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Ekareya

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Everything posted by Ekareya

  1. bit busy atm with rl. but thing begin to cool down. i'm planning on getting back on it. It's been a while so my memory is a bit foggy on that, but you should be able to use action group to do exactly that. And i fixed the typo, sorry for the delay ^^.
  2. @Scientist: I'm currently in vacation, i will be back in front of my rig end of august, nothing i can do until then. ( unless someone make a modulemanager patch to remove my mod on those parts) @dwyw 1. I told kerbalstuff that the mod is 1.0.4 compatible, so CKAN should update itself from there. If not, well, unless someone else compile the mod against 1.0.4, there is nothing I can do until I return. 2. Antenna auto deploy is in my todo list, but they may suffer from the same drawback the solar panels have. Haven't play with it yet, because I also want the mod to interact with RT. 3. As for the solar panels, it's quite tricky because it depends a lot on the configuration of the probe. IF I tie it to a button it will be the lights one, but that's something you can already do, you just need to set it up in the actiongroup menu ( the "toggle Automation" will turn on and off the automation of the part) P.S. i just remembered something I talked about in the irc modders chat room, best way to handle the solar panels and by extention the antenna would be to be able to have them in the stage list. But still have to look into it.
  3. it's done automatically from kerbalstuff, so just wait a bit and it should get there.
  4. thank you very much, I found the bug =p. when you go into timewarp the part suddenly became unshielded from airstream wich trigger the deployement .... Edit: New update 0.0.4d Changelog: lock the solarpanel autodeployement when timewarping to avoid panel deploying inside fairing.
  5. huumm... first are those the stock fairing? second, could you send me a pic of the rocket by the side. or send me the craft file ?
  6. oh I see. it's because the fairing is not protecting you from airstream anymore. because you opened one side. So as soon as you open the side, the panel deploy isnt it? when I say side, it's the top or the bottom of the fairing ^^. So nothing i can really easyly do. And as i got my finals in 2 weeks, nothing I should do about it until then XD. And it's gonna be a very tricky one. so for the moment jetisson the fairing as soon as you open one side to avoid it.
  7. Hi. i really do like you mod. but i also like to be able to choose wich parts to install and it's very very tedious to do so. Would really appreciate if each part got its own cfg file, and even a folder. ( you can look at the file structure of MI fuel tank expansion to get an idea of an easy to trim mod). I also like the fact that you can attach engine in a bigger or smaller socket. but it's still a bit buggy and when you remove the "fairing" some of them got a little offset.
  8. very nice mod =). but I've got one big problem with it. my keyboard is not a qwerty one. could it be possible to use some control defined in the setting instead of wasd. (the keybinding are in the GameSettings object ex: KeyCode d = GameSettings.Editor_yawRight.primary; ) Edit: didn't see that you could change the key in the config.cfg
  9. hav'nt tested it with a service bay. but when inside a fairing it shouldn't deploy. gonna investigate. Edit: I can't reproduce it. can you show me a picture of how you setup the panel inside the service bay. my guess is somehow your panel is clipping through the service bay and then the game think it's not protected from the airstream anymore wich trigger the deployement.
  10. auto light is already in my list. I haven't look into it yet. ( exam season =p ) but you can know the solarflux you get for every part so i think that should do the trick. as for the rover i don't really get what you want with the brake?
  11. Update: versin 0.0.4c. Tex_NL bug shouldn't be here anymore ( and it should uncorrupt solar panel who had this bug)
  12. ouch. yeah it seems like a nasty one indeed. can you send me your save? and do you have other mod installed? Edit:I found the culprit should be able to push a patch tonight. ( UTC +2)
  13. i push an update, the autoDeploy toggle should work as intended now.
  14. Where is your ship when this happen? and which solar panel are you using?
  15. V0.0.4 is here. now with the automatic deployement of Solar Panel when it's safe to do so.
  16. will be the next one my own code. but i do like smart parts but always though that adding part was cumbersome (even though the smartParts look damn cool ) , so i decided to do my own. but it's in the same spirit wich is why in the end ,as a tribute, the mod will be called autoSmartParts. altitude is based on radar altitude. I took inspiration from the Landing Height mod for that. Sweet. Please let me know what you think of it, once you test it =).
  17. V0.0.2 already here. Lot of tweaking and debugging have been done.
  18. This mod will aim to add basic automation into standard part. The first one is the automatic raise/lower landing gear for plane. AutoGear & AutoLeg: The Gear action group act as a global switch for the automation. Off: Raise all your gear and turn off the mod. On : Turn on the mod. Your landing gear will now retract or extend when your radar altitude go over some threshold. The threshold are customizable in an editor windows, and the default values in the .cfg AutoDeploy: Your Solar panel will automatically retract or extend depending on the atmospheric density and your speed. Won't extend inside a fairing. TODO: Auto Fairing deployement in space Auto Solar Pannel on low Battery Auto lock surface control in space Auto decouple on empty tank Auto Air Brake on touchdown Feel free to give me some ideas -none ModuleManager is required but not included in the download, please download it from here. Download: CurseForge | KerbalStuff | GitHub Source Code: GitHub License: MIT alpha.0.0.4c Bug correction [*]alpha.0.0.4b Bug correction [*]alpha.0.0.4 AutoDeploy Release [*]alpha.0.0.3 AutoLeg Release [*]alpha.0.0.2 Bug correction [*]alpha.0.0.1 AutoGear Release
  19. keeping the badass check could be fun though. would work with the normal kerbal that get that flag. and as you don't have any way to know wich one ( unless you go read your savefiles) could make some nice moment. like: "ohhh crap we forgot the supplies. and then you discover that one of your kerbal is a badass and still continue over even if he is super hungry".
  20. Find something strange. I send Jeb, bill and bob to minmus, they get to the SOI after a 16d fligh. and now bill and bob are behaving like tourist. but not Jeb. i made a test with only bill and bob. and after 16d they go into tourist mode. I assume you link this behaviour to the badS flag? wich bill and bob don't have.
  21. Love it. I tweaked the integration into the tech tree. 2.5m can went to Space exploration, and the 3.75 went to Advanced Space Exploration.
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