Ratzap

Members
  • Content Count

    837
  • Joined

  • Last visited

Posts posted by Ratzap


  1. 10 hours ago, Drew Kerman said:

    in the meantime I've been using AmpYear, it has a power manager much the same as Fusebox, of course with more baggage but gets the job done for now. Still prefer the focused application of Fusebox

    Interestingly enough, if you look at the source, Ampyear is based around the Fusebox core. Next up I need to make sure my dev environment is current.


  2. 37 minutes ago, Beale said:

    Thanks form helping out!

    ALV_Engine_B is part of TantaresLV mod, I'm not sure if there are old versions of that hidden somewhere.

    @Ratzap, do you know what craft file you are trying to load? MIR? Zvezda? Zarya?
    I have updated versions of those IRL craft I can provide you with (it will save you the headache of climbing through the Tantares legacy filth pile).

    It wasn't one of the historic craft I'm afraid, just that one engine used.

    32 minutes ago, Deimos Rast said:

    oh, I just so happen to have that too (but only in 21 varieties this time :() . I'll track that down in a second.

    Thanks.

    EDIT:

    @Ratzap smells like...VICTORY. Here you go. Version 11.1 is the latest, so I figured you'd want that (I have some 13 versions with that engine in it or near abouts, let me know if you have a different one in mind).

    License is the same as before, credit same as before.

    That came very close to working. I still have 4 flights failing (the debris doesn't matter of course) saying that liquidEngine2-2 is missing. But that cannot be right, that would be the Poodle missing.

    Found it, the soviet conversion mod removes the poodle for some reason. I've put it back for now. Once I have these missions finished I can back the 3 changes out so the save doesn't die the same way next update.

    Thanks for your help chaps.


  3. 3 hours ago, Deimos Rast said:

    I have 52 old versions of Tantares, 33 of which contain that file. Do you have a preference (12.3 to 25.3)?

    Here is the latest folder for Vega_Node_B

    License is CC-Attribution-NC-SA, all credit to @Beale, I changed nothing.

    That helped yes but now it wants an ALV.Engine.B - also Tantares. If you could get me a link/copy to the 15.5 which kerbiloid mentioned I should be able to load the save thanks.


  4. 10 minutes ago, Beale said:

    Hello!

    Unfortunately options are limited. I do keep older copies online, but through KerbalStuff.
    Of course, KerbalStuff is gone and those backups lost.

    Somebody made a naughty unauthorised upload here. This looks like a version for 1.0.5, but should be good for 1.0.4 maybe?
    But, I cannot vouch for this website, I don't have a problem with others uploading elsewhere, but I cannot guarantee what is in the download.

    Hope this helps :) 

    Yes I found the dead end links to Kerbalstuff, pity that. Did you mean to put a link in there somewhere? Or what site do you mean with 'here'?

    Ta


  5. Beale, do you have older versions of Tantares still? I'm trying to recover a save from 1.0.4 which used a part called Vega.Node.B which seems to have been replaced in the newer versions. I've downloaded and searched all the older versions of Tantares I can find but they don't have it and nothing before December 2015 is available.

    I'd just like to load the craft file again so I can replace the part. Plus not having my main deep space RT sats vanish would be cool.


  6. 1 minute ago, tjsnh said:

    It'll be best to start it over, but it _might_ load ok if you weren't very far in.

    Some of the parts in Tantares that have been updated got new part names (save-breaking), which I can't do anything about.

    Yep, a couple of things missing. My deep space network sats went pfut but most things survived. The contracts can often be the biggest problem (I've converted old saves before), alt-f12, complete everything then exit and restart. Usually clears the mess up.

    I'll just have to redesign and launch the deep space dish carriers but it keeps all the tech/money/rep.


  7. 3 hours ago, rsparkyc said:

    @Manabender I have the exact same problem.

    Are you sure your terrain details is turned all the way up?

    Yes, it's the position which causes the runway start to clip inside terrain. I moved it a touch to the east and brought it back to 177 to get it away from the hillside. If I launch a plane now I can take off (wheel problem notwithstanding).


  8. 8 hours ago, StahnAileron said:

    Oh, quite satisfied. Makes a lot of sense. Though to make sure I actually understood this correctly:

    ScanSat basically required you to actually do a direct call to the DLL to pull info. RT conversely had static numbers in the part configs; you could just read them and not worry about it. I find it odd that the ScanSat numbers aren't more static. (I'm kinda curious about that now, but that's for them and not you.)

    ... ... ...

    ... Huh... I just took a look at the ScanSat part configs after typing up the above. I see a "power" attribute in the Scansat module. Don't recall if the numbers line up with what the game states each part uses. e.g. SAR part has "power = 1.5", which seems about right for in-game EC usage. (I'd have to verify in-game at some point...) Wonder if that could work for a long-term solution?

    Well, with KSP 1.1 rounding the corner, everyone is scrambling to get time in for their mods (if they can afford to do so; real life happens after all). Changes will be coming left and right anyway. You're not the only one taking the opportunity to revamp stuff :wink:. Best of luck. Fusebox is one of my must-have mods. :D

    Not the numbers from the config file but from the in memory image of the part when it's in your ship. Basically Fusebox says: yo KSP, give me a list of pointers to all the parts in this current ship. Then armed with the list it knocks at each one and asks questions about charge: do you store any? If yes how much and what have you got right now. Then it tries to find out if the part uses charge, how much and is it doing it right now. That's where the problems hit. If the mod uses the standard part module parameters like RT, it can answer right off the bat. If it's an extension of the standard part module like SCANsat then it has to create one and copy data to it in order to query it. That's where it has to call the SCANsat library and say 'Hey, just how do I build one of your part extensions?'

    The new version should be able to simply skip the door to door survey and spy on their electricity meters without them knowing. I'm glad you like Fusebox but don't hold your breath for v2, it's going to take some time to get this going. I'll keep the thread briefed with milestones so you know I haven't given up.


  9. 1 hour ago, StahnAileron said:

    Oh~! That's sounds exciting! Since I usually play with SCANSat and RemoteTech, that sounds like massive improvements. Here's hoping things go the way you hope and plan!

    On a side note: I've noticed SCANSat support for some reason seems to break every time they release a new version. (i.e. Newest ScanSat isn't on the filter list with current Fusebox.) Does this this mean Fusebox is hardcoded to version numbers of supported DLLs? Last time I asked you about this (like 6-7 month ago), it was essentially just a recompile with the latest DLLs from the requisite mods. Support for RT doesn't seem to function like that, so maybe it's on the other mod's side? Just curious.

    Scansat I had to query the DLL functions for information, so every time they did a new release it broke yes. RT on the other had was in the part config which I could read off in game after a part was instantiated, no recompile required. Curiosity satisfied?


  10. The good news is that after a peek into the pre-release KSP libraries, I think it should be possible at last to do this mod the way I've wanted. That is they've implemented the resource request code in a way so that mods can intercept calls, use the information as desired and pass the call on so it can be satisfied.

    That means Fusebox in flight mode can show what everything is actually doing rather than show what the parts say they will do. If the new UI code allows it, I'll be able to show a real time list of charge parts and exact numbers. The VAB is going to still have to be guesswork though. If the flight simulator mod gets ported I'll look into using that to allow sims from the VAB to check the numbers - flight mode is going to be where it's at for getting accurate stats.


  11. The pod contains reaction wheels, those when active use EC. To show the possible maximum usage, reaction wheel activation is added to the pods EC use. Open filters and turn off the reaction wheels, the output will change. Of course the wheels are not always on but if it's wasn't shown it would be hiding an EC drain you might not know about. The in flight drain display will only show the wheel drain if they are actually being used.

    The other possibility is if you're using TACLS, that adds a constant drain to all pods. You don't say what mods you have.

    The VAB display is as the OP says, a best estimation. It doesn't show the actual running totals because the craft is not actually running. Once 1.1 is here and the mod is working again I had planned to look at adding support for the flight sim mod so you could build something then do a 'flight simulation' to see how it pans out in reality. The in flight readings will always be more accurate as they are coming from a live craft.


  12. Updates were planned but Factorio happened. With 1.1 in experimentals and a full rewrite on the cards when that comes out, I'm afraid it's a case of use what there is for now. Once they announce the pre-release I can get started on a new version. The version for 1.05 doesn't integrate with the stock toolbar no, it works with blizzys but with stock your milage may vary (and by the sound of it, does).

    On stock if you click the top part of the window it should minimise to a small black bar.


  13. I'll try adding some of the other mods. I remember having a stab at the lab modules once before, they didn't report how much juice they use or when they're in use but it could be worth revisiting again.

    The heat thing though, that would be something for a mod built for the purpose and I'm pretty sure it'd be a fairly complex task with many variable factors. Not something I could just jimmy into Fusebox sadly.