Jump to content

Ratzap

Members
  • Posts

    838
  • Joined

  • Last visited

Posts posted by Ratzap

  1. I just wanted to point out that RemoteTech has been updated for version 0.90 by a member of the development team on Github. Unfortunately, the member that created the new forum thread has been inactive, so the first post in that thread is out of date now.

    Also, I like that Blizzy's toolbar is much more compact and customizable than the stock toolbar.

    Good catch, I don't watch the RT2 thread so I just go by the header or first post. I've linked to the 1.5.2 DLL. Near future has updated 2 parts but not the one I need to link to so that's still out.

    I've wrapped up what I have now and I'll put it up.

  2. Zif - it's not been released as 0.90 is what I mean. Whether or not it appears to work with the 0.25 version doesn't matter to me. Too often in the past I've left old DLL support in and it causes problems. The safest way is only support what has been released for current, then if there is a problem I can go to the author.

    I might leave toolbar as an option and make the stock default. The problem with two display methods though is you have a fair bit of complexity to keep them from falling over each other and I don't want to allocate resource for something that isn't used. If it gets messy toolbar will have to go but I'll try and keep it.

    I also found the F2 thing the guy from the last page was on about. All mods behave the same way. Go to an in flight vessel and press alt-F2, the entire interface disappears and the debug window pops up. This is a Unity thing (I read the key press documentation yesterday) - it will only tell you a specific key is pressed on the frame that the key went down (or up). So when you hit alt and F2, unless you manage to hit them both within say 20ms of each other the alt will register in one frame and the F2 in another. I wrote some code that tracks shift/alt/cnt modifiers and I can make Fusebox only disappear when F2 is pressed alone. But that makes it behave differently from everything else ;)

  3. As of just now there are 5 mods not yet updated that had support, I'll be removing those for now (disabling) until such time as new versions exist. the 5 are:

    BTSM

    Near future

    Remote tech 2

    TAC life sup

    Telemachus

    I'll check again before releasing. I'm also thinking of dropping toolbar support in the next plus one release and just use the stock bar. It'd make the code a lot easier to just support one control path but is anyone terribly attached to toolbar?

  4. Well, it seems like it's actually working exactly as intended! StageRecovery has powered recovery using rocket engines to land, rather than (or in addition to) parachutes. I just wasn't aware that mechjeb counted as a control source, but I suppose it makes sense that an autopilot would be able to land a craft. Do you happen to know if you can control a ship with just mechjeb? For instance, can you control it if you take all the kerbals out and remove all the probe cores? If so, then things are most certainly working as intended.

    A standard mechjeb does indeed, from the part.cfg for the MJ part

    MODULE

    {

    name = ModuleCommand

    minimumCrew = 0

    RESOURCE

    {

    name = ElectricCharge

    rate = 0.005

    }

    }

  5. Einarr - which interstellar, there are a couple of different versions floating about. I think I posted in Fractals thread a long time ago and he wasn't interested. Most mod authors say the same thing: submit a pull request. I'll look into more additions after 0.90 hits - couple of weeks at most I'd think since it's in experimentals.

    jfjonny5 - No, that has to be handled by the solar panels. Near future has that in it and Fusebox just uses the values the panels pass back. Light falloff in stock, NFP and KISP are of course all differently modelled :)

    ctbram - sounds very weird. While KSP is not running, go to the GameData\Fusebox\Plugins\PluginData\Fusebox folder, delete the config.xml and try again.

  6. Fusebox gui windows do not pop up after doing anything with OKS/MKS. As soon as I add an OKS or MKS part fusebox no longer seems to disply its controls. What is worse is it seem to be permanent. In order to get fuse box controls to appear again I have to exit KSP then delete the fusebox folder and reinstall it! Can you please explain why this is happening and how I can fix it with out having to do a complete shutdown and re-install of the fusebox mod?

    Never heard of this happening. Give me some info please. Are you using toolbar or running FB naked? What verion of OKS/MKS?

    Ford6: that's an old one, you have a part which KSP chokes on. The code failing is part of the C# standard libraries called from a KSP method - not mine. Does it always happen at the same time? When picking a particular part?

  7. The antenna from ORIGAMI foldable antenna dishes for RemoteTech seems to return absurdly high values in fusebox (~58 for the big one, ~13 for the small one), even though in remote tech config file they have much smaller value (2.8 for the big one and 1.8 for the small one). I haven't launch anything with the two yet so I am still unsure if it is problem from them or from fusebox, will be testing them out soon.

    Edit: Oh, and apparently they are not recognized as RemoteTech 2 antennas, the filter does nothing to them.

    If they are implemented with their own plugin replacing the RT2 or standard PartModule stuff then yes, it's not going to work until it gets custom treatment. I'm holding off doing much at the moment as I'm busy and 0.90.0 is going to shake things up a lot. Once the smoke clears from that I'll get back to adding whatever survives the transition.

  8. No problem. It's not a big deal at all, just wanted you to be aware that it didn't count it.

    Fuse box is a very handy mod. I like it.

    There are an awful lot of things sadly because charge isn't handled via a standardised API. A number of stock items are impossible to get information from so the mod is mostly an ongoing best effort sort of thing. The next KSP version is probably going to cause most or a large number of mods to break (from a I got from Maxmaps) due to the large number of changes in VAB, editor and Part/PartModule. Don't try and use anything from 0.25 when the new one comes out, it's likely to go bang.

  9. The simple answer remains: I cannot and will not attempt to fix any problems in a 64 bit version. I'm using standard Unity and KSP methods compiled for 'all platforms'. If that makes it crash it ain't my problem unless you have some log sections you can point at.

    Fusebox doesn't seem to recognize the power produced from the Hydrogen Fuel Cell in the Universal storage mod.

    Nope because that's another mod which does not have query methods in it's API and will need them submitted to the author as a pull request. I use the US mods so it's on the list for doing sometime.

  10. I have Fusebox installed = Game closes during startup.

    I delete Fusebox = Game starts normally.

    Im on Linux, using 64-bit 0.25

    64 bit is unstable, Linux 64 even more so. Hell, Squad don't even really support it because they can't. All the 64 bit problems are in Unity which they are promising to fix in v5 when it comes out. I've run Fusebox briefly in Win64 and it worked so I'm afraid you're just going to have to do without for a while, this isn't a bug I can fix.

  11. Hey! I really like your mod, it has kept me sane so far. :)

    I have a suggestion: could you add an option to disable the mod in flight? I really don't need the features outside the VAB. Also maybe migrate to the built-in toolbar.

    You already can: if you don't have it bound to the toolbar in flight view, it doesn't run. If you're not using toolbar, minimise it and it also switches off. A re-write for the Squad toolbar might get done after November when I have time.

  12. Recompile release is up (1.1). SCANsat 8, RT 1.5.1, AV lights 3.6, KAS 0.4.9, NF electrical 3.0, Antenna range 1.4.2, Telemachus 1.4.26, Toolbar 1.7.7, TAC LS 10.1, BTSM 1.646

    Biomatic was dropped as it has not been updated for 0.25, AV lights was also not updated but it's author reckons it's ok. BTSM support consists of a lookup table for probe core drain so the red 'empty in' text should be a reasonably accurate indicator of how long your probe will live.

    As usual, any problems, post with as much evidence as you can.

  13. Sorry, no dice it seems. Doesn't work. I checked the debug log and the Player.log, and nothing interesting regarding Fusebox seems to be there. I'm using Mac OSX, but KSP addons are usually platform-agnostic, so that shouldn't be relevant.

    Sorry but there's very little I can do. I don't have a mac and there are no other reports of anyone having this problem. If I have a moment tomorrow I'll whip up a DLL for you full of debug stuff, see if we can pin it down.

  14. Hey Ratzap!

    Dr.Jet seems to say that we can have additional nodes in this other tree tool thing? Sorry I haven't looked it up.

    All that Treeloader work to crap is a bit sad, but if the dream can live on that's better!

    There was no way in hell I could have given RPL any facetime this summer, even know it's 50 hour weeks and disturbing calls on weekends. :(

    Hopefully this roller coaster will die!

    I went to the ATC thread just now http://forum.kerbalspaceprogram.com/threads/93759-ATC-Alternative-Tree-Configurator-18-9-V0-5 and part of the OP is this:

    How do I add new nodes?

    You cannot. Yet. For now, you have to stick to the 55 stock nodes. But honestly, thats already quite a lot of research configuration available

    Maybe there is a way but it's not something the author writes about.

×
×
  • Create New...