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dueb

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Everything posted by dueb

  1. Sorry if it's a dumb question, but is there a way to move nodes around? I have a prop file in which I want to insert a new node at a specific location, is that doable? Edit: Nvm, found it! Search for 'insert' on the wiki. Thank you Sarbian you rock!
  2. Here is a quick recompile/fix of AGM for KSP 1.2.2 x64. I used the 1.3.2.0 version I had too (137301 bytes archive too @WildLynx). I have no idea if that will break your game or not, so be careful with that, please! Readme/License/Source included. I'll not stress that enough: For testing purpose ONLY! Please!
  3. I'm not 100% sure, but I think there is a way to get this result with subassemblies: 1/ Build you main stack > set the AGs > save 2/ Build the lander in a separate craft file > set the AGs > save > export as subassembly 3/ Assemble your lander on your main stack > DON'T SAVE > launch At separation, I think you'll have your separate AGs (but i'm not 100% sure). Btw, I love your videos! Edit: Oh, and be carefull with that: that will mix your 2 sets of AGs, which is not ideal... [ Codewise: that mean that AGs are stored per-craft (I think). So, theoretically, that mean it "should" be possible to add different sets of AGs at different levels in the vessel parts hierarchy. But maybe I'm totally wrong on that, don't take my words for granted. ]
  4. I don't know if it can help or not (and if it's still accurate), but here is the sheet Tanaris Elsu used and shared for all the mod balance.
  5. @AliceTheGorgon I thought it was a bit overkill too, but oh well. At least it's a bit proper than my "unofficial release"... Nice caught on "LandedOrSplashed", didn't thought of that. (PS: Again, sorry for my poor English...)
  6. Well, I guess I can do that. But keep in mind I'm not 100% sure it's the right way to do it. Edit: Done. Oh and btw, I'll remove the download link since I noticed it was built on an outdated version.
  7. Totally unofficial, but while giving time to @AliceTheGorgon to update, this seems to work (KSP 1.2.2 x64): -link removed (built on outdated version)- @AliceTheGorgon: I included the source in the download. So if you want to take a look (the changes are only in EvaFuelManager.cs) and incorporate the changes in your release, please feel free! No credits needed. Thank you for this awesome little mod!
  8. Sounds like a source download from Github instead of a release download.
  9. Yay! New version! Thank you @linuxgurugamer for the update!
  10. Np! I'm glad to help! I reverted the changes I've made to the Stage View btw. I didn't liked it. It looked wrong to me. I'm submitting you a new PR to fix that issue if you want.
  11. @linuxgurugamer: I've recompiled for myself your latest version of VesselView on github (0.8.1 IIRC), and manage to make it work (mostly) on KSP 1.2.1 x64. I share you it here so you can take a look at what I did if you want (and if you still plan to update it to 1.2.1 (and if not, no worries)). Almost all changes are done in VesselViewer.cs (and they are minimal). (The Stage View doesn't look right to me, but maybe it is just me...) Lastly, I would like to thank you for the time you put in maintaining all those mods! Thank you! To VesselView users: There is still some bugs in this version, I don't recommend to use it on regular installs!
  12. Oh, look at this pretty navball! It's shiny! Glad you finally sorted this out! (and saved the night! xD I know what you mean here...) Myself I can't play without this "little thingy" anymore too... I shared it because I thought some folks here would like to keep using it in 1.2.x! Happy dockings! (PS: If I said something awkward, please forgive me... English is not my native language. )
  13. Okay, good! That was the first thing to check actually... xD So, I've recreated a minimal setup of what you tried to do: Clean install of KSP 1.2.1 x64 KAS 0.6.0 / KIS 1.3.0.0 / ModuleManager 2.7.3 / NavBallDockingAlignmentIndicatorCE recompiled for 1.2 2 Vessels, with one of them which have a KAS/KIS assembled docking port by an engineer It works: https://www.dropbox.com/s/f7wi5363lewddq4/screenshot0.png?dl=0 So, no: That's not the problem. There is nothing wrong with KAS/KIS assembled docking ports. There is nothing relevant in your log file neither... So I don't know where the problem lies, but looking at the source code (I'm not the author as I said before) tells me that the problem comes probably from a mod messing with the target states of vessels. Or if it's not, maybe something UI-related preventing the marker from showing up on the navball. The only thing I can think of is removing one by one your mods to find the faultly mod...
  14. Oh, that's remember me something: Did you thought about selecting a docking port as target @wadena? (That happened to me often enough to ask you )
  15. Do you have any log I can take a look at? I'm using it on my 1.2.1 x64 modded install and didn't had any problem so far... ?
  16. Thank you for this release @JPLRepo! Great work! For anyone who is interested, I've made a quick and dirty texture for the Sabatier recycler using the water splitter from the old textures pack (I can't stand the new ones... Sorry! ) since it was the only one missing. Here is the link: https://www.dropbox.com/s/kpeepasro1j6k8c/SabatierReclycler.zip?dl=0 (Edit: If there is a licence issue or anything, let me know, i'll remove the link!)
  17. Recompiled (again) for KSP 1.2.1.1604 x64 Edit: Well, I tested it ingame, but didn't noticed it was literally the same binary... (Download link removed. Use this one instead )
  18. Congratz for this new release! I really like this new mechanic! Especially if you consider some mods like RoverDude's ones which take into account heat levels for Kerbals! I can see why some would like to have fast transferts, but on an other hand, I'm pretty sure that there is people that play the game the hard way. (I have in mind Realism Overhaul for example) Since fuel transfert timewarp is a thing, you can imagine one who miss the transfert window because of the refuelling e.g. But that's fine, maybe a config option to adjust the transfert speed could solve this issue if it's not too hard to implement? (I dunno I didn't checked) (Edit: Well, there is flow_rate for that, forget what I said... ) Yeah, I have no idea here. It could be. I remember seeing briefly a related error in my logs while bughunting for my new KSP 1.2 install, but this one was not related to your mod since I didn't have it at that time... Well, let me check again... Ok, nevermind! That's working! I just had to nerf really hard the fuel flow to be noticeable! (divided by 1000 in this test, whereas in my previous tests it was only by 100 max.) Oh! And that's remind me: The EC consumption is barely noticeable now (even without the nerfed flow rate)! I feel stupid now...after complaining about that! It was really high before, but now it can be neglicted on any standard stations... I think if I had to choose, I'll prefer the first one rather than the later. Anyway great job and thank you for this awesome handy mod!
  19. You can consider me as new to plugin writing too... So don't take for granted everything I did there, (especially the part on locked tanks) knowing that I didn't spent more than 10 min on it! For the heat mechanic, I totally understand and I'm totally agree with it! (That's sad for this poor station... ) But I have to ask you: Is it intended that the transferts are that fast? I did my tests on medium docking ports and found that this was really fast compared to stock fuel transfert! Changing the flow_rate in the config didn't changed anything noticeable (but maybe I'm doing something wrong here...).
  20. Ok, so after a few more tests, I've noticed an other thing that bothered me: you can transfert the content of locked tanks. I didn't want that, so I step ahead and recompiled the source with some changes! (I don't have a github account to make a PR, so here is what I did.) In DockingFuelPump/Source/DockingFuelPump.cs Line 254: if (resource.resourceName != "ElectricCharge" && resource.amount < resource.maxAmount && source_resources.Keys.Contains(resource.resourceName)) { Replaced by: if (resource.resourceName != "ElectricCharge" && !resource.info.resourceFlowMode.Equals(ResourceFlowMode.NO_FLOW) && resource.amount < resource.maxAmount && source_resources.Keys.Contains(resource.resourceName)) { This prevent transfering fuels sets to NO_FLOW. Line 268 and 274: if(res.amount > 0){ if(res.maxAmount - res.amount > 0){ Replaced by: if(res.amount > 0 && res.flowState){ if(res.maxAmount - res.amount > 0 && res.flowState){ Respectively. And this prevent transfering from locked tanks. I don't know if this is the right way of doing it, but I wanted to share you my findings.
  21. After a first test, one thing I've noticed (except the insane power consumption and heat generation ) is that resources flowMode is not respected: it can transfert fuels like SRB fuel were it shouldn't. But beside of that, thank you for this oh-so-long-awaited mod!
  22. Oh, ok! Thank you very much for your fast answer! And btw: thank you very much as well for keeping this awesome mod alive!
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