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a__gun

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Posts posted by a__gun

  1. 2 hours ago, Nils277 said:

    You are right, will move it there in the next update.

    This funtionality is not enabled at the moment. If you want i will do this in the next update.

    Woah! Are those the lights from the rover without any changes? 
    Edit: Just tested...i can reproduce this....This is VERY weird. I checked (and also logged it with the plugin) that the lights only have a range of 60m.
    I got the craft in orbit with the cheat menu. Can someone confirm that the same happens when traveling there the "normal" way?

    Yep just launched a Lynx shuttle in a fresh sandbox. Cockpit headlights light the planet

  2. On 01/12/2016 at 11:19 PM, Error_Sophius said:

    There's a decent argument for a more general draggable-ui-elements mod, particularly if people express an interest in moving more than just those two panels.

    I'd definitely be interested in this. I hate how spread out and bitty the stock UI is - being able to move the panels around would be a great help.

  3. Using stock comms (No RT) I can't get full control using the top (probe) part of this, even landed at the KSC. If I place just the two parts that come with this mod, partial control. If I add an external antennae, still only partial control. Only if I add a stock probe core I get full control, even if I then jettison the stock core.

    I'm really confused with this. I've tried it on an otherwise clean install and its still the same. I've compared the config to stock probe cores and that didn't help (Though the ModuleDataTransmitter is set to 'DIRECT', whereas the other probe cores are 'INTERNAL').

     

    Scratch that I've fixed it - add 'vesselType = Probe' to the config and it works. I guess without this or any other command parts on board the game doesn't know how to treat it.

  4. Your "last updated" date is wrong, it says: last updated 06/05/15

    I suspect you meant 5/5/15

    As someone else noted, its in d/m/y format. I've never really understood American date formatting - m/d/y. Why would you put [middle sized thing]/[smallest thing]/[biggest thing]? Anyone who's ever programmed knows it should be [biggest thing]/[medium sized thing]/[smallest thing]. Anways I digress...

    FYI, the "adapter" parts should also have their smaller size in their list of bulkheadProfiles -- e.g. "size1, size0" for the FL-T80A. Thanks!

    I'll put this (And DDS textures!) in an update soonâ„¢

  5. Hi all! I've released an update to this now which I hope should fix everything - sorry it took me a little while!

    I've not had much time to play around with 1.0 so if anything seems unbalanced do please let me know. I also still haven't had a chance to look at where the parts should fit in the tech tree - any ideas greatly appreciated.

    Enjoy :)

    Also, Thanks to Z-Key for providing support :) :)

  6. I am unable to reproduce this performance issue that is being described as caused by the battery module. I made a BoxSat with 50 racks of nothing but batteries and my memory usage barely twitched. The only thing that did happen was that it fell over and blew up the pad. So, everyone that is experiencing a performance issue when using the BoxSat battery module please post your mod list and we'll see if there's a common element. I'll keep testing but I don't have a lot of information to go on beyond performance issue when using the battery module.

    I've just tried a fresh stock install + BoxSat and the battery modules still lag when they are loaded into the editor. I've not checked my RAM usage and I don;t get crashes or anything, but there is definite lag between you selecting the part and it appearing. Mentioned this a few pages back, but from past experience it tends to happen when models have a high poly count - does the battery have a higher count than the other parts?

  7. I've been searching around... has there been a part/config put out which would take Duna's or Eve's atmosphere CO2 (carbon dioxide) with air intakes?

    Can the Air Filter do double duty to get CO2 instead of oxygen only on Eve and Duna. I haven't checked the code yet but I'm sure there already is a check somewhere for Laythe... so maybe something similar could be done to enable CO2 intake only on Eve and Duna.

    If I do a ModuleManager patch with a CarbonDioxide outputResources as it stands, it could scrub CO2 from Kerbin's atmosphere too... which is not quite right given the concentrations involved here on Earth vs Mars/Venus.

    Maybe the oxygen atmosphere flag could be used for this purpose. The CO2 intake would work only in the absence of an oxygen atmosphere, if requiresOxygenAtmo is set to false.

    Also, where is the 0.063829787234043 value for oxygen output coming from? I've tried to figure if it was the molar, volume or mass ratio but at this time of the night, I'll sleep on it I think. :)

    In the mean time, here's the ModuleManager config I did. *snip*

    The oxygen in atmosphere flag uses a data in the stock game to determine if the atmosphere contains oxygen. There is no such stock data for other elements (CO2 included) so this would be impossible without a resource mod. Your best bet is probably to look at Regolith/Karbonite.

  8. For some reasons, batteries modules reduce my performance. There is a slight lag whenever I pull one out of the catalog. And it is fine if I only use a few, but once I use about 2-3 boxes worth of them my memory usage went to hell and game just crash. I took a look at the cfg and doesn't seem like they have anything weird that may cause such a problem.

    Note that I do use ATM, and run on openGL. Average memory use is 2.3gb.

    I've noticed the editor lag with the batteries too - tends to happen with hi-poly models so I'd assume that's the case

  9. Yes, all three mods use the same units and resources so the Sabatier does the same thing. The reason there is 3 is because you can't use module manager to say 'if one of these mods is installed then do this', only 'if this mod is installed'.

    Unless I'm wrong, in which case that would be cool!

    [As Crzyrndm says] You can use ORs within the NEEDS command. You would need this:

    PART:NEEDS[LifeSupport|IoncrossCrewSupport|TacLifeSupport]

    Alternatively you could define the part in the conventional way, and then remove it with a conditional MM patch like this:

    @PART[US_Wedge_Sabatier]:NEEDS[!LifeSupport&!IoncrossCrewSupport&!TacLifeSupport]
    {

    [INDENT]@category = -1[/INDENT]


    }

  10. Been toying around making custom welded parts and started on a replacement for the TAC air filter (IntakeAir->Oxygen). After reading the warning in the existing parts description that it wouldn't run when the vehicle is unfocused, I ran a few tests to work out exactly why.

    I set up my custom part with two TacGenericConverter modules: one taking IntakeAir and ElectricCharge and creating Oxygen (Exactly as the stock one does) and the other only requiring the ElectricCharge. Both had the requiresOxygenAtmo flag set to true. I found that the module with the two inputs behaved as expected when the vehicle had focus, but (as warned) didn't create Oxygen when unfocused. The other module seemingly worked perfectly however - it creates Oxygen both when focused and unfocused, and only works on oxygenated planets. However (And this is the reason for my post), whilst it only works on planets with an oxygenated atmosphere, it does so at any height within or above the atmosphere.

    I looked over the source code for the module and I think I've found an easy change that would fix this behavior. I believe this is the bit of code that handles the requiresOxygenAtmo flag:


    [I]159[/I] {
    [I]160[/I] converterStatus = "Atmo lacks oxygen.";
    [I]161[/I] return;
    [I]162[/I] }
    [I]158[/I]  if (requiresOxygenAtmo && !vessel.mainBody.atmosphereContainsOxygen)

    If this were to be changed to add an extra check that the vehicle is within the atmosphere (Or even below a certain point within the atmosphere as with the existing Kerbin behaviour detailed here) then a air filter that runs in the background could be a reality :)

    Never done coding within KSP, but I've just looked over the API and I think this would work:


    [I]159[/I] {
    [I]160[/I] converterStatus = "Atmo lacks oxygen.";
    [I]161[/I] return;
    [I]162[/I] }
    [I]158[/I]  if (requiresOxygenAtmo && !vessel.mainBody.atmosphereContainsOxygen[B] && vessel.mainBody.maxAtmosphereAltitude<vessel.orbit.altitude[/B])

    Edit: Realised I had a > where I should of had a <

  11. I hope Porkjet can do a quick update for that then. :(

    Or if not, can someone else do it? Probably need to contact Porkjet for redistribution permission though,

    You would need the source files of the mesh - only PorkJet would have those. I wouldn't hold your breath.

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