FreeThinker Posted August 16, 2017 Author Share Posted August 16, 2017 (edited) Version 2.7.1 for Kerbal Space Program 1.3.0 can be downloaded from here Released on 2017-08-16 Updated CRP to 0.7.2 Fixed issue texture switch with applying the same texture to multiple objects Edited August 25, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted August 22, 2017 Share Posted August 22, 2017 (edited) Hoping someone can help me with the IFS mesh switcher... i have an MM patch I wrote, to apply two mesh switching modules to 7 parts. For testing, I wrote a "master" patch, that included all available objects, and applied to all 7 parts using a wildcard in the PART node. Everything works perfectly. The issue is when I apply only certain objects, to certain parts, using seperate PART nodes, assigned by actual part name, rather than wildcard. The issue is that several (not all) meshes, are visible at once, and Z-fighting... Here's my configs. first is the "master", applied to all parts, with ALL objects... 2nd & 3rd are exapmles of the specific part-named patches, using only SOME of the objects... EDIT: this is happening with version 2.6.3 AND 2.7.1 Spoiler // "master patch" applied to ALL parts, including ALL objects @PART[DSAL.*]:NEEDS[Firespitter|InterstellarFuelSwitch]:AFTER[DeadSkins] { MODULE { name:NEEDS[!InterstellarFuelSwitch] = FSmeshSwitch name:NEEDS[InterstellarFuelSwitch] = InterstellarMeshSwitch moduleID = 0 buttonName = Next Housing switcherDescription = Housing objectDisplayNames = Graphite;Steel hasGui = true showPreviousButton = false objects = housing_Graphite; housing_Steel updateSymmetry = true showInfo = true } MODULE { name:NEEDS[!InterstellarFuelSwitch] = FSmeshSwitch name:NEEDS[InterstellarFuelSwitch] = InterstellarMeshSwitch moduleID = 1 buttonName = Next Lens switcherDescription = Lens objectDisplayNames = Clear;Fisheye-Amber;Fisheye-Blue;Fisheye-Green;Fisheye-Red;Fisheye-White;Glass-Amber;Glass-White;Pyramid-Amber;Pyramid-Blue;Pyramid-Green;Pyramid-Red;Pyramid-White;Square-Amber;Square-Blue;Square-Green;Square-Red;Square-White showPreviousButton = false objects = lens_Clear;lens_Fisheye_amber;lens_Fisheye_blue;lens_Fisheye_green;lens_Fisheye_red;lens_Fisheye_white;lens_Glass_amber;lens_Glass_white;lens_Pyramid_amber;lens_Pyramid_blue;lens_Pyramid_green;lens_Pyramid_red;lens_Pyramid_white;lens_Square_amber;lens_Square_blue;lens_Square_green;lens_Square_red;lens_Square_white updateSymmetry = true showInfo = true debugMode = true showListButton = true } } // Two specific part examples, using only SOME of the objects @PART[DSAL.beacon.amber]:NEEDS[Firespitter|InterstellarFuelSwitch]:AFTER[DeadSkins] { MODULE { name:NEEDS[!InterstellarFuelSwitch] = FSmeshSwitch name:NEEDS[InterstellarFuelSwitch] = InterstellarMeshSwitch moduleID = 0 buttonName = Next Housing switcherDescription = Housing objectDisplayNames = Graphite;Steel showPreviousButton = false objects = housing_Graphite;housing_Steel updateSymmetry = true showInfo = true } MODULE { name:NEEDS[!InterstellarFuelSwitch] = FSmeshSwitch name:NEEDS[InterstellarFuelSwitch] = InterstellarMeshSwitch moduleID = 1 buttonName = Next Lens switcherDescription = Lens objectDisplayNames = Glass-Amber;Clear;Fisheye-Amber;Pyramid-Amber;Square-Amber showPreviousButton = false objects = lens_Glass_amber;lens_Clear;lens_Fisheye_amber;lens_Pyramid_amber;lens_Square_amber updateSymmetry = true showInfo = true } } @PART[DSAL.beacon.red]:NEEDS[Firespitter|InterstellarFuelSwitch]:AFTER[DeadSkins] { MODULE { name:NEEDS[!InterstellarFuelSwitch] = FSmeshSwitch name:NEEDS[InterstellarFuelSwitch] = InterstellarMeshSwitch moduleID = 0 buttonName = Next Housing switcherDescription = Housing objectDisplayNames = Graphite;Steel showPreviousButton = false objects = housing_Graphite; housing_Steel updateSymmetry = true showInfo = true } MODULE { name:NEEDS[!InterstellarFuelSwitch] = FSmeshSwitch name:NEEDS[InterstellarFuelSwitch] = InterstellarMeshSwitch moduleID = 1 buttonName = Next Lens switcherDescription = Lens objectDisplayNames = Fisheye-Red;Clear;Pyramid-Red;Square-Red showPreviousButton = false objects = lens_Fisheye_red;lens_Clear;lens_Pyramid_red;lens_Square_red updateSymmetry = true showInfo = true } } Edited August 22, 2017 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Eleusis La Arwall Posted August 22, 2017 Share Posted August 22, 2017 13 hours ago, Stone Blue said: Hoping someone can help me with the IFS mesh switcher... i have an MM patch I wrote, to apply two mesh switching modules to 7 parts. For testing, I wrote a "master" patch, that included all available objects, and applied to all 7 parts using a wildcard in the PART node. Everything works perfectly. The issue is when I apply only certain objects, to certain parts, using seperate PART nodes, assigned by actual part name, rather than wildcard. The issue is that several (not all) meshes, are visible at once, and Z-fighting... ... That is normal, all meshes not listed under "objects" are visible. There is a fix for this. I usually combine it with the FuelSwitch but a quick test revealed that it also works without it . MODULE { name = InterstellarMeshSwitch moduleID = 0 objectDisplayNames = setup1;setup2;setup3 objects = mesh1;mesh2;mesh3;mesh4hidden;mesh5hidden;mesh6hidden useFuelSwitchModule = false fuelTankSetups = 0;1;2 affectColliders = false } The node "fuelTankSetups = 0;1;2" sets it to 3 setups. The amount of setups in the "objects" node can exceed the amount of actual setups rendering the exceeding meshes invisible. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted August 22, 2017 Share Posted August 22, 2017 (edited) 4 hours ago, Eleusis La Arwall said: That is normal, all meshes not listed under "objects" are visible. The amount of setups in the "objects" node can exceed the amount of actual setups rendering the exceeding meshes invisible. Thank You!...Youre a Gentleman and a Scholar... I kinda figured it might be something where if you didnt "use" all objects in the model, that would be whats causing it... Also, I'm not using it with fuel tanks, hence why I didnt bother to pay too close attention to the "fuel" modules in the documentation, or I might have realised what exactly the fuelTankSetups does... :oops: Especially after i discovered the same behaviour from B9 Part Switcher... Now to figure out how to fix THAT... EDIT2: Hmmm... Doesnt seem to be completely working for me... The selectedObjects node works, but the tank setups doesnt...I still get ALL the textures switchable...None "hidden"... I must be missing something simple-stoopid... Spoiler @PART[DSAL.*]:NEEDS[Firespitter|InterstellarFuelSwitch]:FOR[DeadSkins] { MODULE { //name:NEEDS[!InterstellarFuelSwitch] = FSmeshSwitch name:NEEDS[InterstellarFuelSwitch] = InterstellarMeshSwitch moduleID = 1 buttonName = Next Lens switcherDescription = Lens objectDisplayNames = Clear;Fisheye-Amber;Fisheye-Blue;Fisheye-Green;Fisheye-Red;Fisheye-White;Glass-Amber;Glass-White;Pyramid-Amber;Pyramid-Blue;Pyramid-Green;Pyramid-Red;Pyramid-White;Square-Amber;Square-Blue;Square-Green;Square-Red;Square-White showPreviousButton = false objects = lens_Clear;lens_Fisheye_amber;lens_Fisheye_blue;lens_Fisheye_green;lens_Fisheye_red;lens_Fisheye_white;lens_Glass_amber;lens_Glass_white;lens_Pyramid_amber;lens_Pyramid_blue;lens_Pyramid_green;lens_Pyramid_red;lens_Pyramid_white;lens_Square_amber;lens_Square_blue;lens_Square_green;lens_Square_red;lens_Square_white useFuelSwitchModule = false fuelTankSetups = 0;1;2;3;4;5;6 //;7;8;9;10;11;12;13;14;15;16;17 selectedObject = 2 affectColliders = false updateSymmetry = true showInfo = true } } Edited August 22, 2017 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Eleusis La Arwall Posted August 22, 2017 Share Posted August 22, 2017 (edited) 14 hours ago, Stone Blue said: Hmmm... Doesnt seem to be completely working for me... The selectedObjects node works, but the tank setups doesnt...I still get ALL the textures switchable...None "hidden"... I must be missing something simple-stoopid... I've copied over the latest config you provided, adjusted the relevant fields and it works for me. @PART[MESHTEST] { MODULE { // name:NEEDS[!InterstellarFuelSwitch] = FSmeshSwitch name:NEEDS[InterstellarFuelSwitch] = InterstellarMeshSwitch moduleID = 1 buttonName = Next Lens switcherDescription = Lens objectDisplayNames = LFO;MethaLOX;HydroLOX // objectDisplayNames = Clear;Fisheye-Amber;Fisheye-Blue;Fisheye-Green;Fisheye-Red;Fisheye-White;Glass-Amber;Glass-White;Pyramid-Amber;Pyramid-Blue;Pyramid-Green;Pyramid-Red;Pyramid-White;Square-Amber;Square-Blue;Square-Green;Square-Red;Square-White showPreviousButton = false objects = ;Methalox;Hydrolox;Kerolox // objects = lens_Clear;lens_Fisheye_amber;lens_Fisheye_blue;lens_Fisheye_green;lens_Fisheye_red;lens_Fisheye_white;lens_Glass_amber;lens_Glass_white;lens_Pyramid_amber;lens_Pyramid_blue;lens_Pyramid_green;lens_Pyramid_red;lens_Pyramid_white;lens_Square_amber;lens_Square_blue;lens_Square_green;lens_Square_red;lens_Square_white useFuelSwitchModule = false fuelTankSetups = 0;1;2 // ;3;4;5;6 //;7;8;9;10;11;12;13;14;15;16;17 selectedObject = 2 affectColliders = false updateSymmetry = true showInfo = true } } The mesh "Kerolox" does not appear and everything else fits the setup. Have you tried to delete the MM cache files in the GameData folder? Sometimes it helps. Otherwise I'd say it's a typo somewhere in the commented fields but since your first "master" config worked, that is rather unlikely. Edit: To hide the meshes, the number of "objectDisplayNames" must match the number of "fuelTankSetups". Edited August 23, 2017 by Eleusis La Arwall Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 23, 2017 Author Share Posted August 23, 2017 (edited) I'm proud to present a new set of remodeled tanks by @Eleusis La Arwall Here we see how the existing models had been remodeled and given smaller and larger versions Notice all switchable tank now have a blue strip which indicated the amount of resource in the tank Edited August 23, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 23, 2017 Author Share Posted August 23, 2017 Besides improving exciting tanks @Eleusis La Arwall has also created a completely new line of Duel Fuel storage tanks Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 26, 2017 Author Share Posted August 26, 2017 (edited) Version 2.8 for Kerbal Space Program 1.3.0 Released on 2017-08-27 Added a huge array of new tanks made by @Eleusis La Arwall +4 Cargo Container (CC) [No mass or cost cost balance done] +5 Cryogenic Tank (CT) +1 Electric Capacitator +1 Pressurized Gas Tank (PGT) +3 Radioactive Fuel Container (RFC) +11 Cryogenic Dual Tank (CDT) +1 Inflatable Gas Tank Fixed Switching fuel tank in Flight Fixed Conversion between LqdXenon and XenonGas Edited August 27, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Maelstrom Vortex Posted August 27, 2017 Share Posted August 27, 2017 Attempted to download to update, but keeps pulling 2.7.1 file. Quote Link to comment Share on other sites More sharing options...
Eleusis La Arwall Posted August 27, 2017 Share Posted August 27, 2017 (edited) The latest release introduced a new Module named "AnimatedContainerContent": MODULE { name = AnimatedContainerContent animationName = exampleAnim // Name of the animation resourceName = Ore // Name of the Resource to link with the animation animationExponent = 1 // Exponent. How is the animation related to the resource (normal 1; quadratic 2; qubic 3; ...) maximumRatio = 1 // How far does the animation play with the resource. (0.5: at 50% resource the animation is at the last frame.) } What does it? This Module allows you to link an animation with the amount of stored resources on a part. Now we can visualize the tank-status directly on the model. Details on how the resources are linked Without the "resourceName" node defined all resources stored in the part will be taken into account, except resources without mass (EC, Megajoule). This is very usefull for tanks that hold 2 fuels at the same time or use FuelSwitch setups with lots of different setups. Examples One example is the IFS Inflatable Storage Tank that uses this module. As shown in the picture below, the spherical tank grows with the amount of stored Air. This is an example that uses "maximumRatio = 0.5". When the tank is half full, the sphere has reached its max volume (end of the animation) and filling the tank further is not animated anymore. To animate pressurized gas tanks for example. An example with bars indicating the amount of fuel can be found on most of the new tanks. You'll notice some blue (or red) little bars that show how much content the tank currently holds (blue=full, red=empty). A big THANK YOU to @FreeThinker who realized this new module. I hope this explanation is somewhat usefull and you guys have as much fun with it as I did. Happy modding! Edited August 27, 2017 by Eleusis La Arwall Changed Module name from InflatableStorageTank to AnimatedContainerContent Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 27, 2017 Author Share Posted August 27, 2017 (edited) Version 2.8.1 for Kerbal Space Program 1.3.0 which can be downloaded from here Released on 2017-08-27 Fixed Issue with switch buttons cluttering up VAB menu Renamed InflatableStorageTank to AnimatedContainerContent Disabled several obsolete parts Fixed cluttering of context menu by auto converter Edited August 27, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Ciro1983811 Posted August 28, 2017 Share Posted August 28, 2017 Hi all, on the new release, i can't find HTP (hydrogen peroxyde) storage nowhere other than spherical cryo tank ... it is intended or a bug? Bye! Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted September 10, 2017 Author Share Posted September 10, 2017 (edited) Uploaded beta 2.9 which can be downloaded here Changelog * Added support for PatchManager (by @Eleusis La Arwall) * Added radial inflatable liquid tank (by @Eleusis La Arwall) * Added inline inflatable liquid tank (by @SpaceMouse) * Fixed missing HTP Edited September 10, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted September 10, 2017 Author Share Posted September 10, 2017 (edited) Released Version 2.9.1 for Kerbal Space Program 1.3.0 which can be downloaded from here Released on 2017-09-10 Included Patchmanager 0.0.8 in download package Added support for PatchManager (by Eleusis La Arwall) Added radial inflatable liquid tank (by Eleusis La Arwall) Added inline inflatable liquid tank (by SpaceMouse) Fixed integrated decoupler cluttering (by Eleusis La Arwall) Fixed missing HTP resource Fixed missing resource definition for Spodumene Edited September 11, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Eleusis La Arwall Posted September 10, 2017 Share Posted September 10, 2017 The integrated decouplers no longer clutter the staging menu. It was a bit annoying to have decouplers from inline-attached tanks (that were not usable at all) in the staging. The decouplers are not gone entirely, they can be triggered from the right click menu or put into action groups. If you don't want to have integrated decouplers at all, it is also possible to deactivate them with PatchManager (integrated) by @linuxgurugamer. This handy tool can toggle MM configs on/off and makes life easier for modders and users. With PatchManager you can also disable the FuelSwitch patches for the stock parts or choose how much setups the CDT have. Currently there are 3 options for the CDT: Basic config is 4 Fuel+Oxidizer setups. The 7 setups config additionally allows you to have the Fuels without Oxidizer and the 12 setups config makes Noble gases available too. More options can and will be added in the future. Suggestions are very welcome but they need to follow some structure/concept. Please don't suggest personalized setups like "HydroLOx, Hydrogen, Xenon, HTP and Nitrogen-15" for example. Quote Link to comment Share on other sites More sharing options...
Khalkion Posted September 12, 2017 Share Posted September 12, 2017 On 11.09.2017 at 0:35 AM, FreeThinker said: Released Version 2.9.1 for Kerbal Space Program 1.3.0 which can be downloaded from here Added inline inflatable liquid tank (by SpaceMouse) Why does this one have 10 crew capacity? GameData\InterstellarFuelSwitch\Parts\Mousecentrifuge\mousecentrifuge.cfg Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted September 12, 2017 Author Share Posted September 12, 2017 (edited) 27 minutes ago, Khalkion said: Why does this one have 10 crew capacity? GameData\InterstellarFuelSwitch\Parts\Mousecentrifuge\mousecentrifuge.cfg Yes, that a mistake which we already noticed ourselves. The part was originally intended by @SpaceMouse as a habitat, but I determined it is also useful as an inflatable liquid storage container Edited September 12, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
SpaceMouse Posted September 12, 2017 Share Posted September 12, 2017 Was originally meant as a internal centrifuge. I'll probably redo one as a centrifuge sometime soon. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted September 13, 2017 Author Share Posted September 13, 2017 Release IFS Version 2.9.2 for Kerbal Space Program 1.3.0 which can be downloaded from here Released on 2017-09-13 Added English Localisation (by Eleusis La Arwall) Fixed issue with missing IST2501 Quote Link to comment Share on other sites More sharing options...
Mokmo Posted September 13, 2017 Share Posted September 13, 2017 I was wondering if something specific to the mod was causing that, but the IFS tanks each have a decoupler listed in my VAB, i don't think they should be there... they're not available for staging though. I thought i had installedthe latest version yesterday, i'll test again tonight with latest... Quote Link to comment Share on other sites More sharing options...
Eleusis La Arwall Posted September 13, 2017 Share Posted September 13, 2017 2 hours ago, Mokmo said: I was wondering if something specific to the mod was causing that, but the IFS tanks each have a decoupler listed in my VAB, i don't think they should be there... they're not available for staging though. I thought i had installedthe latest version yesterday, i'll test again tonight with latest... That is perfectly fine. All IFS tanks have an integrated (radial) decoupler. They were available for staging before, but inline-attached tanks also had a non-functional decoupler in the staging. If you don't want the integrated decouplers, you can disable them with PatchManager (Wrapper tanks still have integrated decouplers). Quote Link to comment Share on other sites More sharing options...
Toolkinn Posted September 14, 2017 Share Posted September 14, 2017 23 hours ago, FreeThinker said: Release IFS Version 2.9.2 for Kerbal Space Program 1.3.0 which can be downloaded from here Released on 2017-09-13 Added English Localisation (by Eleusis La Arwall) Fixed issue with missing IST2501 Warning ! In the archive the folder GameData is renamed GamaData. Nice work anyway :-) Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted September 15, 2017 Author Share Posted September 15, 2017 (edited) Version 2.9.3 for Kerbal Space Program 1.3.0 can be downloaded from here Released on 2017-09-15 Update Patchmanager to 0.0.9 Added additional localization Fixed Inline Inflatable tank crew capacity and temperature Fixed Gamedata folder name Edited September 15, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 20, 2017 Share Posted September 20, 2017 (edited) @FreeThinker: Care to explain this thing I found when debugging a user's install containing IFS? @RESOURCE_DEFINITION[Actinides] { @isTweakable = true } @RESOURCE_DEFINITION[DepletedFuel] { @isTweakable = true @density = 0.0117 } @RESOURCE_DEFINITION[LqdCO2] { @flowMode = STACK_PRIORITY_SEARCH } @RESOURCE_DEFINITION[Water] { @flowMode = STACK_PRIORITY_SEARCH } @RESOURCE_DEFINITION[ElectricCharge] { @unitCost = 0.00002 } @RESOURCE_DEFINITION[Megajoules] { @unitCost = 0.02 } @RESOURCE_DEFINITION[Carbon] { @isTweakable = true @isVisible = true @transfer = PUMP @flowMode = ALL_VESSEL } @RESOURCE_DEFINITION[Lithium6] { %displayName = Lithium-6 } Care to explain to me why you're patching common library resources in this also common library mod? Some of these changes will break mods! DepletedFuel density change will break NFT, ElectricCharge cost change will break all batteries' costs. Pinging @RoverDude as this is a CRP issue too... Edited September 20, 2017 by Nertea Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 20, 2017 Share Posted September 20, 2017 @FreeThinker, that is VERY uncool to patch CRP resources, esp given you should know better. Quote Link to comment Share on other sites More sharing options...
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