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zer0Kerbal

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Everything posted by zer0Kerbal

  1. too much Jeb's Coffee to the web engineers (they are fixing something that required us to give up our like button for now )
  2. I understand - and fully support what you did/are doing. I tried to make some light/humor. hotfix value? why, I'd never forget I patched this.
  3. Finally - even though appreciate the notice, after seeing it for the umpteenth time - I decided to slap a straight jacket and Hannibal mask on TweakScale and throw it kicking and silently screaming into the dungeon called MMpatch land! ps - nothing can be done to fix these parts sanity (for now), so silencing the sanity check on them won't hurt, but will save my sanity.
  4. @nubcaker need to do a double flip? rotate 180" then mirror vertically? my bad - didn't realize they were already .dds
  5. thank you. initial trial: doesn't need RealFuels, just CommunityResourcePack for the stock Fuel Cell - if this works for you, then I will expand and add to all patches. just tested - shows up in game just fine, I don't have any tanks that hold hydrazine, but as long as it shows up it has a 99.9% of working as intended.
  6. tentative list (so far): spend considerable time today polishing and prepping. DaMichael's parts are ready to go, will probably be the first released. Permission has been given. Duopods are now finally working, one though needs a depreciated part, so took a page out of @linuxgurugamer and provided a very familiar windows batch file to copy the needed stuff. Dupods:
  7. I have sent a request for permission to adopt this parts pack and include it in an upcoming release. # Mod: OrionSpaceIndustries - Radial Heat Shields ## Author: @CliftonM I am asking for your permission to update / continue / adopt / release the above named mod(s). Hopefully I hear back from the author with an answer, but in case I don't I intend to respectfully proceed as soon as the end of September 2019 (or sooner), as permitted by the individual license(s). I am also hearby informing you that it is my intention to update the licenses (if permitted to either directly by you or by the existing license) to CC-BY-NC-SA-4.0 and possibly include in a mod of mods because this simplifies everything and still gives you attribution and keeps the essential spirit (I believe) of the existing license(s). Also means I don't have to hire an attorney to sort out the licenses. Thank you. Radial Heat Shields: License: Unlimited / CC-BY-SA 4.0 (this thread lists as unlimited, elsewhere is CC-BY-SA 4.0)) Radial Heat Shields by Clifton Marien is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License Radial Heat Shields by Clifton Marien is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License
  8. oops should have been sound_decoupler_fire = Squad/Sounds/sound_decouple_fire I was just working on other patches for decouplers- and making a shielded PicoPortBasic when I saw this and the copy paste went sideways -
  9. was just going to say that that belongs on the top level - might I suggest using a % or & instead of the @? @PART:HAS[@MODULE[ModuleDecouple]]:AFTER[SQUAD] { &sound_decoupler_fire = Squad/Sounds/sound_decouple_fire }
  10. No plans - well, that isn't strictly true. If someone is willing to supply the specifications, I can / will assist in writing the patches to integrate ODFC into pretty much anything it will fit into. So if you want Realfuels, just supply the specifications to me: input fuels, where these are defined, and consumption rates output (byproducts) - Maximum Electrical charge per consumption. EXAMPLE: * Maximum Electric Charge produced based upon consuming/producing resources ** fuel resource(s) and corresponding consumption rates per MaxEC *** byproduct resource(s) and corresponding consumption rates per MaxEC **** where these resources are defined (unless stock) SO if you want a new mode for ODFC fuel cells that uses hydrazine + oxygen = ?? + EC - just need to supply me with the parts of the equation. the code behind ODFC is very simple. It takes up to three resources as inputs (I believe 3 is the max, haven't tried more complex), and it outputs EC plus from 0 to 3 byproducts (resources). Just need to know how much of what for a given amount of ec. on another side note: ODFC seems to be able to have as many MODES as one wishes, just can only use one at a time; so adding RealFuels MODES should be straighforward, as long as have the formulas.
  11. generally I agree - however, they do add a sense of mystery and foreshadowing. DM's is almost ready to go, mostly it is just taking the time to get the threads and releases ready. I plan on releasing these as a TWYLALTR packs - which takes allot more time to set up.
  12. a day in the life.... Jeb can fly anything.. and we mean ANYTHING: Sometimes you just plant your flag and feel like nobody can see you.... Jee--whiz Bill - did you bring a big enough antenna??? Nope, this is the small one: is that supposed to be glowing like that?
  13. KerGuise Experimental engineering (KGEx) Brings you the Assortment Pack Continuation of random parts by various (named) authors, now continued by zer0Kerbal with community support. On the docket: B9StockPatches ProbiTronics SIL SIL patches ScrapYard 1.9.1 OyScrap 1.9.1 MobileFrameSystem (someday) KaizenKensai DrKermnassusPartsEmporium HotBeveragesIrradiated Komplexity Komplex This is where work on KGEx will be. This thread is a WIP, Released: More Hitchhikers by zed'K Module Manager patch to add fourteen (14) hitchhiker sizes. Spacedock CC BY-SA 4.0 for now here is a lovely screenshot(s): tentative dance card (so far): flying lander --- using Nuke VTOL CC 4.0 BY-NC-SA Source Code: Github repo.
  14. @Nertea seems to have added (THANK YOU) and it does reflect (properly) TweakScale scaling, just ODFC is too dense (currently) to know when it has been scaled.
  15. thank you - am still thinking it is my slipshod patch writing :eek: maxEC is the maximum amount of electricalCharge the fuel cell will produce for a given mode. I tried two different versions of this - yes something might have been missing ; the MODE node name: but reread the instructions (here) again - and this makes the most sense: one final note - ODFC doesn't do much in onLoad - rather it does most if not all of its work in onStart.
  16. I have submitted an issue to the Kerbalism github repo and linked it to the ODFC github issue - it 'should' be a minor fix, either to ODFC or Kerbalism.
  17. thank you. Glad to hear that. so two issues: Kerbalism isn't recognizing ODFC. Those labels on the PAW are Kerbalism showing it is expecting the 'old' resource converter. Since ODFC is so new (or rather so old and new) this is to be expected. Don't think there is much I can do about this issue, albeit is now included in the github issue tracker. @N70 (and now I believe @Sir Mortimer) are the ones. tagging them to see if they can fix it. the fuel cells continue to operate and instead of maxEC output, they just 'trickle' charge to cover the vessels EC demands. Can't see the whole ODFC panel (drop down to show) however this looks like it is working as intended. If the threshold has been met (ie the threshold is say 50%, and the vessel has 100 EC (somebody forgot more batteries) that would be 50EC, and something (like Val's kPad) is draining 0.32 EC/s then ODFC will make up the difference - or call it the trickle charge.) Does this make sense? the drain drops the vessels' total EC available under the threshold by the total amount drained, so ODFC senses that and makes up for it. It is one of the quiet features of ODFC I really like. (PS if you don't like the color coding in the PAW status - it can be turned off in the game settings menu). When EC is at threshold, ODFC tries to keep it at threshold, only covering the demand *up to the max ability of available fuel cells). It also only uses enough fuel to do so - scaling the consumption to the production. Love the screen shots! Here's a coupon for two free cups of Jeb's Coffee!
  18. Always (in my opinion) contact original MOD author I thought there was a thread / post outlining what to be done - but can't find it. IIRC: One thing you can do is post a message in the mod thread, a general message saying that you are working on this, and that if you haven't heard from him by (pick a reasonable date) you'll be releasing a new version. Ping him as well in the message. I always do the same via private message as well. Be polite - mention the license as well. Since the license is MIT - then you shouldn't have any issues. Good luck!
  19. @Lisias having some difficulty with tweakscale on ODFC parts. finally just crowbarred the patch directly into the part and it works; however doesn't scale the maxEC. here is the part (example): here are the patches:
  20. As it stands there are three pressing code related issues (in order of being tackled): Tweakscale Support @Lisias B9 support @blowfish Background Processing/Resources Support @zer0Kerbal code upgrades: additional config nodes integration issues: smx patch SETI-ProbeParts parts: Hot Beverages KGEx
  21. released under terms of the original license ( CC-BY-NC-SA-4.0). On Demand Fuel Cells Refueled This is the development thread. For the release thread on ODFC go here. On Demand Fuel Cells (ODFC) is a plugin to simulate fuel cells in Kerbal Space Program (KSP), and do a better job of it than stock's use of a resource converter. The main difference is it only generates electricity when it's really needed (batteries almost empty), and otherwise lets electricity of a craft float up and down, as it might in a solar powered vehicle when the sun is eclipsed by another celestial body. It also allows fuel cells to generate byproducts, aimed at supporting life support mods like TACLS. Features: adjustable fuel cell use - much more than just On/Off operation multiple fuel modes (serial usage - one mode at a time) variable activation threshold configurable to produce byproducts (so O+H2 = EC + H2O) very small memory footprint Brown and Black out protection assistance PAW (Part Action Window / Right Click Menu) grouping with autocollapse, click the down arrow to drop the ODFC control panel down (KSP 1.7.1). more features coming soon (hopefully) Known Issues: Does not seeming work with BackgroundProcessing or Background Resources mods (being looked at) Should not have both BackgroundProcessing and BackgroundResources installed. CC 4.0 BY-NC-SA Source Code: Github repo.
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