gene GameMode = ModAssembly = } TIP { Question = Need an All or Nothing throttle approach Answer = Press 'X' to cut the throttle to 0% or 'Z' to give it the beans (100%) Image = Kerbal GameMode = ModAssembly = } TIP { Question = Want to try out some new Symmetry? Answer = "R" toggles between radial and mirror, and "F" toggles between absolute and local reference Image = Gus GameMode = ModAssembly = } TIP { Question = Need to quickly change editor gizmos? Answer = The shortcut keys are "1", "2", "3", "4" (Place, Offset, Rotate, Re-root) Image = Gus GameMode = ModAssembly = } TIP { Question = Looking for contract variations? Answer = As your space program advances more and more types will be offered. Image = Mortimer GameMode = ModAssembly = } TIP { Question = Do you have some parts you use all the time Answer = Try setting up a Custom Category using the Advanced section of the editor Image = GroundCrew GameMode = ModAssembly = } TIP { Question = Trying to get that maneuver burn just right Answer = Try and start your burn before the node, so half occurs before and half after the node time Image = Wernher GameMode = ModAssembly = } TIP { Question = Out of fuel? Answer = Why not get out and push... Image = Jebediah GameMode = ModAssembly = } TIP { Question = Have you considered Automatic Alarms? Answer = Check out the Alarm Specific settings for Auto alarms of various types - SOI, ManNode and more Image = Plugin GameMode = ModAssembly = KerbalAlarmClock } TIP { Question = Wondering how Kerbal XP Points add up? Answer = Think of them like milestones, as each kerbal passes certain milestones he gains points Image = Jebediah GameMode = Career ModAssembly = } TIP { Question = Wondering how Kerbal XP Points add up? Answer = Think of them like milestones, as each kerbal passes certain milestones he gains points Image = Jebediah GameMode = Career ModAssembly = } And here is what I have so far: LOADINGTOOLTIPSPLUS { Overwrite = false ToolTip = Upgrade the Track Station to see future orbits, including SOI changes. ToolTip2 = Upgrade Tracking Station and Mission control to unlock Maneuver Nodes ToolTip3 = To see asteroids, upgrade the Tracking Station to level 3. ToolTip4 = Upgrade Mission Control to take on more contracts at a time. ToolTip5 = Upgrade R&D to research higher level technology. ToolTip6 = An upgraded Astronaut Complex allows you to hire more crew. ToolTip7 = Astronaut Complex level 2 is needed to exit a vehicle in space (EVA). ToolTip8 = Want to plant a flag? Astronaut Complex level 2 or better. ToolTip9 = You can upgrade the Launch Pad to allow heavier rockets. ToolTip10 = Rocket crushing the Launch Pad? Use clamps to spread the weight. } Yeah. I know I didn't get much done, but it is a start. If someone doesn't finish it first, I will probably work on it more tomorrow. I deliberately reworded them to try to keep them short (space on the screen).
  13. It works in 1.1.3. I don't know anything about modding, so I have no idea how hard it would be to use the module with your parts. The suggested download zip for the patch didn't work for me. However, when I downloaded the 66kb DLL from the release folder directly from GitHub, it worked perfectly.
  14. 105 mod Last page points to the github saying the animation DLL was updated for 112. https://github.com/jrodrigv/BDAnimationModules Im going to install it and see if it works.
  15. If anyone remembers, I could use the help. All my other mods are animating correctly. Ill try reinstalling the mod. Love the mod. Does that plugin/mod with the animated spotlight that tracks your cursor or target still work. It had a walking spider like thing too. I can't remember the mod's name. It would be cool if that mod's functionality could be added to the spotlights in this mod. Either way, I love it and look forward to what the future holds.
  16. I love your mod. Two feature requests (I realize you dont have to do them, they are suggests and "would be nice" features): * Ability to reset the counters back to blank/nothing/no-exceptions * Ability to toggle the detector on and off. Leave it always installed, but only turn it (detection, tracking, logging, and notifying) on when you want to trouble shoot. No need to restart to toggle the troubleshooting off and on. Heavily modded installs can take several minutes to start. The next is not so important, but could be useful: * Filtering. Some exceptions you dont want to be informed about. Really only a handful of exception would ever need to be filtered at a time. Doesnt even have to be wildcard matching.
  17. Are there any mod requirements for this pack? The animations (RoRo Bow, and Gangway) don't seem to animate. They stay at "Status: clamped". Will try to prepare some logs. Also will try as only mod.
  18. My Mk1 inline is upside down with this mod installed. Am I encountering a mod conflict, or is someone else experiencing this since 1.1.3?
  19. Asset recovery missions would be more realistic. Though, self destruct of landed probes is somewhat realistic. Therefor it does have its place.
  20. First, its your mod, its your way, so I respond respectfully. And thank you for your time and effort in making the mod. OverSpeedDamage also means nothing (in relation to how fast you _can_ go, without friction). The torque curve at least shows at which speed (given kerbin conditions) the engine can no longer increase power/speed without external assistance. You currently use OverSpeedDamage and estimated friction (based on gravity) to determine top speed. My suggestion was to use the "max powered speed on level Kerbin ground" (the last key of the torque curve) AND the estimated friction (based on gravity). I do agree with your thought of there being a hard cap (by itself, in addition, or in scale to the "max speed"). The autopilot would have to travel cautiously (slowly) and maybe even the long way. Again, I appreciate the mod. I don't know if its just me, or everyone, but the game will not let me time warp of kind while driving on the Mun. This combined with my computer taking 2 to 5 seconds real life for 1 second to pass in the game makes any significant travel extremely annoying. Your mod, even if it makes me "cheat" by traveling too fast, is a godsend.
  21. Im not familiar with modding in KSP, but I have looked at the cfg files. Have you considered determing the speed from the torque curve instead of the overSpeedDamage? OverSpeedDamage is the speed in which the wheels would be broken, not the max speed of the 'motor'. The last key in the torque curve would be the absolute max speed on a flat surface. Some people, using RoverSpeed or a personal patch, change the overSpeedDamage so other things (gravity, rockets, etc) can make the wheeled vessels go faster without damage (from speed alone). RoverSpeed sets overSpeedDamage to 1000, which was making the automated rover trips travel at 1000/6 m/s! I made my own patch to use a more moddest increase in overSpeedDamage, resulting in less outrageous AutoRove speeds. As I said, I don't know how to change to code to use the new values, but below is a snippet from one of the stock rover wheels, showing the torque curve PART { name = roverWheel1 // snipped for clarity MODULE { name = ModuleWheel hasMotor = true resourceName = ElectricCharge resourceConsumptionRate = 1.0 // snipped for clarity overSpeedDamage = 60 // 60m/s is the speed in which the wheels break WHEEL { // Snipped for clarity } steeringCurve { // Snipped for clarity } torqueCurve { key = 0 250 0 0 key = 20 100 0 key = 30 14 0 0 key = 34 0 0 0 // 34m/s is the max speed it can rev up to } } // Snipped for clarity }
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