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silvan78

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Everything posted by silvan78

  1. Feature request: Parts duplication and automatic patch generation. Motivation: To allow for in-game workaround for TweakScale, IFS and FSS, mods later termed BlackListedMods (BLM). Modus Operandi: 1. at At installation run off-game script to disallow BLM from patching existing parts. Also make copy of all parts BLM would attach module to and create .part file copies with changed part name (partname_ProductionFork_partversion, ie. nuclearEnginwe_ProductionFork_123) and some description modification (ie. "This part is production variant of *partname, from R&D branch. Part version *partversion.) to indicate that the part design has been taken from R&D and put into production. This way all parts would have R&D working variants that could be upgraded and forked afterwards. 2. in game, in VAB/SPH add to R&D window option to Fork current R&D part into Production variant. This would create .part file copy with changed base statistics, name and description, also it would generate BLM .patch file for such part and generate BLACKLISTED_PART entry for KRnD. That would also require parts dbase reload or game restart. The part should be already researched and unlocked. Generating production variant could cost money. 3. in game, in VAB/SPH add button (probably to R&D) to update currently loaded ship to the latest production variants of all parts used in the design. So there's no need to redesign ship every time. 4. in game, in VAB/SPH add button (probably in R&D) to purge .parts/.patch partfiles that are obsolete and no longer used in [persistent savefile or any files in save/*savename/Ships folder]. Use: 1. run installation parts production fork script once, load the game, go into vab/sph, pick original part, use "generate production variant" and do ship design with it, in meantime do R&D on needed parts, when happy with parts stats use "generate production variant" on developed part to get better version, save design and game, restart game, go into vab/sph, load ship design, in r&d press "update parts", make necessary design adjustments, save new better more efficient design, launch vehicle or build it via EL. 2. occasionally run "purge obsolete parts" to get rid of old, unused parts. 3. you could also design ships with R&D parts which would always have latest specs at design/launch, but no BML features would be accessible. Discussion: Such feature would add use R&D with all its glory of late game use for all of us using TweakScale and IFS while saving tons of manual files edition. As the mod modify only statistics of parts, simple text operations would not hamper the game/designs etc. While the feature is big files shuffling and dynamic text edition that can be done either manually or via scripts, the pain of doing so while not automatically in game is enormous, esp. for generating needed parts (ad.2), updating designs (ad.3) and obsolete parts purging (ad.4). During design user can easily see which parts are used and can be developed, while off-game this requires tons of manual labor Also to make it existing savegame compatible I would suggest separate script (used once off game) to make copies of currently used parts. Note: Idea thanks to Module Manager entries of Jahulath and DaniDE: @PART[*]:HAS[MODULE[Tweakscale]]:NEEDS[!TweakScale]:BEFORE[KRnd] { !MODULE[Tweakscale] } @PART[FuelTank]:BEFORE[KRnD]:AFTER[InterstellarFuelSwitch]:NEEDS[InterstellarFuelSwitch,KRnD] { !MODULE[InterstellarFuelSwitch]{} } PS. if you find this feature request useful and encoded, please make KSP 1.2.2 compilation, pretty please
  2. Help/hint needed EL 5.7.1, MKS, and lotta other stuff. Assembled orbital station with EL dock and ExWorkshop. Manned with eng. kerbals, supplied resources (MKS ones), build my 1st satellite, finalized, refueled it and released. Setup construction of next identical sat. Resources go down, satellite completion goes to 100%, get message on completion on KAC. NO FINALIZE BUILD OPTION, just pause build (plenty resources spare, including consumable fuels etc.). On KAC message close, EL generates another remainder that vessel is ready. Installed update 5.7.2, NO EL UI at all (O_O)!. Downgraded to 5.7.1, pad construction empty, re-setuped construction, nothing being built. Transferred kerbals out/in from workshop, no change. No other mods were installed between successful sat1 construction and sat2 failure. Tried to cancel 0% complete build, tear-down pause appears, yet no change. EL keeps generating messages of constructions completed. Is there a way to successfully reset pad and make it working again?
  3. I'm well aware about the buy price, and its all good IMHO. I'm referring to entry price (the price you have to pay again to buy the welded part from the tech tree). In career mode this is somewhat cumbersome. PriceyWeldmentWithHugeControlSurface_HERE Also as you may have noticed on the picture, the part has some elevon3 and wingtips attached. The control surface area of weldment is... >700%; is that a bug? I guess the proper value should be like 20-30% (i have allowed myself to attach weldment part file for inspection HERE) Edit: forgot the gamedata: 1.2.1, with UbioZur and OPT Spaceplane v1.9.0
  4. <nagging=on>I have already bought these parts; why oh why do i have to rebuy them every time i weld something.<nagging=off> Idea: Can the entry price be configurable in config file? Currently I get absurd prices for relatively simple weldments (ie. 500k for large tank (from OPT mod), 2 mk2 tanks and some aero parts). A config entry that wieghts the price (ie. to 10% of what is computed now) would be nice. Bug report (prolly should go to different thread): weldment of 4 mk1 liquid fuel tanks, and 1 mk1 Lq fuel tank switched to monoproppelant results in weldment that have 2000 Lq Fuel capacity and 400 monopropelant . correct capacity sould be 1600+400. Interestingly the weldment at spawning has 1600/2000 and 400/400; part file has proper size max=1600. Obviously fuel switcher mod is doing some stuff.
  5. Feature request: Can the JSITargetMenu.cs be modified so it includes waypoints as targets ?, also RPM for Waypoint Manager would be helpful. Currently one has to break immersion of IVA to pick the waypoint.
  6. Any perspectives on making a plugin for RasterPropMonitor ? Would be nice to integrate waypoint management and data display into MFD40x20 (RPM or ASET one). Really need this thing for IVA in order not to spoil immersion. Tried to figure out how to modify JSITargetMenu.cs in RPM to have this working.. yet no luck
  7. Any chances making it into Prop for IVA or integrating into ASET_Prop MFD40x20 ? That is the thing missing in IVA flights.
  8. In case you're to lazy to regexp it yourself, here's a link to ASET_Props with changed color tags. Tested in mk1-2 pod, looks ok. https://www.dropbox.com/s/o9ngxq9l925lsu6/ASET_Props.zip?dl=0
  9. Localy I'm trying to revive this fine stuff; managed to update ASET_Props to 1.2 color coding so the mk1-2 pod looks fine as hell (no idea if it works as fine, VechicleView does not). Now have to learn unity stuff as the updated (from 5.0 rc1) MasseFlieger internals have all props in wrong positions. Doing it manually in notepad one by one is going to be a mess. Does anyone havwe a tutorial on IVA pit and props loading in unity?
  10. Tried to run old 1.1.3 version in beta3 version of raster. The vessel is not being drawn (at least not in right color as the screen is blinking from refresh). Dunno where to edit the core to correct (for color prolly).
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